Female human monk (tranquility) 6th level. (sheet) (character page) HP: 39/39 | AC: 17 | Speed: 55 | Saves: Str +3; Dex +7; Con +1; Int 0; Wis +3; Chr -1 Skill Prof: medicine +9, acrobatics +7, perception +6 (passive 16), persuasion +2, survival +6, athletics +3 Ki points used: 0/6 | Luck used 3/3 | Healing pool used: 40/60 | Hit Dice spent: 3/6 Conditions and/or active spells: Sanctuary (DC 14 wis)
⦁═════════ ☯ ═════════⦁
Jin makes helps the others look around, lift things, be there in the event something is trapped and someone needs drug away, and generally just makes herself useful. It would take a great deal of effort to destroy this crypt completely, but when nobody has any objections, she gathers up the varrious jars and vile vials and takes them to the pit. There she enjoys chucking them hard against the side, and watching them shatter and fall to the bottom. She drags the corpses to the pit and tosses them in as well. If the living couldn't climb out of there, her hope is the undead can't either.
When talk of rest begins, Jaster speaks her mind about continuing to explore the upper area of this unholy place. The well was an unlikely entrance to be sure, there were probably more dangers above.
"I agree. I'm sure they didn't intend for us to come by way of the well. We need to be rid of any dangers we can find before I'll want to rest anywhere near here. Should we tend to our wounds first?"
__________________
(((•)))
Last edited by Still_Pond; May 30th, 2018 at 02:46 AM.
Drevan watched as Nessima identified the various magical items that Jaster found on Kayin's dismembered corpse. When she explained to him the abilities inherent in the cloak, a strange resistance to magic, he found himself reaching forward and taking it from her. He felt drawn to the cloak and when he slipped it about his shoulders he began to feel just a little bit warmer. The fact that the cloak had belonged to their hated enemy made him want it just that much more.
Having taken the cloak, Drevan retreated back to his own thoughts as the group left the haunted grounds. What will I tell Xin? That we fought the embodiment of a lost goddess? That we won? Drevan stared into the flames of their campfire. "We have won nothing," he said. "That was just one aspect of Naraka. She will be back." He ran his hands through his hair in frustration. "We are still no closer to understanding the reason's for any of this! Why attack when they did...who they did? Why identify themselves? It's almost like they were trying to draw someone or something out themselves?
Drevan returned to staring into the flickering flames. "I have to report back to Xin. We have faced horrors unimaginable these last days. I am beginning to believe that we may have made an enemy that surpasses the heavenly cult or the celestial throne. Either way I plan on seeing this to the end," he looked towards Jin. "I'm not sure that I have a choice in the matter anymore."
Features:At 6th level, you get something like a zombie's Undead Fortitude feature:when you drop to 0, you make the saving throw, and then, if you make it, you can spend the ki point and avoid being dropped to 0
against a DC equal to 5 + (damage of the attack that put you at 0). If you succeed, you're dropped to 1 hp instead of 0, no matter how much damage you took. If the save fails, you can choose to spend additional points of ki, with each point adding +5 to your save result.Mastery of Death Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level. You can then add those hit points as a necrotic attack bonus.Touch of Death, You have mastery over unarmed combat and certain types of weapons called Monk weapons which are short swords or any simple melee weapon that does not have the Heavy or Two-Handed property. You gain the following benefits while you are not using armor, nor shield, and only using monk weapons or are unarmed.
You can use your DEX modifier instead of the STR modifier for attacks and damage rolls while using unarmed strikes or your monk weapon.
Your unarmed strikes deal 1d4 damage, this d4 changes as you gain monk levels: to a d6 at level 5, to a d8 at level 11 and to a d10 at level 17. You also can use this die to replace your monk weapon strike damage.
When you use your attack action to use your monk weapon or an unarmed strike, you can use your bonus action to deal an additional unarmed strike, if you have not used your bonus action yet.
Certain monasteries use monk weapons in their training. These weapons are simple weapons with an Asian martial arts weapons inspiration. You can choose any simple weapon from the weapon table [PHB] and use it as a monk weapon, for example: you can wield a Nunchaku which is two wood sticks conected by a chain. (Here you use the club stats, but it works as a monk weapon for you; while the club normally deals 1d4 bludgeoning damage and the strength mod, when you reach level 5, with your martial arts you can use your Dexterity modifier, and a d6 to deal the damage with your Nunchaku). Martial Arts, Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table, You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, You learn more ki features as you gain levels in this class, 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, Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Ki, 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 of 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.Deflect Missiles, 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.Stunning Strike, You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you. Mage Slayer, Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.Alert, You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.mobile, 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.Flurry of Blows, ou can spend 1 ki point to take the Dodge action as a bonus action on your turn.Patient Defense, 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.Step of the Wind
HP: 45/45, AC: 17 , Vision: normal, Ki: 6/6
Init: +9 Speed: 55, Passive Perception: 13,
Saves: STR +2, DEX +7, CON +2, INT 0, WIS +3, CHA -1
Surprisingly, The simple horse warrior, triggered by the words of Drevan, had a profound thought, "Perhaps they attack now only because this is the first chance they have gotten to summon the witch. They may have lacked the following before now." Berek had rolled out his bedroll shortly after deciding on a campsite, he now sat in it, seeming like a weathered old man as he spoke to his companions, he was close to dozing as he sat up in his blankets, propped up on a stump. He did not make any claims to the magical items, He had acquired a sword, what had he a need for something else. His thoughts turned toward the morrow, "We take our findings to Lord Arkad and let him deal with the details, What need do we have for such thoughts of the bigger scheme?" He cleared his throat, He was beginning to feel talkative, more talkative than usual, perhaps his close brush with death and his extreme exhaustion had loosened his tongue, "We have had a victory today, Even over one kind of the ghost-witch, We have defeated what fear we had when we set out or closed on the cult. The immediate danger is over, I set out for my homelands once I have gained my proper reward. My wife, Gwen and my daughter, Freya await me. Both with long red hair like fire and tempers to match. Freya would be nearing her thirteenth summer." the Horse warrior lets out a contented sigh as he began to doze, his emotional side, or more of his emotional side having shone out, he was certainly spent.
-Disadvantage on Ability Checks, Speed Halved, Disadvantage on Attack rolls and saving throwsExhaustion level 3
Berek Steadyhand | Human Outlander Level 5Barbarian
HP: 38/65 | AC: 10 + 2 Dex + 3 Con + 2 Shield15 | Current Initiative: +7 | Weapons: +7, 1d8+4 The curved sword, despite its shape, is a vicious longsword +1. On a natural 20, the extra die for the critical hit adds an extra +7 damage. Despite its enchantment, the sword's workmanship is nothing exceptional... at a guess, then, this blade acquired its magic organically, through long and bloody use, rather than through deliberate craft. Vicious longsword +1 & +5, 1d6+2, 20/20 arrowsShortbow & +6, 1d4+3Dagger & +6, 1d6+3Spear Abilities: STR 16 (+3) | DEX 14 (+2) | CON 16 (+3) | INT 8 (-1) | WIS 10 (+0) | CHA 10 (+0) Saves: Str +6 | Con +6 Passive Senses: 13 Skills: Animal Handling +3 | Athletics +6 | Nature +2 | Perception +3 | Survival +3 | Features:
-In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.Rage - 0/day
-Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustionFrenzy
-Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack
-At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.Danger Sense
-Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Alert
-You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t halve your speed.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Athlete
-You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mounted Combatant
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack
-Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.Fast Movement
-Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.Mindless Rage
-
Large beast, unaligned
Armor Class: 10
Hit Points: 5/13
Speed: 60 ft.
STR 16 (+3) | DEX 10 (+0) | CON 12 (+1) | INT 2 (-4) | WIS 11 (+0) | CHA 7 (-2)
Senses: passive Perception 10
Languages: —
Actions:
Hooves: Melee Weapon Attack - +2 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.Riding Horse Gear:
-Backpack
-Backpack50 feet hempen rope
-5 in backpack, 5 in saddlebag10 torches
-Saddlebag10 days rations
-BackpackBedroll
-BackpackMess kit
-BackpackTinderbox
-BackpackWaterskin
-Tied to saddleTwo-person Tent
__________________
Clear out your inboxes and outboxes!
Last edited by Arthilian01; Jun 1st, 2018 at 11:27 AM.
Nessima was surprised when Drevan simply grabbed one of the magical artifacts out of her hands, though she tried hard to keep her face impassive. "That one is a brave fighter - too brave. He seems sorely troubled, and not entirely honest." She shook her head slightly. Of the two remaining items, she felt that Jin should have the amulet. She and Jaster should discuss the ring when there was a moment - it would dramatically increase anyone's magical power.
Berek was speaking much more than usual, and his insight about the nature of the cult was surprising. He didn't seem too interested in the bigger picture, though. "The bigger picture is often the picture, I find. I wonder what an Imperial mage was doing out here in the hinterlands, stirring up trouble. Political intrigue aside, this cult was a true abomination. If there are similar cults elsewhere in the Empire..." she allowed her words to trail off as she thought.
Was Kayin merely an opportunist who ended up in over his head? Could this have been a systematic strike against Arkad? Part of a widespread...something? Layers within layers. For now, all she wanted to do was get a good night's sleep and burn this place to ashes in the morning.
Despite the tragedy Jaster was very excited to look over all of the spells that had been discovered, he knew it would take a great deal of time, and research to copy them all down. The companions were dividing up the loot and he was not surprised when Drevan took an item of spell resistance, if he ever turned his ire on him he would be a challenging opponent and was glad they were on the same side. He would discuss the ring with Nessima later as he was preoccupied with these spell books and another book to attempt to get in the morning when he could cast another dispel magic.
"When we are ready, we should make haste back to Kal Vakhor,
I will alert Arkad when that we are returning when we leave." He also adds, "We are in for all the intrigue we can handle when we get back and honestly I prefer this type of battlefield."
Jaster then spends some time outside preparing his magical hut then stayed inside reading and scribing a couple of new spells.
Rolls:
Move Action:
Action:
Bonus Action:
Reaction: cast shield +5 ac if he is hit
Interaction:
Notes:
Jaster | Wizard (Diviner) | Level 6
HP: 22/38 | AC: 12 (15 Mage Armor) | Initiative +7 | Spell Bonus +7 | Spell DC: 15
Abilities: Str: -8 (-1) Dex: 14 (+2) Con: 14 (+2) Int: 18 (+4/7) Wis: 12 (+1/4) Cha: 12 (+1)
Passive Perception: 16 | Passive Investigation: 22
Feats and Abilities: Always on the lookout for danger, you gain the following benefits: You can’t be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.Alert | Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score 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 what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.Observant (Int) You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.Luck Points Used: 1/3 | Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.Portent Rolls: | Beginning at 6th level, when you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.Greater Divination
Spell Slots Used: 1st: 1/4 | 2nd: 2/3 | 3rd: 2/3
Current Spells Prepared (9):Mage Armor, Shield, Invisibility, Detect Thoughts, Sending, Scorching Ray, Fireball, Hypnotic Pattern, Dispel Magic
Cantrips: Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Firebolt, Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).Toll the dead,Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Light, Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.Minor Illusion
Level 1: 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic (R), 1st-level conjuration (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar (R), 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.Comprehend Languages (R), 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Mage Armor, 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield, 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missile, 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.Tasha's Hideous Laughter, 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.Feather Fall, 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Charm Person
Level 2: This is a 2nd level spell that functions identically to a normal 3rd level sending spell in all ways... except that, rather than being delivered silently, the message that you send will be delivered by a small animal of some kind, similar to a familiar, which is conjured out of nothing to deliver the message, and then disappears. You don't get to pick the animal.Mother Angka's Sending, 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.Hold Person, 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.Detect Thoughts, 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Invisibility, 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.Scorching Ray
Level 3: Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut (R), 3rd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.Haste, 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Fireball, 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) Duration: Concentration, up to 1 minute You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.Hypnotic Pattern, Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.Dispel Magic 1st: cause fear, false life, identify, protection from evil/good, ice knife, ray of sickness
2nd: arcane lock, blindness, flaming sphere, misty step, ray of enfeeblement, web
3rd: animate dead, clairvoyance, glyph of warding, lightning bolt, stinking cloudSpells not yet in Spell Book
Female human monk (tranquility) 6th level. (sheet) (character page) HP: 39/39 | AC: 17 | Speed: 55 | Saves: Str +3; Dex +7; Con +1; Int 0; Wis +3; Chr -1 Skill Prof: medicine +9, acrobatics +7, perception +6 (passive 16), persuasion +2, survival +6, athletics +3 Ki points used: 0/6 | Luck used 3/3 | Healing pool used: 40/60 | Hit Dice spent: 3/6 Conditions and/or active spells: Sanctuary (DC 14 wis)
⦁═════════ ☯ ═════════⦁
Jin wasn't much for jewelry. The only piece she wore was a small jade pendant, the only tangible thing her father left her. The amulet of health seemed appropriate for a healer so when Nessima echoed this thought, Jin puts it on. It rests next her her other one. Jin wondered what kind of blood was used to make the amulet. She liked to think it was from some noble creature, a dragon maybe, that gave it willingly. Until someone informed her otherwise, to her it was the blood of a dragon.
They make camp and discuss what to do next. Jin listens mostly, and helps tend to the camp needs. She fetches wood, re-fills water, changes bandages, and gives Nessima a back rub while the conversation unfolds. When Jaster speaks of court intrigue, she nods her agreement. She too preferred a foe she could fight with fists.
"I always thought the Empire wiped the world clean of such cults and dark religions.
That maybe such places persisted along the thousand paths, but nothing so deeply rooted as this place or these people. "
Using her elbow, she leans into a particularly unrelenting knot in Nessima's shoulder.
"Maybe Kayin, in his lust for power, sought out Naraka and her cult. I think he tried to use them attack Lord Arkad but underestimated Naraka's influence, or they his. This cult has people in Arkad's court. This mysterious "V." person. And then there's Graad. Maybe they recruited Kayin, offering him the power of the torc, like bait to a fish. He was begging for death, there at the end. I almost feel sorry for him. Almost."
Working now on the half-elf's lower back she questions their need to return at all, but doesn't voice her thought. It wasn't unwise to consult, in person, with Lord Arkad before taking further action. She'd like to be in the room when Lord Arkad confronts Graad though. It saddened her that the bandit had been working for the cultist. He had seemed so reasonable when they warned him not to attack the carriages. Jin knew not all bandits were equal, some of them had more honor than others, and she had thought that of Graad.
Jaster casts his magical dome and works late. Jin stays up with him, sharing the first watch. She leaves the mage to his studies, choosing to sit in contemplative silence. She
Dice perception and disadvantage for darkness:
2d20+6kl1
(7, 18 (keeping 7) )+6
Total = 13
watches and listens to the dark forest, and allows her mind to explore the tangle of thoughts that have been plaguing her for days.
The night passes without incident, and the following morning, you trek back down into the catacombs to recover the mysterious book on its warded pedestal. With time to prepare his magic, it's a simple matter for Jaster to dispel the warding glyph, search the pedestal and its environs for any other lingering magic, and finally, to cast his translating ritual once more and decipher the tome's strange runic text.
Back up in the sunlight and the marginally less oppressive atmosphere of your hillside camp beyond the abbey walls, Jaster is able to read the tome at his leisure, translating for the rest of the party.
Despite the obscure runic alphabet in which it's written, the tome doesn't appear to be ancient at all - the pages are in good repair, the ink legible and unsmudged, with no sign of any preservative magic that would have kept it in such pristine condition since the days before the Celestial Throne. And, indeed, it turns out that the tome's author is none other than Kayin himself - Jadugar lor Kayin, to give him his full name. Both Jaster and Yu Yan are family with the name of Jadugar: a noble house of the central provinces, of ancient fortune and somewhat sinister repute. It's not entirely surprising that one of their scions would be in the upper ranks of the Arcane Ministry... or that he would be involved in such corrupt and sinister activities.
The tome proves to be one part research log, one part spell book, one part personal journal, and one part mad, raving manifesto, penned in Kayin's own hand using an obscure runic script that he's deciphered in the course of his studies. As an initiate to the Arcane Ministry, Kayin's family connections and accomplishments on the Ministry examinations earned him access to the troves of forbidden lore that the Celestial Throne has deemed too dangerous for general study. He dove eagerly into the study of proscribed necromancy, and makes little pretense (at least in the privacy of his journal) that his study was motivated by anything other than a lust for power and advantage, although he claimed to his superiors that he only studied these black arts in order to battle against them as a Ministry inquisitor.
Somewhere in these dark researches, Kayin learned of the Iron Torc, a powerful relic with unique necromantic powers, seized long ago by the nascent Ministry and locked away in its deepest vaults. It's not clear why the Ministry kept the Torc - Kayin alludes to the possibility that it simply couldn't be destroyed by any magic available, or that it was feared that destroying it would unleash some great evil. For his part, Kayin suspects that it was kept for its potential as a weapon. In the right hands, he discovered, the Iron Torc granted not only the power to animate and command the dead, but also to possess an undead shell, even at great range, and to use it as a proxy for the necromancer's own presence and magical workings. Doing so required that the undead shell be specially prepared with a foul ritual that magically forged a drop of the Iron Torc's own substance into an iron helm, worn by the undead and acting as a beacon for the necromancer's control.
The ritual he describes is slow, demanding, and gruesome... but it can also be repeated indefinitely by a necromancer with the time and means to do so, and in the journal Kayin marvels at the possibilities for a powerful wizard such as himself. An entire legion of such undead, each one a vessel from which he could unleash his full necromantic might without the slightest fear of reprisal from his enemies, and unstoppable so long as a single one of his helmeted minions survived... with such a weapon at his disposal, Kayin muses, there would be little that could check his ambitions or keep his enemies safe from his wrath.
From here, the journal grows progressively more fragmented and sketchy, and devolves more and more frequently into deranged and incoherent asides... which may or may not even be Kayin's own thoughts. He describes taking the Iron Torc from the Ministry's vaults clearly enough, although he's a little vague about whether he actually secured permission to access those vaults, or whether he stole inside... but he definitely didn't have permission to take it. It's likewise unclear whether he fled to Kalakam province to avoid the Ministry's pursuit, or to seek out the Coven of Naraka... or how, exactly, he even knew the coven was there in the first place. He makes no mention of how he learned about the coven; from one entry to the next, he seems to have simply acquired the knowledge, and feels no need to set down how.
It becomes more difficult to follow Kayin's narrative once he reaches the coven's lair. He gives descriptions of the coven's membership, abode, and practices (most of which are familiar to you by now), and describes the bargain he struck with Naraka's worshipers: their service to him as the bearer of the Iron Torc, in exchange for their aid in overthrowing Lord Arkad and seizing control of Kalakam Province. In these more lucid passages, Kayin gloats at the coven's gullibility and credulousness, believing that he shares their worship of a long-forgotten goddess and that he means to share power with them once Kalakam province is his. He describes his schemes in some detail - to kidnap the would-be brides of Lord Arkad's son, to use the corpses of murdered Horse Clan warriors to do it - all in order to sow division and weaken Lord Arkad's position in Kalakam Province, setting the stage for an eventual coup using the Coven of Naraka and its spies as catspaws.
It's odd, though... even as he mocks Naraka's coven and even the very idea of her existence in some passages, he writes in others as though she is very real. He recounts the legends of the Lady of the Black Mire, who promised an eternity without death to her faithful servants, and tells in oblique references of the Prince Upon His Throne... although even in this dark and fanatical mood, he seems to shudder back from describing that entity too closely. He describes a voice in his dreams, glowing eyes beneath the water, a woman slumbering in a crypt and thirsting for blood enough to revive her from her long sleep... and then on the next page, he's back to mocking the cultists for believing in such things. It's as if two different people were writing in the journal, with the one never bothering to read what the other had written... or prevented somehow from reading it... but the journal is unmistakably written in a single hand.
It's not until the very end, when that hand begins to grow shaky and illegible, that the haughty, ambitious Kayin seems to grow aware of the "other" Kayin writing in his journal. That awareness comes over the course of three entries: an entry from the "first" Kayin describing the defeat of his undead riders at the hands of a band of Lord Arkad's mercenaries, and the changes this will force upon his plans... and then the "other" Kayin, writing of the need to abandon all else and complete the sacrificial rites, now that Kayin has failed... he actually refers to himself in the third person at this point... and then a final entry, a single line scrawled across an entire page:
She will not let me go.
In addition to detailed notes on the various rites involved in the Iron Torc's usage and in Naraka's attempted resurrection, Kayin's tome contains the magical notations for a number of wizard spells. Of the spells that are within Jaster's skill to understand, he finds none that are not already known to him or else contained in the spellbooks he already liberated from the dead cultists. There are, however, a number of more powerful inscriptions that he cannot, at present, decipher.
__________________
I have taken the Oath of Sangus.
15/15
Last edited by MemoryBeast; Jun 1st, 2018 at 11:21 AM.
Drevan listened intently as Jaster relayed all that he had found in the late Kayin’s journal. “The man had gone mad...that much is obvious.” Drevan said, looking a bit nonplussed as he walked about the campsite, his head hanging low deep in thought. “What started as a harebrained grab for power evolved into the resurrection of a goddess of death. But it happened over time…”
Drevan felt as if dark horrid tendrils had erupted from the ground to drag him below as a sudden realization hit him. His eyes wild he looked towards the beautiful, steady Jin. “You heard Jaster,” he said nervously as he walked closer to the monk, to stare into her eyes, “It...happened...over...time. Like a wound that festers and spreads...and gets worse.” Drevan dropped his eyes to the ground, “Is this what you saw when you looked at me Jin? Is that my fate?”
Drevan backed away from Jin and raised his hands as if he just thought of something important. “The Torque...where is the Torque. We can’t leave it behind...it might be important...maybe I...I mean...if.” Drevan took a deep breath to control what seemed like mounting hysteria, “I think I might need the Torque.”
Features:At 6th level, you get something like a zombie's Undead Fortitude feature:when you drop to 0, you make the saving throw, and then, if you make it, you can spend the ki point and avoid being dropped to 0
against a DC equal to 5 + (damage of the attack that put you at 0). If you succeed, you're dropped to 1 hp instead of 0, no matter how much damage you took. If the save fails, you can choose to spend additional points of ki, with each point adding +5 to your save result.Mastery of Death Starting when you choose this tradition at 3rd level, your study of death allows you to extract vitality from another creature as it nears its demise. When you reduce a creature within 5 feet of you to 0 hit points, you gain temporary hit points equal to your Wisdom modifier + you monk level. You can then add those hit points as a necrotic attack bonus.Touch of Death, You have mastery over unarmed combat and certain types of weapons called Monk weapons which are short swords or any simple melee weapon that does not have the Heavy or Two-Handed property. You gain the following benefits while you are not using armor, nor shield, and only using monk weapons or are unarmed.
You can use your DEX modifier instead of the STR modifier for attacks and damage rolls while using unarmed strikes or your monk weapon.
Your unarmed strikes deal 1d4 damage, this d4 changes as you gain monk levels: to a d6 at level 5, to a d8 at level 11 and to a d10 at level 17. You also can use this die to replace your monk weapon strike damage.
When you use your attack action to use your monk weapon or an unarmed strike, you can use your bonus action to deal an additional unarmed strike, if you have not used your bonus action yet.
Certain monasteries use monk weapons in their training. These weapons are simple weapons with an Asian martial arts weapons inspiration. You can choose any simple weapon from the weapon table [PHB] and use it as a monk weapon, for example: you can wield a Nunchaku which is two wood sticks conected by a chain. (Here you use the club stats, but it works as a monk weapon for you; while the club normally deals 1d4 bludgeoning damage and the strength mod, when you reach level 5, with your martial arts you can use your Dexterity modifier, and a d6 to deal the damage with your Nunchaku). Martial Arts, Starting at 2nd level, your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. Your monk level determines the number of points you have, as shown in the Ki Points column of the Monk table, You can spend these points to fuel various ki features. You start knowing three such features: Flurry of Blows, Patient Defense, and Step of the Wind, You learn more ki features as you gain levels in this class, 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, Some of your ki features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows:
Ki save DC = 8 + your proficiency bonus + your Wisdom modifier Ki, 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 of 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.Deflect Missiles, 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.Stunning Strike, You have practiced techniques useful in melee combat against spell casters, gaining the following benefits:
When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
You have advantage on saving throws against spells cast by creatures within 5 feet of you. Mage Slayer, Always on the lookout for danger, you gain the following benefits:
You can’t be surprised while you are conscious.
You gain a +5 bonus to initiative.
Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.Alert, You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.mobile, 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.Flurry of Blows, ou can spend 1 ki point to take the Dodge action as a bonus action on your turn.Patient Defense, 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.Step of the Wind
HP: 45/45, AC: 17 , Vision: normal, Ki: 6/6
Init: +9 Speed: 55, Passive Perception: 13,
Saves: STR +2, DEX +7, CON +2, INT 0, WIS +3, CHA -1
Berek had managed to bring back all his ability with the aid of sleep, feeling well-rested and relieved of the burden that had rode him in days prior.His muscles no longer burned when he rose from his bedroll and aided in the remainder of looting within the crypt. Although he felt his skin crawl whilst standing in the abbey, he managed to shake it off by the time they reached their camp.
He sat and half-listened to what Jaster retold from the book of Kayin, The details and descent of what had happened only partially interested him, being a bigger-picture sort of thinker made life easy on the plains. He cared not for the details and implications of the Torc and the Arcane Ministry, he had never concerned himself with magic nor it's management and he wasn't about to begin now.
What interested him more and put him on guard was Drevan's proclamations, he obviously wanted the Torc and for some reason, Berek somehow had the feeling that giving it to his companion would not be in anyone's best interest. The large Horse Warrior stood and spoke, hard and firm, "Calm yourself, Drevan, I have it." Even if Drevan were to approach him, Berek would not give ground, he would stand firm and attempt to prevent any action the monk makes to take the Torc from him. The unrefined homesteader feels as someone who is not trained in magic that he would be immune to any seeking of power brought on by this Torc, If need be, he would be the new vault that locked it away.
Berek Steadyhand | Human Outlander Level 5Barbarian
HP: 38/65 | AC: 10 + 2 Dex + 3 Con + 2 Shield15 | Current Initiative: +7 | Weapons: +7, 1d8+4 The curved sword, despite its shape, is a vicious longsword +1. On a natural 20, the extra die for the critical hit adds an extra +7 damage. Despite its enchantment, the sword's workmanship is nothing exceptional... at a guess, then, this blade acquired its magic organically, through long and bloody use, rather than through deliberate craft. Vicious longsword +1 & +5, 1d6+2, 20/20 arrowsShortbow & +6, 1d4+3Dagger & +6, 1d6+3Spear Abilities: STR 16 (+3) | DEX 14 (+2) | CON 16 (+3) | INT 8 (-1) | WIS 10 (+0) | CHA 10 (+0) Saves: Str +6 | Con +6 Passive Senses: 13 Skills: Animal Handling +3 | Athletics +6 | Nature +2 | Perception +3 | Survival +3 | Features:
-In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.Rage - 3/3 per long rest
-Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustionFrenzy
-Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack
-At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.Danger Sense
-Always on the lookout for danger, you gain the following benefits:
You gain a +5 bonus to initiative.
You can’t be surprised while you are conscious.
Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Alert
-You have undergone extensive physical training to gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
When you are prone, standing up uses only 5 feet of your movement.
Climbing doesn’t halve your speed.
You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Athlete
-You are a dangerous foe to face while mounted. While you are mounted and aren’t incapacitated, you gain the following benefits:
You have advantage on melee attack rolls against any unmounted creature that is smaller than your mount.
You can force an attack targeted at your mount to target you instead.
If your mount is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.
Mounted Combatant
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack
-Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.Fast Movement
-Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.Mindless Rage
-
Large beast, unaligned
Armor Class: 10
Hit Points: 5/13
Speed: 60 ft.
STR 16 (+3) | DEX 10 (+0) | CON 12 (+1) | INT 2 (-4) | WIS 11 (+0) | CHA 7 (-2)
Senses: passive Perception 10
Languages: —
Actions:
Hooves: Melee Weapon Attack - +2 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.Riding Horse Gear:
-Backpack
-Backpack50 feet hempen rope
-5 in backpack, 5 in saddlebag10 torches
-Saddlebag10 days rations
-BackpackBedroll
-BackpackMess kit
-BackpackTinderbox
-BackpackWaterskin
-Tied to saddleTwo-person Tent
__________________
Clear out your inboxes and outboxes!
Last edited by Arthilian01; Jun 1st, 2018 at 03:03 PM.
After dispelling the foul glyph and reading the horrifying text he looks up to his companions. Drevan is worried about something that happened to him, like he was cursed and he feared this same fate would happen to him, "Careful Drevan, the torc will not be the solution to whatever your problem is. That item is responsible for what happened to Kayin. Powerful artifacts always come at a severe cost and deserve to be locked up, as we saw." he takes another moment then adds, "Looks like Kayin acted outside of the Ministry and the conspiracy continues."
Jaster stands up, "I will alert Arkad to our departure, I won't add too many details, those need to be delivered in person." He forms a cup in his hands and begins to cast the sending spell, "Naraka cult dealt with, Kayin dead, heading back to you, many things to discuss in person. Should be a few days." Once the message was said an animal formed out of magic left his cupped hands and headed towards Kal Vakhor.
Jaster closed Kayin's book and then put it in his backpack, it would require much more time to peruse than he had here, and gold. He patted his pouch knowing it would soon disappear. He moved to Nessima, "Do you want this ring? If not I will use it but I already have a spell recovery device." he opens his hand and the ring of spell storing is in it.
Rolls:
Dice daily portent:
2d20
8, 4
Total = 12
Move Action:
Action:
Bonus Action:
Reaction: cast shield +5 ac if he is hit
Interaction:
Notes:
Jaster | Wizard (Diviner) | Level 6
HP: 22/38 | AC: 12 (15 Mage Armor) | Initiative +7 | Spell Bonus +7 | Spell DC: 15
Abilities: Str: -8 (-1) Dex: 14 (+2) Con: 14 (+2) Int: 18 (+4/7) Wis: 12 (+1/4) Cha: 12 (+1)
Passive Perception: 16 | Passive Investigation: 22
Feats and Abilities: Always on the lookout for danger, you gain the following benefits: You can’t be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.Alert | Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score 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 what it’s saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.Observant (Int) You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.Luck Points Used: 1/3 | Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20 and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.Portent Rolls: | Beginning at 6th level, when you cast a divination spell of 2nd level or higher using a spell slot, you regain one expended spell slot. The slot you regain must be of a level lower than the spell you cast and can't be higher than 5th level.Greater Divination
Spell Slots Used: 1st: 1/4 | 2nd: 2/3 | 3rd: 2/3
Current Spells Prepared (9):Mage Armor, Shield, Invisibility, Detect Thoughts, Sending, Scorching Ray, Fireball, Hypnotic Pattern, Dispel Magic
Cantrips: Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried. This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Firebolt, Necromancy cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).Toll the dead,Evocation cantrip Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. Light, Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.Minor Illusion
Level 1: 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S Duration: Concentration, up to 10 minutes For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Magic (R), 1st-level conjuration (ritual) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar (R), 1st-level divination (ritual) Casting Time: 1 action Range: Self Components: V, S, M (a pinch of soot and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.Comprehend Languages (R), 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Mage Armor, 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield, 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missile, 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (tiny tarts and a feather that is waved in the air) Duration: Concentration, up to 1 minute A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.Tasha's Hideous Laughter, 1st-level transmutation Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls Range: 60 feet Components: V, M (a small feather or piece of down) Duration: 1 minute Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.Feather Fall, 1st-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 hour You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Charm Person
Level 2: This is a 2nd level spell that functions identically to a normal 3rd level sending spell in all ways... except that, rather than being delivered silently, the message that you send will be delivered by a small animal of some kind, similar to a familiar, which is conjured out of nothing to deliver the message, and then disappears. You don't get to pick the animal.Mother Angka's Sending, 2nd-level enchantment Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.Hold Person, 2nd-level divination Casting Time: 1 action Range: Self Components: V, S, M (a copper piece) Duration: Concentration, up to 1 minute For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn't speak any language, the creature is unaffected. You initially learn the surface thoughts of the creature--what is most on its mind in that moment. As an action, you can either shift your attention to another creature's thoughts or attempt to probe deeper into the same creature's mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature's thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends. Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation. You can also use this spell to detect the presence of thinking creatures you can't see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can't detect a creature with an Intelligence of 3 or lower or one that doesn't speak any language. Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can't see it, but it must still be within range.Detect Thoughts, 2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.Invisibility, 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.Scorching Ray
Level 3: Casting Time: 1 minute Range: Self (10-foot-radius hemisphere) Components: V, S, M (a small crystal bead) Duration: 8 hours A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.Leomund's Tiny Hut (R), 3rd-level transmutation Casting Time: 1 action Range: 30 feet Components: V, S, M (a shaving of licorice root) Duration: Concentration, up to 1 minute Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.Haste, 3rd-level evocation Casting Time: 1 action Range: 150 feet Components: V, S, M (a tiny ball of bat guano and sulfur) Duration: Instantaneous A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.Fireball, 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) Duration: Concentration, up to 1 minute You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0. The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.Hypnotic Pattern, Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.Dispel Magic 1st: cause fear, false life, identify, protection from evil/good, ice knife, ray of sickness
2nd: arcane lock, blindness, flaming sphere, misty step, ray of enfeeblement, web
3rd: animate dead, clairvoyance, glyph of warding, lightning bolt, stinking cloudSpells not yet in Spell Book