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[Game Thread]
(Rakdos/Orzhov Ch. 2) Straight Outta New Prahv
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#
76
Mar 17th, 2020, 11:26 PM
taleteller50
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Harlok, having left Khira and anyone with her to examine the stairways, goes up to the discovered Iron Door and
Dice
Stealth
:
1d20+5
(
10
)+5
Total =
15
Dice
Perception
:
1d20+4
(
15
)+4
Total =
19
attempts to quietly see if he can hear anything beyond it.
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#
77
Mar 18th, 2020, 04:11 AM
DanshiiWithWulfs
Vökva Reykur
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Last Visit: Jun 13th, 2022
RPXP: 6612
Posts: 1,456
Syrena
T
wo doors, Syrena discovered as she investigated what she could see of the ascending steps, led to catacombs. That made sense, since they were in a special mausoleum. Perhaps these other tombs were somewhere near New Prahv, in different parts of the city? The third stairway seemed to be the one that led to the Azorius stronghold. The vampiress reported as much to her companions upon her return. She got back just in time to hear the khenra's description of what they saw through the portal.
"You said that this was a picture of your world
before
the Dragon's dominion, then? ...Could the portal cut not only across space, but time as well? It would make space, if this also led to the First Blood's tomb, who I assume would've dies centuries ago..."
It was an interesting thoery that the necromancer had; did the portal respond to a potential user's thoughts? Then whose dictated that it lead to Ravarin? Was that even the place that they saw before, the dead forest under an eternal dusk?
Darkness and light brought to their knees...
Then the jackal poked the portal again. Testing her theory was what it looked like to Syrena. The red-haired syndic stared at what happened next. Whether it changed or responded, however, was irrelevant. After a few moments of no one doing anything, the so-called Maiden of Blood put a palm on the portal's smooth surface next, trying it out herself...
OOC
Initiative:
Move:
Action:
Bonus Action:
Reaction:
AoO if applicable
Interaction:
Contingencies:
Notes:
1 hr., Vedalken Azorius lawmage costume
Disguise Self
Syrena
,
Level:
2 Warlock/Sorcerer |
Alignment:
LN |
HP:
19
/19 |
AC:
15 |
Speed:
30' |
Passive Perception:
11
Initiative:
+3 |
Languages:
Common, Vampire, Abyssal
Stats:
Str 8, Dex 17, Con 15, Int 14, Wis 12, Cha 19 |
Saving Throws:
STR (-1) Dex (+3) CON (+2) INT (+2) WIS (+1) CHA (+4) |
Skills:
Deception (+6) Investigation (+4) Perception (+3) Stealth (+5) |
Tool Proficiencies:
Disguise Kit
Feats/Abilities:
60 feet
Darkvision
,
You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0.
Blood Thirst
,
When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Feast of Blood
,
Resistance to necrotic damage
Vampiric Resistance
,
Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Awakened Mind
,
Your unarmed strikes use a d6 as their damage die, and use your Charisma instead of Strength for their attack and damage rolls. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Martial Prowess
|
Default Melee Attack:
Unarmed (+6 to hit, 1d6+4 bludgeoning damage) |
Default Ranged Attack:
Eldritch Blast (+6 to hit, 1d10 force damage)
Spell Modifier:
Charisma
Spell Slots:
Level 1: 2/3 |
Spell Attack Bonus:
+6
DC:
14
Cantrips Known:
Prestidigitation |
Self | Action | 8 hours | Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Encode Thoughts
| Eldritch Blast | Shocking Grasp | Frostbite | GF Blade | Booming Blade
Prepared Spells:
1 | 90' | Bonus Action | Conc., 1 hour | You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Hex
|
1 | Self | Action | 8 hours | +5 temp HP, 5 cold damage to target that hits with melee while active; At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Armor of Agathys
|
1 | Self | Action | 1 hour | You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Disguise Self
|
1 | 90' | 1 min. | Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.|
Sleep
|
1 | 60' | Action | Instantaneous | You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Dissonant Whispers
|
1 | 30' | Action | Conc., 1 min. | 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
| Shield |
1 | 10' | Action | Instantaneous | You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Earth Tremor
__________________
Head is full. Taking it slow.
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#
78
Mar 19th, 2020, 08:13 AM
Theore
Internet Abjurer
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Jens "Djentry" Haakendal
It felt kind of like fading out from existence for a moment as if a puff of smoke. The voices around the wight morphed to a muffled cacophony as he became enthralled watching the mystical pool of magic swirl and shift before his undead eyes. When touched by the others, the images flashed to what the ranger must have been convinced were their deepest desires, or places they wished to be at that point in time. Jens' imagination began to run wild at the prospect of what that possibly could be for him. An ocean of hot zombie strippers? A plane of never-ending fireworks that light the sky with flashy images of comedic value? An endless maze of gourmet cheese? Perhaps it would bring him back to a time before the assassination - known only to Djentry as the "botched explosion" - to be reunited with his beasts as well as his properly functioning body.
Scattering companions made no direct impact on his tunnel vision. In fact, it was comparable to being back in that creepy pathway that led them to this very chamber, only in his own mind. No senses active but the sense of imagination - and through this source of wonder, he was left unable to see the more "reasonable" paths right before him. Surely he would have followed the man scouting up the stairs to the iron door at any other time, cracking jokes at the expense of his blue companions for their delight in all things bookish, and taking comfort that Slaughterhouse - his new favorite fan - would be right behind him.
Not now, however. Now was the pivotal moment of true "Djentry" essence. To be a meta icon and shatter invisible walls by challenging a seemingly arcane barrier. To embody all that is "too much", corny, overdone, and absolutely dated to a degree that it should be perceived as downright offensive.
"ALRIGHT, THUMBS UP?!"
his voice split the relative silence asunder, shouting over the chatter of his female acquaintances.
"LET'S TO THIS!"
He bolted forward in a putrid blur, mind still swimming in a pool of intangible possibility.
"LllleeeEEEEEEEEEROOOOOOOOOYYY-"
The mighty, animalistic roar erupted from his decaying throat as soon as his first stride was gracefully executed.
"DJEEEEEEEEENKIIIIINS!"
Djentry was gone almost as quickly as he was there, pushing past whoever stood between him and his potential universe of bombs and bombshells, summoning all of his years of training to acrobatically leap through the gateway into the unknown.
Action Summary:
Natural Explorer/Favored Enemy stuff
Bonus Action Summary:
N/A
Reaction Summary:
N/A
Movement Summary:
Invoking an ancient internet classic.
Jens "Djentry" Haakendal, Level 2 Wight Ranger
HP:
22/22,
AC:
16
Initiative:
+3
Speed:
30ft,
Senses:
Perception 13, Darkvision 60ft
Saving Throws:
(P)Str +3, (P)Dex +5, Con +3, Int +0, Wis +3, Cha +1
Abilities:
Str 12, Dex 17, Con 16, Int 10, Wis 17, Cha 12
Condition:
N/A
Spell Slots:
1st: 2/2
__________________
Telrix the Fabulous
|
V1D10-601345 (Vidio Goleas)
______________
Oathtaker
STATUS:
On hiatus. Take care of yourselves! <3
Last edited by Theore; Mar 19th, 2020 at
10:46 AM
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V1D10-601345 (Vidio Goleas)
#
79
Mar 19th, 2020, 07:37 PM
hjohenson
The Painter of Reality
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RPXP: 1611
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DM
oh my god he just ran in
Narrator
Everyone stopped for a full minute as they each recognized what just happened. It took a short while before anyone could react to the fact that Djentry had just leapt through an inter-planar portal without knowing a damn thing about what was on the other side.
On the other side of the portal, Djentry found himself standing in the middle of a vast cathedral chamber. It was circular, with stained glass windows between a dozen huge pillars of stone. He was on the edge of the circle, looking down at concentric rings of pews, all of which were aimed at a single sarcophagus in the center. The stone lid of the grave was sculpted in the shape of an angel and a demon wrapped around each other, their faces merged into a single skull-like visage. There were no doors in this room, save the portal he'd just rushed through...
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#
80
Mar 19th, 2020, 11:58 PM
taleteller50
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Not hearing much from the door Harlok was just about to return to the others when he heard what he believed was the annoying zombie screaming out a name just before the sounds of a commotion back towards the portal. Rushing back down the stairs Harlok scanned the room for the undead idiot but only seeing bewildered faces. "
OK, WHAT HAPPENED NOW
"?
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#
81
Mar 20th, 2020, 03:04 AM
Zwingli
Very Old Dragon
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Grym Di-fin Trawma, a.k.a. Slaughterhouse
The females were still dilly-dallying with their little investigations regarding the portal, so Slaugh was not at all surprised that Djentry just decided to charge in with his famous joie de vivre; ironic since he as actually an abomination of life. Not that the half-giant cared about political correctness.
In fact, the roustabout was relieved that the decision was made, and chuckled at the wight's charge. It was even funnier when one of the Orzhov stuck-ups got all hot and bothered about what just happened.
At least, none that the half-giant bouncer could see. That wasn't saying much, but he felt like he needed to reassure both himself and his crew. He saw Khira poke the portal, after which the surface of the mirror-like opening started to change. From what he could deduce from the khenra's description of her home, they were looking at it through the opening.
"HEH. Guess we go in now. Djendry, so stupid as hell, breaks my bones... Heh."
Drawing the massive hammer from the hoop on his belt, Slaughterhouse marched in, ready to back up his pal for life.
OOC
entering the orifice
Slaughterhouse
Rakdos Roustabout
Subclass: UA Brute
Fighter 2
Attribute Mod
Str
4
Int
-1
Dex
3
Wis
2
Con
3
Cha
2
Sheet
Defenses
HP
26
/26
Temp
0/0
AC
16
Saves
Str&Con
Field
PP
14
Init
+3
Speed
30
HD
2d10
Languages
Common
Giant
Abyssal
Skill
Mod
Acrobatics
5
Athletics
6
Intimidation
4
Perception
4
Performance
4
Drum
6
Skills
Special Abilities
Second Wind
1/1
Action Surge
1/1
Special Abilities
Equipment
Rakdos Chain Armor (Chainmail)
Maul
Handaxe, x2
Equipment
Notes
Notes
__________________
Tired of the grind yet?
Last edited by Zwingli; Mar 20th, 2020 at
03:05 AM
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#
82
Mar 21st, 2020, 11:23 AM
swordplay82
Great Wyrm
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RPXP: 2186
Posts: 1,557
-
Completely enthralled with examining the portal, Victoria doesn't even notice when Harlok wanders off to examine the other stairways. Syrena's thought that the portal might reflect different points in time was also interesting but how could it be a portal if it led to the past as well as to other places. The past has already happened and traveling into it might cause a change in the present. If that change then made it impossible for the individual who made the change to travel back then the change would never happen. Yes, there was powerful magic like Wish which could counter events that had happened in the past but even then there were limits. Returning someone from complete destruction didn't make it so that they would have been alive ever since their death, they would just appear in the present, having not existed in the time between the two events.
These questions were however struck from Victoria's mind as Djentry screams and goes running past her, shocking the necromancer out of her contemplation. Falling back and landing on the floor Victoria doesn't even have the time to be scared, the event having occurred so fast that she initially didn't even comprehend what had transpired. When Harlok reappears and demands to know what had happened she was finally released from her shock and rushes over to him.
"
Mr..Um, um. Mr.. THE ZOMBIE. He just jumped into the portal while screaming something
".
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#
83
Mar 22nd, 2020, 07:02 PM
Tinuviel
Half Elf, Half Mad
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Savin Umaz
His investigation of the mausoleum tree fruitless, Savin straightened up in time to see the wight Rakdos ranger charge straight into the portal, ending further careful investigations of the portal just like that. Palm went to forehead as the blood mage sighed, being more dramatic with his exasperation than accurately conveying his emotions. In fact, there was a sense of jealousy in him that loathed the fact that he hadn't thought to that himself.
"Who in the name of Rakdos is Leeroy, anyway? That ****ing firecraker sucking- Well, Khira, after your magnificent mammaries?"
The tall vedalken bowed to the khenra and gestured his remaining companion to enter first, since Slaughterhouse was also already inside.
OOC
Initiative:
Movement:
Wil enter portal after Khira
Action:
Bonus:
Reaction:
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Bruddren Bridgeburner, Cleric
Gwethren Nightshade, Mystic
#
84
Mar 22nd, 2020, 10:27 PM
PalladiaMors
Elder Dragon Legend
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"Mmm maybe,"
Khira answers Syrena in regards to the image being relevant to now or prior. It's obviously not a question the khenra can answer straight away, especially once the portal shifts again.
"There should be more people, and we did not allow crocodiles to just walk the street. Perhaps there were some parts that were not so destroyed as others, I do not think -"
she starts to theorize, though her own contributions to the arcane discussion is cut short by a screaming zombie rushing past her and into the portal. Khira just stares for a moment, looking back to where Djentry was a moment ago as if to confirm that yes, he just blindly ran through a portal into what is presumably another plane.
"I uh... do not know any Leeroy. But have a sudden and strange hunger for chicken,"
she observes as Slaughterhouse jumps right in after him. Well this certainly seemed like a bad idea, but on this other hand, standing around babbling about magic was boring. And it took little more than a few words from Savin to provoke the khenra into action.
"Oh! Why yes, they are, are they not?"
she asks both proudly and rhetorically. Taking his suggestion literally she leans forward towards the portal while leaning her head backwards, going through chest-first only to snap forward into a quick handstand before coming to her feet on the other side, having no real idea where it led to but not caring much either. Anything, it would seem, to alleviate boredom.
Khira
Rakdos Madcap
Monk 2
Attribute Mod
Str
+1
Int
-
Dex
+4
Wis
+3
Con
+2
Cha
+1
Sheet
Defenses
HP
20
/20
Temp
0/0
AC
17
Saves
Str/Dex
Field
PP
13
Init
+4
Speed
45
HD
2d8
Languages
Common
Khenra
Minotaur
Skill
Mod
Acrobatics
6
History
2
Performance
3
Persuasion
3
Drum
6
Skills
Special Abilities
Immune to fright
Ki Points
2/2
Special Abilities
Equipment
Staff
Equipment
Notes
Notes
Last edited by PalladiaMors; Mar 22nd, 2020 at
10:27 PM
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Aida
Zephyr
Shizana
Vixy
Bellandra
Jaycen
#
85
Mar 22nd, 2020, 10:47 PM
DanshiiWithWulfs
Vökva Reykur
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RPXP: 6612
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Syrena
"M
rs. Black has the right of it, I'm afraid,"
Syrena said, watching the Rakdos troupe enter the portal in slight annoyance. She should've known that they would throw caution to the wind; then again, perhaps more decisive action was needed anyway. She certainly wouldn't get any answers out here.
"Well,"
the vampiress began, looking to her companions. She cocked her head to one, side, gesturing at the portal.
"I suppose we should follow and make sure they don't desecrate Ravarin's tomb..."
The red-haired syndic waited for the others to enter the portal, however; she wanted to be the last to go in. When everyone had gone, Syrena withdrew a vial from her pack and put a finger to her temple, closing her eyes as she did so. In a few moments, a glowing thread emerged from her head, its end being pulled by a perfectly manicured red-nailed index finger as the Dimir agent encoded all information about the First Blood into this strand, stowing it in the safety of her pack.
Now, then... Let's begin, shall we?
The Maiden of Blood smiled to herself as she looked at the portal, swaying her hips playfully as she sauntered towards the shifting doorway.
OOC
Initiative:
Move:
Action:
Casting Encode Thoughts when everyone's gone for posterity purposes.
Bonus Action:
Reaction:
AoO if applicable
Interaction:
Contingencies:
Notes:
1 hr., Vedalken Azorius lawmage costume
Disguise Self
Syrena
,
Level:
2 Warlock/Sorcerer |
Alignment:
LN |
HP:
19
/19 |
AC:
15 |
Speed:
30' |
Passive Perception:
11
Initiative:
+3 |
Languages:
Common, Vampire, Abyssal
Stats:
Str 8, Dex 17, Con 15, Int 14, Wis 12, Cha 19 |
Saving Throws:
STR (-1) Dex (+3) CON (+2) INT (+2) WIS (+1) CHA (+4) |
Skills:
Deception (+6) Investigation (+4) Perception (+3) Stealth (+5) |
Tool Proficiencies:
Disguise Kit
Feats/Abilities:
60 feet
Darkvision
,
You can drain blood and life energy from a willing creature, or one that is grappled by you, incapacitated, or restrained. Make a melee attack against the target. If you hit, you deal 1 piercing damage and 1d6 necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and you regain hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces it's hit point maximum to 0.
Blood Thirst
,
When you drain blood with your Bloodthirst ability, you experience a surge of vitality. Your speed increases by 10 feet, and you gain advantage on Strength and Dexterity checks and saving throws for 1 minute.
Feast of Blood
,
Resistance to necrotic damage
Vampiric Resistance
,
Your alien knowledge gives you the ability to touch the minds of other creatures. You can communicate telepathically with any creature you can see within 30 feet of you. You don't need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language.
Awakened Mind
,
Your unarmed strikes use a d6 as their damage die, and use your Charisma instead of Strength for their attack and damage rolls. Additionally, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Martial Prowess
|
Default Melee Attack:
Unarmed (+6 to hit, 1d6+4 bludgeoning damage) |
Default Ranged Attack:
Eldritch Blast (+6 to hit, 1d10 force damage)
Spell Modifier:
Charisma
Spell Slots:
Level 1: 2/3 |
Spell Attack Bonus:
+6
DC:
14
Cantrips Known:
Prestidigitation |
Self | Action | 8 hours | Putting a finger to your head, you pull a memory, an idea, or a message from your mind and transform it into a tangible string of glowing energy called a thought strand, which persists for the duration or until you cast this spell again. The thought strand appears in an unoccupied space within 5 feet of you as a Tiny, weightless, semisolid object that can be held and carried like a ribbon. It is otherwise stationary.
If you cast this spell while concentrating on a spell or an ability that allows you to read or manipulate the thoughts of others (such as detect thoughts or modify memory), you can transform the thoughts or memories you read, rather than your own, into a thought strand.
Casting this spell while holding a thought strand allows you to instantly receive whatever memory, idea, or message the thought strand contains. (Casting detect thoughts on the strand has the same effect.)
Encode Thoughts
| Eldritch Blast | Shocking Grasp | Frostbite | GF Blade | Booming Blade
Prepared Spells:
1 | 90' | Bonus Action | Conc., 1 hour | You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Hex
|
1 | Self | Action | 8 hours | +5 temp HP, 5 cold damage to target that hits with melee while active; At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot level above 1st.
Armor of Agathys
|
1 | Self | Action | 1 hour | You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Disguise Self
|
1 | 90' | 1 min. | Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.|
Sleep
|
1 | 60' | Action | Instantaneous | You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn't have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Dissonant Whispers
|
1 | 30' | Action | Conc., 1 min. | 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
| Shield |
1 | 10' | Action | Instantaneous | You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Earth Tremor
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Head is full. Taking it slow.
Last edited by DanshiiWithWulfs; Mar 22nd, 2020 at
10:48 PM
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Mar 24th, 2020, 12:58 AM
taleteller50
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Pinching the temple of his brow Harlok sighed, looking between Victoria and Syrena before marching towards the portal. "
<sigh> And this is why you should always work with professionals
", he grumbles as he enters the portal.
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Mar 26th, 2020, 01:13 PM
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With a great deal of hesitation Victoria follows the rest into the portal.
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