Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Withdrawing the Rapier from the stomach of the Gnoll, Rhaegalt gives his wrist a quick flick to remove any gore from the blade. The Half-Elf is caught off guard when Olin announces a familiarity with the creatures. "Yes, anything important about them that we should be aware of?" he says somewhat shortly, as he gives the surrounding area an Perception check, 3additional scan before tentatively walking to the edge of camp nearest to where the other Gnoll and the hunters were.
Initiative:19 Movement: 30 ft towards Gnoll 1 Action:Perception check, 3 Bonus Action: Reaction: Free Interaction:
Deamiss look away toward the hunter then in his back toward the camp
" Mmm Deamiss too far to help and to far to defend ... but near to help Scrambling death each way ...Deamiss will wait and see where death is lurking and who"
he put out his crystal ball with some smoke spinnig inside it and observe all way around
HP: 24/24 (+1d6+6 while Shift )| AC 16 base(+2 w/Shield) (+1 While shift)| PP 11| Spell slots: lvl1 : 2 | Hit Die: 1d12+1d6 STR 16(+3) (+5) DEX 15(+2) CON 19(+4) (+6) INT 13(+1) WIS 9(-1) CHA 9 (-1)
Cantrips: Message Casting Time: 1 Action Range: Touch Components: V,S Duration: 1min Cons or until use
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Mage Hand Casting Time: 1 Action Range: 30' Components: V,S Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand | Lightning lure Casting Time: 1 Action Range: Self (15-foot radius) Components: V Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Lightning lure
Spells Memories: Absorb Elements Casting Time: 1 Reaction Range: Self Components: S Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements*| Shield Casting Time: 1 Reaction Range: Self Components: V,S Duration: 1 Round
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Shield*Spell Not Memories :Magic Missiles Casting Time: 1 Action Range: 120' Components: V,S Duration: Instant
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 Missiles Spells Know with Ritual tags: Detect Magic 'Ritual' Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 10 Min / Conc
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 'Ritual' | Find Familiar 'Ritual' Casting Time: 1 hour Range: 10' 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 'Ritual' | Identify 'Ritual' Casting Time: 1 minute Range: Touch Components: V,S,M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Skills | Wind instrument PanFluteMusical instrument Proficiencies | You have superior vision in dark and dim conditions. 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 | As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Shifting | Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. Shifting Feature for BeastHide | 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 all 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 | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Unarmored Defense |Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turnReckless Attack | At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Danger Sense |
Fluffy 'Familiar'
Spider,Tiny beast, unaligned, Armor Class 12, Hit Points 1 (1d4-1), Speed 20 ft., climb 20 ft.
STR 2 (-4) DEX 14 (+2) CON 8 (-1) INT 1 (-5) WIS 10 (0) CHA 2 (-4)
Skills: Stealth +4 , darkvision 30 ft.
Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
_____________________ Actions _____________________
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
__________________
Yes ... I'll take the Oath of Sangus ;)
Last edited by KhamLuc; Sep 19th, 2022 at 12:45 PM.
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
The gnoll now crashing forward into him, Bill pulls his big hammer off his back and swings it the creature, to glance it off its shield. "I don't think you'll survive this," he told the gnoll. "Those archers will kill you while we struggle."
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Maul attack - miss(?) with a 13 for 11 dmg Bonus Action: Free Action: Draw javelin Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; Sep 22nd, 2022 at 02:42 PM.
Qijon runs wide to get a better angle and fires. His crossbow snaps and the bolt misses with 5 to hitfalls short.
Girgadan holds his guarding position with a javelin ready while Rhaegalt ranges a bit farther to nothing new seen with Perception 3scout. "Any more to say about this pack, Olin? How big is it and do you often have trouble with them?""Yes, anything important about them that we should be aware of?" The monk stands from examing the corpse. "Grivin rules a good-sized tribe. There's been no trouble with his pack for decades though. They're just one group among the many wildfolk that range north of the Abbey, they sometimes come to trade hides and tin with the village. No more than four of his folk are ever allowed through the gate at a time and even those few are expected to be back north of Highpass before nightfall. I doubt we'll see more of them. I'm far more concerned that they're here at all."
Deamiss stops farther from the camp and takes in the entire meadow, his senses Perception 21, no sign of any other gnolls anywhere nearbyrazor-sharp. He sees and hears no hidden threats, and bellows across the meadow. "HEY ... DEAMISS GOT TO TELL YOU SOMETHING ... COME BACK AND LET THIS DOG SNITCH WITH THE HUNTER"
Too close to the gnoll to easily turn back, Bill takes a swing that the gnoll barely fends off, his mace misses with 13hitting its shield with a sharp crack that rocks the creature back on its heels. "I don't think you'll survive this. Those archers will kill you while we struggle." The gnoll's eyes glint in the moonlight, darting from its fallen packmate to Qijon readying a strange weapon to Deamiss's hulking form, and it turns to glance back at the hunters. The gnoll feints a stab at Bill's shield and growls, almost inaudibly "Not easy killll. Not worrrrth die forrr monk meat. Make deallll?" The hunters advance through the heather, nocking arrows again but not loosing them, holding them ready as the gnoll and the Orog face off.
Everyone is up! If you accept the gnoll's surrender, the fight is over, otherwise you're still in combat.
Qijon is 105 feet from the camp, 60 feet from Gnoll 1.
Girgadan is at the camp, 165 feet from Gnoll 1.
Rhaegalt is 30 feet from the camp, 135 feet from Gnoll 1.
Deamiss is 60 feet from the camp, 105 feet from Gnoll 1.
Bill is in melee with gnoll 1. The hunters are still closing at 30 feet per turn and look to be around 290 feet past gnoll 1.
__________________
Intermittently slow after March 20. Catching up 6/1-6/4.
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
"Drop your spear," Bill proposed as he and the gnoll momentarily ceased hostilities, "and answer our questions. I won't hurt you, and I'll ask them to spare you. I'm afraid that's all I have to offer you." Bill readied himself for the strong possibility that the gnoll would violently reject the deal.
BTW, no shield for Bill. If a roll is required, Bill is -1 CHR.
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Rhaegalt could see that Bill had made contact with the first Gnoll, but now it seemed that neither was moving. Is it surrendering, like he requested? The Half-Elf is about to continue out after his allies when Deamiss announces he has something to say.
"Speak it quickly, what do you know? Concern beginning to show on his face for where he should be.
Qijon narrows his eyes, not quite trusting the gnoll, not wanting to interfere immediately. He keeps his weapon pointedly aimed towards the gnoll, waiting...
Racial Abilities: 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 | Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance | You have proficiency in the Perception skill.Keen senses | You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | An Aereni elf can choose one skill or tool proficiency (Perception). Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.Aereni Elf | You know one cantrip of your choice from the wizard spell list (Mind Spike). Intelligence is your spellcasting ability for it.Cantrip | You can speak, read, and write one extra language of your choice (Gnomish).Extra language
Class Abilities: 2 Cantrips: Firebolt, Guidance
3 Spells: Cure Wounds, Detect Magic, Purify Food & DrinkSpell Casting | At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering
Deamis put his Crystal foggy ball in his pocket and Claim out loud
"Crystal Ball show no more Gnoll around... It's alone now ... IT Must be starving to hunt while being hunt. Someting not right in this meadow... Deamiss want to scramble death for this Dog. Deamiss can Speak Dog if ... Death not taking it before Deamiss do it"
HE then Point the gnoll for away and begin to Cast Message to send the Gnoll a message in his headwhisper some babbling "I'm the Old Big Green away form hunter, I want to understand what is your need. Come to the camp, I'll take care of bowman"
HP: 24/24 (+1d6+6 while Shift )| AC 16 base(+2 w/Shield) (+1 While shift)| PP 11| Spell slots: lvl1 : 2 | Hit Die: 1d12+1d6 STR 16(+3) (+5) DEX 15(+2) CON 19(+4) (+6) INT 13(+1) WIS 9(-1) CHA 9 (-1)
Cantrips: Message Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Mage Hand Casting Time: 1 Action Range: 30' Components: V,S Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand | Lightning lure Casting Time: 1 Action Range: Self (15-foot radius) Components: V Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Lightning lure
Spells Memories: Absorb Elements Casting Time: 1 Reaction Range: Self Components: S Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements*| Shield Casting Time: 1 Reaction Range: Self Components: V,S Duration: 1 Round
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Shield*Spell Not Memories :Magic Missiles Casting Time: 1 Action Range: 120' Components: V,S Duration: Instant
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 Missiles Spells Know with Ritual tags: Detect Magic 'Ritual' Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 10 Min / Conc
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 'Ritual' | Find Familiar 'Ritual' Casting Time: 1 hour Range: 10' 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 'Ritual' | Identify 'Ritual' Casting Time: 1 minute Range: Touch Components: V,S,M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Skills | Wind instrument PanFluteMusical instrument Proficiencies | You have superior vision in dark and dim conditions. 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 | As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Shifting | Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. Shifting Feature for BeastHide | 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 all 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 | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Unarmored Defense |Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turnReckless Attack | At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Danger Sense |
Fluffy 'Familiar'
Spider,Tiny beast, unaligned, Armor Class 12, Hit Points 1 (1d4-1), Speed 20 ft., climb 20 ft.
STR 2 (-4) DEX 14 (+2) CON 8 (-1) INT 1 (-5) WIS 10 (0) CHA 2 (-4)
Skills: Stealth +4 , darkvision 30 ft.
Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
_____________________ Actions _____________________
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
__________________
Yes ... I'll take the Oath of Sangus ;)
Last edited by KhamLuc; Sep 25th, 2022 at 09:20 PM.
A feral growl rises in the gnoll's throat when Bill and Rhaegalt call for its surrender and it seems about to attack again. Deamiss calls out that none of its packmates are near, and the creature suddenly looks around fearfully as if Deamiss's Messagehearing something no one else can hear. It leans closer to Bill, lets out a Performance 12reasonably convincing grunt as if struck and reels away, letting its spear drop as it falls over backward into the heather. Bill barely hears its grating whisper. "Drrrag me off lllike prrrey."
The hunters keep their distance and Olin strides out toward them, stopping between Deamiss and Qijon. "Did my old ears hear the voice of Huntmaster Rallo? Well met, sir."
The bowman at the center of the line peers at the party spread out over the meadow ahead of him, sounding not at all pleased as he shouts back. "That you, Brother Olin?" He gestures back across the meadows toward where one of the fires had been. "Bloody dogmen shot up our camp and scarpered! Been tracking them for the better part of two hours. What the hells are they doing here?"
"I've been away, Huntmaster, I am as mystified as you are. No injuries to your able band, I hope? I assure you the Abbey shall look into the matter. Good evening, sir." The monk's tone is dismissive, and he turns folds his hands together and bows before the hunters can reply. The hunters talk among themselves for a moment, the tone of their conversation sounding dissatified though their words carried away by the breeze. The huntmaster calls back "Good evening, Brother Olin." They head off across the fields.
The monk waits until the hunters are well away before heading Bill's way, keeping some distance between himself and the gnoll. "Well done. Be wary, they bite."
Everyone is up! You're out of combat and you have a live gnoll.
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Intermittently slow after March 20. Catching up 6/1-6/4.
Wandering over to Gnoll corpse the barbarian gives a little tug to release his javelin currently skewering the corpse. After cleaning it off on the Gnolls body he gives it the body a quick search, mostly looking for something that might help Olin in explaining what is going on.
"So the Abbey is meant to police this area. Gnolls, hunters and whatever else lives up here. Sounds like a great opportunity to generate coin and yet you had to come to town to get us? The brew must be amazing if money isn't your main tool of power" An interrupted night makes this Half-Orc focused on beer and food and he treks after Olin towards Bill and his pet Gnoll Wonder if this is going to be one of those interrogations to forget
"So shall we take the Gnoll with us to the Abbey? I doubt we are sleeping much after this"
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.Unarmored Defense
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
Bill watches the gnoll's pantomime with and 6 Wisdomgreat curiosity, then continues to stare down at it for several seconds while the hunters approach. Then he watches the exchange between hunters and monk with similar confusion. Finally, Olin addresses him. "I did notice the jaws," Bills assures him while picking up the gnoll's spear, "but I think this one just wants to leave, now.
"But first, a deal's a deal," Bill reminds the gnoll. "You want to tell us why you were trying to kill this man here?"
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: None Action: Ready maul attack if the gnoll doesn't surrender - 14 to hit for 7 dmg Bonus Action: Free Action: Rolls:Lady Luck
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Deamiss Close the Gnoll and his two peer that fight with him
"DEamiss don't understand why you finish him... he seem to want to ..." he suddenly stop talking arriving beside the gnoll on the ground. Observing that his chest was move up and down and the gnoll was half open... Deamiss understand that it was a setup , a masquerade for the hunter.
" HOo MMM ok bring the corpse to the camp"
He help to rbing the heavy carcasse, not quite Dead to the camp, then put the corps behind a Rock or some bush to hide it from plain site against the hunter eventual sneek peak.
HE take back his shield on the ground and put it down sitting beside the gnoll
" Now what the deal... My friend ask you why attack us at first ... Maaa, maybe you will understand better Deamiss in the other way"
HE then shoot the same qestion in the head of the Gnoll "Now what the deal... My friend ask you why attack us at first ... and you can answer in commen hunter seem to be gone "
" does anyone can keep an eyes on the hunter to be sure they goes away?"
Initiative :18 Movement: nope Free manipulation object: help bring gnoll to the camp Action: cast message targeting GNoll Bonus Action: Free Action: Reaction:
HP: 24/24 (+1d6+6 while Shift )| AC 16 base(+2 w/Shield) (+1 While shift)| PP 11| Spell slots: lvl1 : 2 | Hit Die: 1d12+1d6 STR 16(+3) (+5) DEX 15(+2) CON 19(+4) (+6) INT 13(+1) WIS 9(-1) CHA 9 (-1)
Cantrips: Message Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 1 round
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Mage Hand Casting Time: 1 Action Range: 30' Components: V,S Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand | Lightning lure Casting Time: 1 Action Range: Self (15-foot radius) Components: V Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Lightning lure
Spells Memories: Absorb Elements Casting Time: 1 Reaction Range: Self Components: S Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements*| Shield Casting Time: 1 Reaction Range: Self Components: V,S Duration: 1 Round
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Shield*Spell Not Memories :Magic Missiles Casting Time: 1 Action Range: 120' Components: V,S Duration: Instant
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 Missiles Spells Know with Ritual tags: Detect Magic 'Ritual' Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 10 Min / Conc
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 'Ritual' | Find Familiar 'Ritual' Casting Time: 1 hour Range: 10' 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 'Ritual' | Identify 'Ritual' Casting Time: 1 minute Range: Touch Components: V,S,M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Skills | Wind instrument PanFluteMusical instrument Proficiencies | You have superior vision in dark and dim conditions. 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 | As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Shifting | Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. Shifting Feature for BeastHide | 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 all 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 | While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit. Unarmored Defense |Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turnReckless Attack | At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Danger Sense |
Fluffy 'Familiar'
Spider,Tiny beast, unaligned, Armor Class 12, Hit Points 1 (1d4-1), Speed 20 ft., climb 20 ft.
STR 2 (-4) DEX 14 (+2) CON 8 (-1) INT 1 (-5) WIS 10 (0) CHA 2 (-4)
Skills: Stealth +4 , darkvision 30 ft.
Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
_____________________ Actions _____________________
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
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Yes ... I'll take the Oath of Sangus ;)
Last edited by KhamLuc; Oct 4th, 2022 at 12:24 AM.