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Playing in Durlag's Tower Character thread

Eireann III

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High Elf Swashbuckler 11
HP: 84/84 HD: 11d8/11d8 AC: 17 Speed: 30ft

Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3
Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13

Attacks and Features

o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire
o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5
o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7

Darkvision Trance Fey Ancestry

Expertise Sneak Attack (6d6) Cunning Action Fancy Footwork Rakish Audacity 
Thieves Cant Uncanny Dodge Evasion Panache Steady Aim Reliable Talent Feat : Skilled 

Magic

Cantrip Known  Booming Blade

Equipment 

Consumable (10) 

Potion of Healing  *2  Potion of Greater Healing  Potion of Superior Healing  Potion of Fire Giant Strength

Common (5)


Uncommon+ (6)

Bracers of Archery  Headband of Intellect   Cloak of Displacement 
Ring of Shooting Star Charges 6/6
Wand of Lightning Bolts Charges 7/7

Eireann spoke

"Oh, don't mind me. I am just a goblin pin cushion!"

AL Logs : https://www.adventurersleaguelog.com/users/7288/characters/17571

Char Sheet: http://www.myth-weavers.com/sheet.html#id=853414

Edited by omegoku (see edit history)
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Playing in Waterdeep: Dragon Heist Character Thread

 

 

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Mordikai Nowhere - Tiefling Hexblade 6


HP: 45/45 | AC: 20 | Speed: 30ft (Flying) | HD: 6d8/6d8 | Spell Slots (Lv3): 2/2

Perception: +4 | Saving Throws: Str +0 Dex +2 Con +2 Int -1 Wis +4 Cha +7 | Spell DC: 15 | Initiative: +2 

Statistics | Magic Items | Skills

Abilities

Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
 Darkvision: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Hellish Resistance: You have resistance to fire damage.
Winged: You have bat-like wings sprouting from your shoulders. You have a flying speed of 30 feet while you aren't wearing heavy armor.
Pact Magic: You regain all expended spell slots when you finish a short or long rest. Charisma is your spellcasting ability for your warlock spells
Hexblade's Curse: Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
- You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
- Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
- If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).<b
You can't use this feature again until you finish a short or long rest.
Hex Warrior: At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Pact of the Blade: You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Improved Pact Weapon:You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells. In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls. Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Eldritch Sight: You can cast detect magic at will, without expending a spell slot
Thirsting Blade:You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.
Accursed Specter: Starting at 6th level, you can curse the soul of a person you slay, temporarily binding it to your service. When you slay a humanoid, you can cause its Spirit to rise from its corpse as a specter, the statistics for which are in the Monster Manual. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (minimum of +0). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Once you bind a specter with this feature, you can't use the feature again until you finish a long rest.

Spells

Cantrips Known: Eldritch Blast, Mage Hand, Prestidigitation
Lv1 Spells: Hex, Arms of Hadar
Lv2 Spells:  Mirror Image, Misty Step, Invisibility
Lv3 Spells: Counterspell,Vampiric Touch

 


Descriptive words.

"Talky words."

Thinky words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/47081

Char Sheet https://www.myth-weavers.com/sheet.html#id=1974692

Edited by omegoku (see edit history)
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Playing in Tomb of Annihalation Character Thread

 

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Morgan Frostbear - Dwarf Gloom Stalker 6


HP: 44/58 | AC: 20 | Speed: 30ft (Climbing) | HD: 2d10/6d10 | Spell Slots: Lv1: 2/4 Lv2: 2/2

Perception: +7 | Saving Throws: Str +4 Dex +6 Con +6 Int -1 Wis +2 Cha +0 | Spell DC: 13 | Initiative: +6 

Statistics | Magic Items | Skills | Favoured Foe: 2d6/3d6

Abilities

Military Rank You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.

Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light

Dwarven Resilience Advantage on saves vs poison. Resistance to poison damage.

Stone cutting Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Favoured Foe When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favoured enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.  

Deft Explorer Canny Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill. (Perception)
You can also speak, read, and write two additional languages of your choice.

Deft Explorer Roving Your walking speed increases by 5, and you gain a climbing speed and a swimming speed equal to your walking speed.

Fighting Style: Archery You gain a +2 bonus to attack rolls you make with ranged weapons.

Spellcasting You regain all  expended spell slots when you finish a long rest. You know two 1st-level spells of your choice from the ranger spell list. The Spells Known column of the Ranger table shows when you learn more ranger spells of your choice. Each of these spells must be of a level for which you have spell slots. Additionally, when you gain a level in this class, you can choose one of the ranger spells you know and replace it with another spell from the ranger spell list, which also must be of a level for which you have spell slots. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier
Spell attack modifier = your proficiency bonus + your Wisdom modifier

Gloom Stalker Magic Starting at 3rd level, you learn an additional spell when you reach certain levels in this class, as shown in the Gloom Stalker Spells table. The spell counts as a ranger spell for you, but it doesn't count against the number of
ranger spells you know.

Dread Ambusher At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.

Umbral Sight At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Primeval Awareness You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest.

Extra Attack

Spells

Lv1 Spells: Cure Wounds, Ensnaring Strike, Hunter's Mark, Disguise Self
Lv2 Spells:  Pass without Trace, Rope Trick Primal Awareness Spells: Speak with Animals, Beast Sense

 


Descriptive words.

 

 

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/26411

Char Sheet : https://og.myth-weavers.com/sheet.html#id=949702

Edited by omegoku (see edit history)
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Completed Out of The Abyss https://www.myth-weavers.com/index.php?/topic/8685-eirspar-nailo-shadow-monk/#comment-182908

https://og.myth-weavers.com/showthread.php?t=447496?t=447496

AL : https://www.adventurersleaguelog.com/users/7288/characters/22643

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Eirspar Nailo- Wood Elf Shadow Monk 16


HP: 115/115 | AC: 21 | Speed: 60ft  | HD: 16d8/16d8 | Ki: 16/16

Perception: +10 (Passive 25) | Saving Throws:* Str +6 Dex +11 Con +8 Int +5 Wis +11 Cha +6 | Spell DC: 18 | Initiative: +5 

Statistics | Magic Items | Skills

Abilities

Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.

Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.[

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Mask of the Wild You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Martial Arts Your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels
• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.

Unarmoured Defence While you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Ki When you spend a ki point, it is unavailable until you finish a short or long rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points.
The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier

  • Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
  • Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
  • Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.

Unarmoured Movement Your speed increases by 10 feet while you are not wearing armor or wielding a shield. At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.

Deflect Missiles Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the  missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part o f the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack.

Shadow Arts Starting when you choose this tradition at 3rd level, you can use your ki to duplicate the effects of certain spells.
As an action, you can spend 2 ki points to cast darkness, darkvision, pass without trace, or silence, without providing material components. Additionally, you gain
the minor illusion cantrip if you don’t already know it.

Slow Fall Beginning at 4th level, you can use your reaction when you fall to reduce any falling damage you take by an
amount equal to five times your monk level.

Extra Attack Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Stunning Strike Starting at 5th level, you can interfere with the flow of ki in an opponent’s body. When you hit another creature with a melee weapon attack, you can spend 1 ki point to attempt a stunning strike. The target must succeed on a Constitution saving throw or be stunned until the end of your next turn.

Ki-Empowered Strikes Starting at 6th level, your unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Shadow Step At 6th level, you gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

Evasion At 7th level, your instinctive agility lets you dodge out of the way of certain area effects, such as a blue dragon’s lightning breath or a fireball spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Stillness of Mind Starting at 7th level, you can use your action to end one effect on yourself that is causing you to be charmed or frightened.

Purity of Body At 10th level, your mastery of the ki flowing through you makes you immune to disease and poison.

Cloak of Shadows By 11th level, you have learned to become one with the shadows. When you are in an area of dim light or darkness, you can use your action to become invisible. You remain invisible until you make an attack, cast a spell, or are in an area of bright light.

Tongue of Sun and Moon Starting at 13th level, you learn to touch the ki of other minds so that you understand all spoken languages. Moreover, any creature that can understand a language can understand what you say.

Diamond Soul Beginning at 14th level, your mastery of ki grants you proficiency in all saving throws.
Additionally, whenever you make a saving throw and fail, you can spend 1 ki point to reroll it and take the second result.

Timeless Body At 15th level, your ki sustains you so that you suffer none of the frailty of old age, and you can't be aged magically. You can still die of old age, however. In addition, you no longer need food or water.

Observant  Increases your Intelligence or Wisdom by 1, to a maximum of 20.
• If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips.
• You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.

Spells

Cantrips Known: Minor Illusion
Spells: Darkness, Darkvision, Pass without Trace, Silence

 


Descriptive words.

 

 

 

 

 

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  • 4 weeks later...

Playing in Icewind Dale: Rise of the Frostmaiden Character Thread

 

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Johnny Alpharius- Half Elf Artificer 5


HP: 38/38 | AC: 17 | Speed: 30ft  | HD: 15d8/15d8 | Spell Slots: Lv 1 4/4 Lv2 2/2

Perception: +3 | Saving Throws: Str -1 Dex +4 Con +5 Int +6 Wis +1 Cha +0 | Spell DC: 14 | Initiative: +4 

Statistics | Magic Items | Skills

Abilities

Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance
on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information.
These agents never risk their lives for you or risk revealing their true identities

Darkvision You can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.

Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Magical Tinkering You've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
• The object continuously emits your choice of an odour or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
• A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

Spellcasting You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature(meaning the spell has an "M" component when you cast it). You must be proficient with the tool to use it in this way. After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.
You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Intelligence is your spellcasting ability for your artificer spells. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Infuse Item You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in
the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement. Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion ends, and then the new infusion applies.
If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

The Right Tool for the Job You've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Eldritch Cannon You've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Flamethrower The cannon exhales fire in an adjacent 15 foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object with in 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector The cannon em its a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (min of + 1 )

Arcane Firearm You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.

Spells

Cantrips Known: Shocking Grasp Mending

Lv1 Spells Prepared Cure Wounds Disguise Self Faerie Fire Sanctuary

Lv2 Spells Prepared Invisibility

Infusions

Infusions Known: 4
Infused Items: 2 Enhanced Studded Leather, Light Crossbow (repeating)
Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)
While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.

Enhanced Defense Item: A suit of armor or a shield A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.

Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. [/ooc]

 


Descriptive words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/75434

Character Sheet: https://og.myth-weavers.com/sheet.html#id=2353910

 

Edited by omegoku (see edit history)
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  • 3 weeks later...

Playing in Kandlekepp Dekonstruktion https://www.myth-weavers.com/index.php?/topic/10463-milo-goodbarrel/

 

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Milo Goodbarrel- Stout Halfling Druid 10


HP: 78/78 | AC: 19 | Speed: 25ft  | HD: 10d8/10d8 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 2/2

Perception: +8 | Saving Throws: Str +0 Dex +4 Con +3 Int +3 Wis +8 Cha +0 | Spell DC: 16 | Initiative: +4 

Statistics | Magic Items | Skills | AbilitiesRustic Hospitality Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.

Lucky When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave You have advantage on saving throws against being frightened.

Halfling Nimbleness You can move through the space of any creature that is of a size larger than yours.

Stout Resilience You have advantage on saving throws against poison, and you have resistance against poison damage.

Spellcasting Focus You can use a druid focus as a spellcasting focus for your bard spells.[/ooc]

Druidic You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.

Wild Shape Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest.
Your druid level determines the beasts you can transform into, as shown in the Beast Shapes table.
You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then
revert to your normal form unless you expend another use of this feature. You can revert to your normal
form earlier by using a bonus action on your turn. You automatically revert if you fall unconscious, drop to
0 hit points, or die.
While you are transformed, the following rules apply:
• Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality,
and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies,
in addition to gaining those of the creature. If the creature has the same proficiency as you and the
bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can't use them.
• When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit
point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
• You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
• You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
• You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it.
Equipment that merges with the form has no effect until you leave the form.

Combat Wild Shape When you choose this circle at 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action.
Additionally, while you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.

Circle Forms The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a
beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must
abide by the other limitations there).
Starting at 6th level, you can transform into a beast with a challenge rating as high as your druid level divided by 3, rounded down.

Primal Strike Starting at 6th level, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

Elemental Wildshape At 10th level, you can expend two uses of Wild Shape at the same time to transform into an air elemental, an earth elemental, a fire elemental, or a water elemental.

Spells

Cantrips Known: Guidance Produce Flame Thorn Whip Primal Savagery

Lv1 Spells Prepared: Cure Wounds Goodberry 

Lv2 Spells Prepared: Barkskin Lesser Restoration Moonbeam Spike Growth Summon Beast

Lv3 Spells Prepared: Call Lightning Conjure Animals Dispel Magic

Lv4 Spells Prepared: Stone Shape Polymorph

Lv5 Spells Prepared: Summon Draconic Spirit Wall of Stone

 


Descriptive words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/24832

Character Sheet: https://og.myth-weavers.com/sheet.html#id=1690607

Edited by Powderhorn
Removed wikidot links (see edit history)
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  • 4 months later...

Playing in the Shattered Obelisk https://www.myth-weavers.com/index.php?/clubs/1006-the-shattered-obelisk/&do=overview

 

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Everan Meliamne - High Elf Bladesinger 9


HP: 56/56 | AC: 16 | Speed: 30ft  | HD: 9d6/9d6 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 1/1

Perception: +6 | Saving Throws: Str -1 Dex +4 Con +2 Int +8 Wis +5 Cha -1 | Spell DC: 16 | Initiative: +4 

Statistics | Magic Items | Skills | Abilities

Spells

Cantrips Known Green Flame Blade, Fire Bolt, Minor Illusion, Lightning Lure, Mage Hand

Lv1 Spells Prepared Shield, Feather Fall

Lv2 Spells Prepared Scorching Ray, Misty Step

Lv3 Spells Prepared Fireball, Haste, Hypnotic Pattern, Counterspell

Lv4 Spells Prepared Arcane Eye, Greater Invisibility, Polymorph, Summon Aberration

Lv5 Spells Prepared Steel Wind Strike

 


Descriptive words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/26111

Character Sheet: https://www.myth-weavers.com/sheets/?id=1078266

Edited by omegoku (see edit history)
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  • 3 weeks later...
Posted (edited)

Completed In the Dead of Knight https://og.myth-weavers.com/showthread.php?t=544854

 

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Rolen Thunder - Mountain Dwarf Bard 11


HP: 102/102 | AC: 16 | Speed: 25ft  | HD: 11d8/11d8 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 4/4 Lv4 3/3 Lv5 2/2 Lv6 1/1

Perception: +8 | Saving Throws: Str +4 Dex +5 Con +2 Int +0 Wis +0 Cha +8 | Spell DC: 16 | Initiative: +3 

Statistics | Magic Items | Skills | Abilities

Spells

Cantrips Known Light, Mage Hand, Minor Illusion, Vicious Mockery

Lv1 Spells Known Dissonant Whispers, Faerie Fire, Healing Word

Lv2 Spells Known See Invisibility, Misty Step, Suggestion

Lv3 Spells Known Hypnotic Pattern, Major Illusion

Lv4 Spells Known Find Greater Steed, Greater Invisibility, Polymorph

Lv5 Spells Known Hold Monster, Synaptic Static

Lv6 Spells Known Eyebite

 


Descriptive words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/22739

Character Sheet: https://og.myth-weavers.com/sheet.html#id=1262914

Edited by omegoku (see edit history)
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  • 4 weeks later...
Posted (edited)

Playing in Saving Silverbeard https://www.myth-weavers.com/index.php?/topic/18171-saving-silverbeard-cont/

 

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Owain Hearthen - Half Elf Paladin 11


HP: 84/84 | AC: 21 | Speed: 30ft  | HD: 11d10/11d10 | Spell Slots: Lv 1 4/4 Lv2 3/3 Lv3 3/3 | Lay on Hands: 55/55 | Channel Divinity: 1/1

Perception: +4 | Saving Throws: Str +9 Dex +4 Con +6 Int +3 Wis +9 Cha +11 | Spell DC: 15 | Initiative: +0 

Statistics | Magic Items | Skills | Abilities

Spells

Lv1 Spells Prepared Bless, Bane, Hunters Mark, Shield of Faith, Wrathful Smite, Protection from Evil and Good

Lv2 Spells Prepared Hold Person, Misty Step, Find Steed, Warding Bond

Lv3 Spells Prepared Haste, Protection from Energy, Crusaders Mantle, Revivify

 


Descriptive words.

 

AL Logs: https://www.adventurersleaguelog.com/users/7288/characters/27201

Character Sheet: https://og.myth-weavers.com/sheet.html#id=252762

Edited by omegoku (see edit history)
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