The sound coming from the side had cause the Fae that the group was with the scatter and turn invisible. While they weren't visible, they had taken it upon themselves to reassure the group that they were still around. That was a slight comfort as the group did the same, dispersing among the foliage and random hiding spots around.
Gristle was dragged along with Harp, but the smell and gift of a sweet roll got his quick compliance. Sitting hidden in a bush was something new to Gristle. Eating something as quietly as possible in order to not gain attention from others around him was not. Gristle was a veritable ghost in the brush. A veritable eating ghost. Harp was just a silent and unseen as the Kobold next to her. An'Mal was up in a tree, spreading the great smells of a sweatroll into the surrounding area. Baruuk was blending into a tree trunk next to him, seeming to become a growth on the side of a tree, with a odd branch stretching out at odd angles... with a sharp metal point on one of the branches.
It was only Dagg who was easily sighted, out in the open terrain. If anything, she was bait.
Suddenly, a swoop of feathers, cause the air in the surrounding area to shift and move, as a large bird-like creature finally made it's presence known.
"Whom!"
The bird was massive. Easily the size of a horse, or bull. It's feathers a blur of colors. Shades of blue and green seem to swirl around and mix in with purples and yellows. It seemed almostl motley in nature as the colors blended and turned around each other. It's body was sleek and as it approached the area that the sweet roll was resting, it finally saw Dagg standing in the middle of the clearing. Pavonina didn't seem to be happy with the look of Dagg, and Dagg could tell that Pavonina didn't want her there.
With a sudden shake, a tail of feathers sprung from behind the bird, making the bird look bigger and brighter than before. It shook it's tail while lowering it's head and spreading it's wings back slightly. It's mouth opened and another shriek came from the bird.
"Whom!"
You guys can completely blame hafrogman for this encounter!
Pavonina beat everyone except Dagg for initiative (21). During it's initiative, it's using it's "Amazing Display" ability.
Amazing Display. On its turn The Dire Peacock can use a standard action to display it's tail feathers. All creatures within 60 ft. that can see the Dire Peacock must make a DC 13 Wisdom save. On a failed save, if the creature is Fae, they are charmed for 1d4 turns; if they are not Fae they are stunned for 1d4 turns. Once the affects have passed, a target can't succumb to an Amazing Display for an hour.
So Dagg, having beat Pavonina's initiative, get's a turn. Then must save versus the Amazing Display, then take another turn... if able. Everyone else needs to save, and then gets a turn (if able). If you fail, please also roll the 1d4 to see how long you're stunned for.
Now the fun question: Do you guys want to each control one of the Fae in the battle, or have me do all of the work?
An'Mal is outlined in green to remind me that he's up in a tree branch.
These javelins a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. Become mundane after a single use.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Bonus Action; Advantage on Strength checks and saves; Gain resistance vs B/P/S damage. Cannot cast spells or concentrate while raging. Duration 1 minute or until KO; ends if you haven't attacked or taken damage at the end of your turn; may end as a bonus action
Features and Abilities: Common, GoblinLanguages | Simple Weapons, Martial WeaponsWeapon Proficiencies | Drums, BagpipesInstrument Proficiencies | Disguise KitTool Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | You can always find a place to perform, (inn/tavern/circus/theater/noble's court. You receive free lodging/food: modest/comfortable standard as long as you perform each night. Your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand |
**1/2 Inspiration d6's Remaining**
Bonus action: creature within 60 feet who can hear you gains a d6 they add to ability check, attack roll, or saving throw within 10 minutes. Bardic Inspiration | -- | -- | --
It happened so quickly. One moment An'mal was wafting sticky sweetness down the path, the next an extravagant bird had displayed a stunning array of feathers that looked like a thousand violet eyes. An'mal tried to turn his head but he couldn't look away. He sat on his perch, not unlike a bird himself, staring down in wonder at the dire peacock unable to move an inch for precious seconds.
Happy to control the closest Fae to An'mal's position
__________________
A LIVE Spelljammer 5e campaign: Astral Agents in Boats! Join our INC agents: Wynamoinen, Vislands and AnotherDragoon (and me as your friendly ratbasterd GM)! Episodes 1-12 based on the free D&D Beyond adventure "Spelljammer Academy" available here: Come aboard!
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property---the damage when the weapon is used with two hands to make a melee attack.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
PHB Pg. 147
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
PHB Pg. 147
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown
PHB Pg. 147
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Support/Defense:"You 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
PHB Pg. 78 --- Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.Unarmored Defense, PHB Pg. 78Martial Arts, Martial Arts Die = 1D4
2
+2
Monk
-
2
Martial Arts Die = 1D4, Ki Points = 2, Unarmored Movement = +10ft (40 ft. total), PHB Pg. 78 --- 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. You can spend these points to fuel various ki features. You start by knowing three such features: Flury 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 ModifierKi, Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown on the Monk table on PHB Pg. 77. --- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.Unarmored Movement
Features and Abilities: Common, GoblinLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Artisan's Tools: Woodcarver's ToolsTool Proficiencies | Land VehiclesVehicle Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | PHB Pg. 131
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Background Feature: Rustic Hospitality | PHB Pg. 78 --- 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. You can spend these points to fuel various ki features. You start by knowing three such features: Flury 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 ModifierKi | Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown on the Monk table on PHB Pg. 77. --- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Unarmored Movement | -- | -- | -- | --
Movement taken: Action used: Bonus Action used: Reaction: Opportunity Attack: Any enemy leaving Dagg's Reaction combat range (5 ft.) she'll take a swipe at with the Shortsword. Status:
As soon as she saw the creature emerge, Dagg began to move. Slowly at first, her pace increasing as she closed the distance. Half-way to her target, she launched the spear at the giant peacock, her smile widening as it sunk into the beasts' hide.
She closed the distance as it reeled back. Using the momentum she had gained, she threw a wild punch at the creature. Missing narrowly, She grabs onto the spear handle, wrenching it from the peacock's wound.
"Hey there, big girl! You hungry?"
In her mind, she thinks; 'Sorry An'Mal! I gotta divert their attention away from Gristle and Harp.'
Move 40 ft. to get next to the peacock (standing between the peacock and An'Mal)
As she finishes her taunt, Dagg's muscles go tight as she stands, frozen in place. Her mind remained her own, but her body would not respond. Internally, she was continue to calculate the battle as she braced for impact.
__________________
"Without Commitment, you'll never start;
But, without Consistency, you'll never finish!"
Wow, sweetrolls were great! Gristle gnawed away at the treat, leaving an impressive amount of crumbs in his wake. He had to admit that while the Surface had lots of bad things (this big blue screamy bird-thing, for example), it was really good at coming up with delicious food. He scarfed down the remainder of the roll and even picked up some of the crumbs from the dirt. Of course, some dirt ended up stuck to them, but that's ok! Dirt tastes even better when covered in sweetroll sugar!
"WHOM!" Gristle looked up from his musings about the edibility of dirt and saw the massive screamy-bird-thing yelling at Dagg.
"WHOM!"
Oh. It didn't seem very happy about not knowing who Dagg was. It must be a smart bird, as smart people say Whom instead of Who. Gristle wasn't sure why. Well, it's only polite to make introductions, he supposed.
"That's our friend Dagg," he offered helpfully from his spot in the bushes, Gristle just barely beats the WIS save with a 13.miraculously unaffected by the peacock's threatening display. This was less a sign of bravery and more indicative of his own lack of attention. "She is very smart and strong and good. Nothing stops Dagg because she's so great! She's very nice and An'mal says she's a babe! Which I think is good? I'm not entirely sure. But either way, if anyone can save Hellobolis and Yddraixyl and everything else, it's Dagg!"
He looked over to Harp Strum, ready to follow her lead (Harp Strum is very smart and also has sweetrolls), but the kenku seemed frozen.
"Food-Giving-Friend Harp Strum? Are you ok?" he asked. She did not respond, and Gristle tugged her sleeve. Still nothing. He frowned. He looked back to Strong Friend Dagg. She was also frozen. It dawned on the little kobold that both of his friends were staring blankly at Pavonina. Somehow, miraculously, he actually drew a conclusion from this.
"HEY!" he called, Gristle moves half his total into the clearing.stomping out from his hiding spot."Big screamy-bird! Did you do this to my friends? That's not nice! We were just eating sweetrolls and talking to the nice Fae friends! You..." He stopped, drawing his little rapier, "You are not being very friend-like at all! You're being..." --He scoured his brain for an accurate descriptor-- "You're being A JERK! The most Vicious of Mockeries. Pavonina must succeed a WIS save of 12 or take 1d4 damage (see spoilerbutton below)Stop being a jerk!"
Bonus action: Bardic Inspriation to Dagg. Movement: Half speed towards Pavonina. Action: Vicious Mockery vs Pavonina. Must succeed a DC12 WIS save or take 1d4 damage:
With the initial meeting of the situation in front of them, the group found itself slightly on its heels. Dagg was the only one to instantly react to Pavonina now standing large in front of the group. Large as a clydesdale-sized bird. Dagg threw the javalin she was holding at the thing, striking true. The sound it made on impact wasn't the prettiest, and Pavonina quickly found itself dropping to the forest floor, wings down and tail up. Dagg follows the javalin in, throwing a punch at Pavonina that is flapping around wildly, failing to connect. Over her shoulder what looks like a small dart flies in towards the peacock.
The bird, for it's part, got back up and displayed it feathers. Now it was a matter of deciding what to do, after being throwing off the defences of the party. The bird could easily tell that many of the group were still against her, and begin to retaliate in kind. Pavonina quickly went after Dagg. It was all flapping, scrapping, and scrapping.
Dagg Attacks; Peacock Prone
Peacock Gets back up, Throws out stun.
Dagg Stunned - 4 turn
An'Mal Stunned - 1 Turn
Baruuk Stunned - 3 Turns
Harp Stunned - 4 Turns
Gristle - Not Stunned - Attacks, Peacock Saved.
Mushroom - Not Charmed - Attacks Peacock - Bow Attack:
These javelins a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. Become mundane after a single use.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Bonus Action; Advantage on Strength checks and saves; Gain resistance vs B/P/S damage. Cannot cast spells or concentrate while raging. Duration 1 minute or until KO; ends if you haven't attacked or taken damage at the end of your turn; may end as a bonus action
Features and Abilities: Common, GoblinLanguages | Simple Weapons, Martial WeaponsWeapon Proficiencies | Drums, BagpipesInstrument Proficiencies | Disguise KitTool Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | You can always find a place to perform, (inn/tavern/circus/theater/noble's court. You receive free lodging/food: modest/comfortable standard as long as you perform each night. Your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand |
**1/2 Inspiration d6's Remaining**
Bonus action: creature within 60 feet who can hear you gains a d6 they add to ability check, attack roll, or saving throw within 10 minutes. Bardic Inspiration | -- | -- | --
Movement taken: Move 15ft behind Dire Peacock to flank with Dagg Action used: Throw Javelin at Dire Peacock Bonus Action used: Interaction: Draw Glaive Free Action: Drop to hang from branch and drop to ground Reaction: Opportunity Attack: Status:
An'mal shook his head and the swirling fans of purple eyes cleared from in front of his eyes. It seemed a shame to kill such a pretty bird... but maybe it wouldn't need to come to that. Maybe if they hurt it or scared it enough it would realise that it had more important things to do elsewhere? An'mal hurled the javelin down at one of the several Wompers he was still seeing and then let himself drop from the branch, catching it with his empty hands before letting himself drop the rest of the short distance to the ground. The javelin had dug harmlessly into the dirt beside the peacock almost to An'mal's relief. An'mal drew his bladed staff and bellowed loudly, "Away birdie! Away with you now!" as he ran to its flank waving the glaive about menacingly at the many-eyed wall of feathers arrayed before him. It was not immediately clear to An'mal that he was talking to the bird's behind.
__________________
A LIVE Spelljammer 5e campaign: Astral Agents in Boats! Join our INC agents: Wynamoinen, Vislands and AnotherDragoon (and me as your friendly ratbasterd GM)! Episodes 1-12 based on the free D&D Beyond adventure "Spelljammer Academy" available here: Come aboard!
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Two-Handed
This weapon requires two hands when you Attack with it.
Features and Abilities: Common, AuranLanguages | Simple Weapons, Hand Crossbows, Longswords, Rapiers, ShortswordsWeapon Proficiencies | Thieves' ToolsTool Proficiencies | Light ArmorArmor Proficiencies | MediumSize | 30 Ft.Speed | You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.Expert Forgery | You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.Kenku Training | You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.Mimicry | You can read and write Common and Auran, but you can speak only by using your Mimicry trait.Kenku Curse |
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand | -- | -- | -- | --
Movement taken: Action used: Harp Strum is still stunned. She remains in hiding. I have taken over for Redball the Barbarian, and decided to have him Rage and swing at Pavonina. Bonus Action used: Reaction: Opportunity Attack: Status:
Redball steps up to the bat! He swings! Annnnd he misses! I got a 10 on the Attack roll. Dangit!
Harp Strum was confident she could handle the mysterious threat easy. After all, she planned ahead! Well, technically, Dagg and Baruuk planned ahead first, but she did it just as good, if not better. And her hiding spot, ooh, it was so good that she gave herself a pat on the back for it. Sweet little Gristle perfectly hidden, silently eating his sweeter, littler pastry, with her nested right next to him, a blanket of darkness cradled around him as her pitch black feathers cloaked them both. It was one of the many, many perks of being a Kenku. So, she sat fairly confident in her hideout, dagger at the ready, hungry to exact violence on the enemy that foolishly tried to hurt her and her new friends, and ruin their great rescue, and...and...and…
And all of a sudden all Harp Strum saw was just blue.
Big, bountiful blue.
Everywhere.
Gleaning like the richest sapphire stone, shimmering like seafoam waves on polished marble, rippling and dancing like dark blue ribbons caught in a spring wind, and delicate and soft like the robin blue hue of a baby sister yet to hatch from her mother’s nest.
Blue.
Beautiful blue.
Beautiful.
Blue.
Redball was mad. Real, real, real mad. The kind of mad that didn’t sit and simmer in his gut, or bubble up and out of him a week later, when he was reminded of a slight he’d all but forgotten about. No. It was the kind of mad that surged forward like water from a busted dam. No amount of soothing from his friends kept his flat face from scrunching up. His leaf trembling at the top, shaking dirt free with a hateful tremble. Even his face, could you believe it, turned a deeper, richer red. The beet fae that wrenched itself from an earthly dream boiling with a rage that did not fit his tiny body, and yet swelled in him all the same. Like a volcano about to erupt, he finally exploded.
"GAAAAAAAHHHHHH!" From seemingly nowhere, he burst out from the open, his root feet charging forward from behind the Dire Peacock. All the stories about Pavonina, how it was better to avoid them, how it was smarter to hide, how he needed to be patient, and wait, and wait, and wait, until they were gone, all of it was forgotten as Redball came swinging down with his comically large blade.
Heavy
Small creatures have Disadvantage on Attack Rolls with Heavy Weapons. A heavy weapon's size and bulk make it too large for a small creature to use effectively.
Reach
This weapon adds 5 feet to your reach when you attack with it.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or Dexterity, since the dagger has a finesse property.
Versatile
PHB Pg. 147
This weapon can be used with one or two hands. A damage value in parentheses appears with the property -- the damage, when the weapon is used with two-hands to make a melee attack.
PHB Pg. 310
The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Support/Defense:"The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."Invisibility | "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an Action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses."Divine Sense: 01/01 | "Your blesed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an Action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs."Lay on Hands: 05/05
Skill Name
Ability
Proficient?
Expertise?
Skill Mod
Acrobatics
Dex
-
-
-
Animal Handling
Wis
-
-
-
Arcana
Int
-
-
-
Athletics
Str
-
-
-
Deception
Cha
-
-
-
History
Int
-
-
-
Insight
Wis
Yes
-
+3
Intimidation
Cha
-
-
-
Investigation
Int
-
-
-
Medicine
Wis
-
-
-
Nature
Int
-
-
-
Perception (Racial)
Wis
Yes
-
+3
Performance
Cha
-
-
-
Persuasion
Cha
Yes
-
+2
Religion
Int
-
-
-
Sleight of Hand
Dex
-
-
-
Stealth (Racial)
Dex
This check is made with Disadvantage if the Sprite is flying.Yes
Movement taken: Move between Dagg and Pavonina Action used: Heart Sight vs Pavonina Bonus Action used: Reaction: Opportunity Attack: Status: Invisible
None Made This Post!
Her thoughts are interrupted by the appearance of Pavonina, followed immediately by the well aimed javelin that sent the beast sprawling. Chanterelle's eyes traced the path of the weapon to see Dagg darting off at blazing speed, her arm at the end of an arcing throw. The bugbear had closed the distance between it and the beast, but then stopped as the earsplitting sound of the creature's screech stunned her.
Chanterelle moves inbetween Dagg and Pavonina and Heart Sight: DC10 Charisma Saving Throw
So many of Gristle's Big Friends were frozen! This was not good! The big and tall people were naturally stronger and smarter and better than Gristle was, so why were they not doing anything?? Was Gristle missing something? Should he not be attacking?
From around him, the fae folk emerged from the brush and attacked. They were smaller than Gristle, but they weren't afraid! Wait... WAIT!! That meant... That meant GRISTLE was the biggest and strongest fighter now! And if the SMALL ones could attack, then GRISTLE could attack even BETTER!
"Yes!" he shouted, flourishing his little rapier in a figure-eight. "Come, small friends! We shall fight and win with our strength and goodness and braveness and strongness!" He might have mentioned strength twice, but to be fair, he used two different words for it!
Pavonina was unsure of what was going on. Creatures didn't normally hit back. They either ran, hid, or stopped moving entirely. Now these things were starting to hit back. In truth, not only where the creatures hitting back, but so were their Fae guides. The tiny arrow that hit her didn't give her pause, but the large (in comparison) sword coming down on her cause her both pause and pain. The pain brought her upright.
While mushrooms, other plants, and small animals sounded like a good meal, it looked Pavonina might have bit off more then he could chew. But now it was time retaliate, and focus on retaliation.
Whomp!
Pavonina turned and focused on the stabbing pain coming from the side, and shot out trying to find a grip on the scaled creature ahead of itself.
Dagg Stunned - 2 more turns
An'Mal - Attacks, but misses
Baruuk Stunned - 1 more turn
Harp Stunned - 2 more turns
Gristle - Not Stunned - Attacks, and hits
Chanterelle (Sprite Paladin) - Moves in, Heart Site: DC 10 Charisma check - Pavonina passed the check.
Redball (Sprite Barbarian) - Moves in, attacks, misses.
Peacock Attacks Gristle - Enemy that dealt it the most damage.
Heavy
Small creatures have Disadvantage on Attack Rolls with Heavy Weapons. A heavy weapon's size and bulk make it too large for a small creature to use effectively.
Reach
This weapon adds 5 feet to your reach when you attack with it.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or Dexterity, since the dagger has a finesse property.
Versatile
PHB Pg. 147
This weapon can be used with one or two hands. A damage value in parentheses appears with the property -- the damage, when the weapon is used with two-hands to make a melee attack.
PHB Pg. 310
The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Support/Defense:"The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."Invisibility | "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an Action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses."Divine Sense: 01/01 | "Your blesed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an Action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs."Lay on Hands: 02/05
Skill Name
Ability
Proficient?
Expertise?
Skill Mod
Acrobatics
Dex
-
-
-
Animal Handling
Wis
-
-
-
Arcana
Int
-
-
-
Athletics
Str
-
-
-
Deception
Cha
-
-
-
History
Int
-
-
-
Insight
Wis
Yes
-
+3
Intimidation
Cha
-
-
-
Investigation
Int
-
-
-
Medicine
Wis
-
-
-
Nature
Int
-
-
-
Perception (Racial)
Wis
Yes
-
+3
Performance
Cha
-
-
-
Persuasion
Cha
Yes
-
+2
Religion
Int
-
-
-
Sleight of Hand
Dex
-
-
-
Stealth (Racial)
Dex
This check is made with Disadvantage if the Sprite is flying.Yes
Movement taken: Move to Gristle Action used: Lay on Hands = Heals Gristle for +3 HP Bonus Action used: Reaction: Opportunity Attack: Status: Invisible
None Made This Post!
This beast was proving to be more trouble than it was worth! She waited to hear what it's heart could tell her, but all she got was silence. And, before she knew it, the peacock was tearing into the little kobold.
OK, Gristle thought as the giant angry bird started clawing away at him, bravery isn't as great as I thought. Bravery gets you kicked by angry bird things. I think I like being small and scared better.
He let out a wail of pain as Pavonina's claws tore off a sizeable chunk of scales from his side.
"No, please, no, I need those!" he cried. "Those aren't supposed to be on the ground! They keep my blood inside me!"
"Please don't kill me! Please stop with the stompy claws! I'm nice and I have a ghost dragon and I need to find my family so I can show them my new noise-spider and I can't die yet!" This strange and pathetic display, complete with flailing limbs, was admittedly Gristle uses GROVEL, COWER AND BEG. All allies have ADVANTAGE to hit Pavonina until the beginning of Gristle's next turn.quite the spectacle.
Gristle casts Healing Word on himself for 6hp, and then uses Grovel, Cower and Beg to give all allies advantage against Pavonina until his next turn.
Baruuk waited for the approaching beast to present itself, his keen eyes picking out the sway of... feathers. A scintilla of iridescence... It almost looked familiar, but they were too far west for it to be a...
Lulled into a false sense of geographic security, Barruk didn't look away as he should have done and instead the hypnotic sway of that beautiful plumage bored its way into his mind and time slipped away. It was... stunning. The bugbear ranger simply couldn't look away. He was vaguely aware of Gristle and some of their newfound companions trying to drive off the monstrously fascinating bird, but he was still standing there in awe, bow and arrow forgotten in numb fingers.
Relevant Equipment:Ammunition (Arrow) - Legendary (requires attunement by a creature willing to help it's cause)
Ready for Duty: You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. It returns to the wielder’s hand at the end of the round after it is used to make a ranged attack. This ammunition is not destroyed, and it's magic persists, after being fired from a ranged weapon.
Sentience: The Arrow of Gwyvenn is a sentient neutral good weapon with an Intelligence of 14 , a Wisdom of 11, and a Charisma of 16 . It has hearing and darkvision out to a range of 120 feet. The arrow can speak, read, and understand Common, Elvish, and Draconic, and can communicate with its wielder telepathically. Its voice is feminine, and ethereal, with a hard and old accent to it.The Arrow of Gwyvenn, Longbow, Shortsword x2, Scale Mail
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.Surprise Attack | Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.Inheritance | Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Canny | Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons.Archery
Ranger When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Favored Foe [ ][ ]
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Two-Handed
This weapon requires two hands when you Attack with it.
Features and Abilities: Common, AuranLanguages | Simple Weapons, Hand Crossbows, Longswords, Rapiers, ShortswordsWeapon Proficiencies | Thieves' ToolsTool Proficiencies | Light ArmorArmor Proficiencies | MediumSize | 30 Ft.Speed | You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.Expert Forgery | You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.Kenku Training | You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.Mimicry | You can read and write Common and Auran, but you can speak only by using your Mimicry trait.Kenku Curse |
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand | -- | -- | -- | --
Movement taken: Action used: Harp Strum is still stunned. She remains in hiding. I moved for Redball again and went with a delicious attack that landed as a Crit! Hah! How's that for a comeback!? Bonus Action used: Reaction: Opportunity Attack: Status:
Redball landed a CRIT on Pavonia! Hah hah hah aaah it was only 8 DMG though. You win some, you lose some.
Redball missed.
REDBALL MISSED!?
"SCREEEEEEECH!" came the terrifying battle cry of the rotund red fey. Furious that such a big fey like that fearsome, foul fowl could have dodged his blow so easily. Pavonia was bigger than–than everything! Rocks! Slightly bigger rocks! Boulders! And yet he still missed! Redball boiled and simmered and shook with his tiny rage before he swung back around to face Pavonia. With that feather-brained chicken cornered by his companions and the strangers that were not-so strange any more, he reared back his oversized sword again, letting its full weight swing him backwards as his arms arched behind him, and then with another shout, he charged forward.
The swing was perfect. The bladed tip of his sword cut through the thick plumage feathers that Pavonia primed proudly and met the ugly, gray scaled flesh that laid underneath. And as Redball stumbled forward on his stubby root feet, his mighty greatsword plunged deeper along its flank, gashing the terrible fey beast.