Kamishiro_Rin Posted April 23 Clone Share Posted April 23 (edited) Wendy Level 4 Goblin Urchin Druid (Circle of the Moon) AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 16, passive Investigation 11 Wild Shapes: 1/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features 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. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. Class Features 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. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 8 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (1/4 slots): cure wounds, entangle, good berry, healing word, speak with animals 2nd level (3/3 slots): enlarge/reduce, moonbeam, pass without trace Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. 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). List of Beasts Wendy Can Turn into Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. 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. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/15 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 75/75 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Day 8: Spider Woods (30 Kythorn) Round 4 The ettercap webbed her again! How dare it! She’ll tear it limb from limb! Wendibear tries to bite her way through the webbing. Free of her webs, she moves back into the ettercap’s face and slashes at the fowl arachnoid abomination! She deals 12 slashing damage to the ettercap! OOC Movement: Movement to close distance with ettercap Action(s): Multiattack: Bite Attackato get free and Claw Attack the ettercap, she deals 12 slashing damage. Bonus Action: — Reaction: — Interact-with-Object: — Concentration: — Wendibear Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 8 (–1) Proficiency Bonus +2 Saving Throws Int +3, Wis +5 Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5 Senses passive Perception 15 Languages understands Common, Goblin, and Druidic but can’t speak Challenge 1 (200 XP) Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Environment: Arctic, Forest, Hill Source: MM, page 319. Also found in PotA; SKT; TftYP; GoS; IMR; MOT; IDRotF; WBtW. Available in the SRD. To Whom It May Concern . . . — Edited April 23 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Wendibear Multiattack Bite Attack vs AC 10 Webbing; Damage; Critical Damage 13; 11; 8 1d20+6;1d8+4;1d8 [7]; [7,7]; [7,7,8] Wendibear Multiattack Claw Attack vs Ettercap; Damage; Critical Damage 23; 12; 4 1d20+6;2d6+4;2d6 [17]; [17,5,3]; [17,5,3,3,1] Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted April 25 Clone Share Posted April 25 (edited) Theodoric | Aasimar Paladin 4 AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 1/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 0/3 Day 8: Spider Woods As the spider's head implodes from the blow of his warhammer, Theodoric takes a quick moment to survey the battle. Taliesin's well-placed spell had put two of the ettercaps into a deep slumber, while the final one was attempting to lead the horse away on its own. The remaining giant spider assaults him, but he blocks its fangs easily with his shield. He gives both Sulesdeg and Carlona a nod before moving away from the spider towards the remaining ettercap, intentionally leaving himself open to entice the spider to attack him and trigger the retributive fury of his icy armor. He dashes ahead with Wendibear, the shapeshifted druid barely slowed by the webbing hocked at her snout, and slams the head of his warhammer into the ettercap's side. It is not the strongest blow, but Theodoric further infuses it with the divine fury of Tyr, resulting in a burst of radiant energy! OOC Day 8 Combat! Movement: Away from the giant spider to the ettercap, intentionally provoking an Opportunity Attack. Might trigger Armor of Agathys! Bonus Action: None. Action: Attack ettercap 2 with warhammer. Adding Divine Smite on hit! Total of 6 bludgeoning and 6 radiant damage. Edited April 25 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Warhammer vs. Ettercap 2 15; 6 1d20+5; 1d8+5 [10]; [10,1] Divine Smite Radiant Damage 6 2d8 3,3 Link to comment Share on other sites More sharing options...
Amaryllis77 Posted Thursday at 05:19 AM Clone Share Posted Thursday at 05:19 AM IC Rahnur Rhahlem http://www.myth-weavers.com/sheet.html#id=2594301 NG Half-Drow Fighter (Champion) Lvl 4 AC 15 HP 34/34 Speed 30 ft. PP 14 Ability Scores, Saves, and Skills Str 8 (-1), Dex 18 (+4), Con 13 (+1), Int 12 (+1), Wis 14 (+2), Cha 14 (+2) Strength Save: +1 Dexterity Save: +4; Acrobatics +6 Constitution Save: +3 Intelligence Save: +1 Wisdom Save: +2; Insight +4, Perception +4 Charisma Save: +2; Persuasion +4 Attack and Scores 2 Shortswords +6, 1d6+4; Longbow +8, 1d8+4, 150/300; Dagger +6, 1d4+4, 20/60 Class and Race Abilities Darkvision: 60 ft. Drow Magic (DC 12): At will - Dancing LightsYou create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range. 1/day - Faerie FireEach object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. Fighting Style: Archery Second Wind (Recharges After a Short or Long Rest)You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.: 1d10+3 Action SurgeStarting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. “My words…” | ‘My thoughts…’| My Actions Rahnur would watch as Dani and Aralim did their combo although not as successful as usual before taking aim at the ettercap that was still awake and taking fire. OOC Attack Action: Bonus Action: Movement: Name xDiceName xDiceResult xDiceString xDiceRolls Longbow to Ettercap 16 1d20+8 8 Damage 6 1d8+4 2 Critical 8 1d8 8 Link to comment Share on other sites More sharing options...
Lukenary Posted Thursday at 10:53 AM Clone Share Posted Thursday at 10:53 AM Taliesin Wanderer (Human Cleric 1 / Sorcerer 3) AC: 20| HP: 28/28 | Passive Perception: 13 | FeaturesVoice of Authority: Starting at 1st level, you can invoke the power of law to embolden an ally to attack. If you cast a spell with a spell slot of 1st level or higher and target an ally with the spell, that ally can use their reaction immediately after the spell to make one weapon attack against a creature of your choice that you can see. If the spell targets more than one ally, you choose the ally who can make the attack. Metamagic Adept: You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest. - Twinned Spell: When you cast a spell that targets only 1 creature and doesn't have a range of self, you can spend sorcery points equal to the spell's level to target an additional creature in range with the same spell (cantrips cost 1 sorcery point). - Distant Spell: When you cast a Spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell. When you cast a Spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet. Metamagic You gain the ability to twist spells to suit your needs. - Careful Spell You can spend 1 sorcery point to allow up to 3 creatures to automatically succeed on the saving throw of a spell you cast. - Extended Spell When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours. Favored by the Gods Once per short rest, if you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. | Conditions: Spells: ○ ○ ○ ○ (1st) | • ○ ○ (2nd) | Sorcery: ○ ○ ○ (normal) | • ○ (metamagic) 30th Kythorn: Spider Woods His breath burned in his lungs as he ran up behind Theodoric, facing the final ettercap. The others could take care of the spiders, but Taliesin knew they could ill-afford to lose the horses. He put a hand on the paladin's shoulder as he stepped up, pitching his voice low and hoping none others could hear it over the din of battle. "Theodoric, by the bond we share and the light of justice and the dawn. Stand firm and unyielding. Bring the illumination of civilization and justice to these wild lands. You will be our bulwark." Try as he might to conceal it, the Wanderer could not keep the glow of his faith from enveloping the two of them. "Agh, well it can't be helped," Taliesin remarked with a cynical smile as he unlimbered his mace. He stepped up beside the aasimar and nodded in grim determination. Mechanics Action: Cast Heroism on Theodoric. @PhoenixSlayer you get one more melee attack as a reaction under my Voice of Authority power. You also get 3 temporary hit points next round. Bonus Action: Move: Close to melee range with the ettercap. Other: Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dwargstof Posted Thursday at 11:12 PM Clone Share Posted Thursday at 11:12 PM Name: Belmund Brokenstone | Race/Class: Dwarf Ranger | HP: 40/40 AC: 13 PP: 15 AS:2/3 Almost like clockwork, as the Ettercaps slipped into magical slumber, Rahnur and Belmund took on a new moving target. Nocked and ready, Belmund let another shaft sail from his longbow with a satisfying thwip. OOC Belmund continues to Pulp Fiction with Rahnur Action: Longbow attack (same target as Rahnur) Bonus: Movement: Name xDiceName xDiceResult xDiceString xDiceRolls Longbow_ATK 10 1d20+4 6 Longbow_DMG 8 1d8+2 6 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted 22 minutes ago Clone Share Posted 22 minutes ago (edited) Theodoric | Aasimar Paladin 4 AC: 20 (Plate & Shield) | HP: 36/36 | DR: 3 (Nonmagical B/P/S) | Initiative: -1 | Passive Perception: 11 | Class / Race Features• Darkvision 60 ft. • Celestial Resistance: You have resistance to necrotic and radiant damage. • Healing Hands: As an action, you can touch a creature and roll a number of d4s equal to your proficiency bonus. The creature regains a number of hit points equal to the total rolled. Once you use this trait, you can't use it again until you finish a long rest. • Light Bearer: You know the light cantrip. Charisma is your spellcasting ability for it. • Celestial Revelation - Radiant Consumption: Once per long rest, you can use a bonus action to transform using your revelation which lasts for one minute or until you end it as a bonus action. Searing light temporarily radiates from your eyes and mouth. For the duration, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, each creature within 10 feet of you takes radiant damage equal to your proficiency bonus. Until the transformation ends, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra damage equals your proficiency bonus. • Divine Sense: As an action, you can open your awareness to detect strong presences. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. Can be used a number of times per day equal to 1 + Charisma mod. • Lay on Hands: You have a pool of healing power that replenishes on a long rest with hit points equal to paladin level x 5. As an action, you can touch a creature and restore a number of hit points up to the maximum amount remaining in the pool. Alternatively, you can expend 5 hit points to cure the target of one disease or neutralize one poison affecting it. • Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. • Spellcasting: You can cast prepared paladin spells using CHA as your spellcasting modifier (Spell DC 13, Spell Attack +5). You can use a holy symbol as a spellcasting focus. • Divine Smite: When you hit with a melee weapon attack, you can expend one spell slot to deal 2d8 extra radiant damage to the target plus 1d8 for each spell level higher than 1st (max 5d8) and plus 1d8 against undead or fiends (max 6d8 total). • Divine Health: You are immune to disease. • Channel Divinity - Conquering Presence: As an action, force chosen creatures within 30 ft. to make a WIS saving throw (DC 13) or they become frightened for 1 minute. Creatures can repeat the saving throw at the end of each of its turns. • Channel Divinity - Guided Strike: When you make an attack roll, you can use Channel Divinity to gain a +10 bonus. You can choose to do so after the roll but before knowing the result. • Harness Divine Power: You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, which can be no higher than level 1. You regain all expended uses when you finish a long rest. • Heavy Armor Master: Increase your STR score by 1. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3. | Prepared SpellsArmor of Agathys (Oath Spell) Command (Oath Spell) Compelled Duel Detect Magic Detect Poison and Disease Protection from Evil and Good Wrathful Smite Healing Hands (2d4): 1/1 | Celestial Revelation: 1/1 | Divine Sense: 4/4 | Lay on Hands: 20/20 | Channel Divinity: 0/1 | Harness Divine Power: 1/1 | 1st Lvl Slots: 0/3 Day 8: Spider Woods As Taliesin placed a hand on his shoulder, Theodoric felt a surge of strength flow through him, heightening his resolve. His mind flashed back to the battle at Open Hand, when Aria had imbued him with a similar spell, and in that moment he made a vow that none of his new allies would fall in the same way. Grim determination gripped him, and he swung his warhammer at the ettercap once more. What began as a clumsy swing that the ettercap was ready to easily dodge turned into a decisive strike as Baldriel guided his arm! OOC Day 8 Combat! Movement: Bonus Action: Action: Reaction: Warhammer attack on ettercap 2! Going to use Channel Divinity on Guided Strike, adding +10 to the attack roll! Edited 16 minutes ago by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Warhammer Attack! 7; 10 1d20+5; 1d8+5 [2]; [2,5] Link to comment Share on other sites More sharing options...
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