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  #16  
Old Dec 18th, 2021, 06:41 PM
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Oh, I'm also interested too. Especially if any class are open for picking.
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  #17  
Old Dec 18th, 2021, 07:18 PM
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Quote:
Originally Posted by penbeast0 View Post
Expressing interest. Looks like fun!
Awesome... please let me know if you have any questions!

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  #18  
Old Dec 18th, 2021, 07:25 PM
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Quote:
Originally Posted by Onward View Post
Oh, I'm also interested too. Especially if any class are open for picking.
Nice!
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  #19  
Old Dec 18th, 2021, 08:55 PM
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Rather than a mage, I was thinking of one of the odd classes of non-spell caster that I've never tried (or even seen). Does anyone have any comments on either of the following classes -- good or bad?

Soulknife

Echo Knight
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  #20  
Old Dec 18th, 2021, 09:02 PM
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Thron Deepburrow
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Thron Deepburrow

"I uncover what was buried, to make sure it remains."
Race: Dwarf

Background: Archeologist

Class: Wizard (Abjuration)

Alignment: CG

Description: A thick but well maintained mass of matted auburn hair tops the grim faced but handsome young Dwarf. The reddish hue continues to his tightly styled beard, interrupted only by an interesting streak of white as if old age had slashed his facial hair with a blade. His eyes continue that strange juxtaposition as they scream of years and hardships far beyond what his youthful face presents. Well worn, but well maintained clothing adorns the sullen man, the outfit screams function and serviceability.

 


Level 1 SheetStarting Stats: 16,9,14,15,12,8
LevelSourceFeature
1Dwarf+2 Str / +2 Con
1DwarfSpeed 25 (unmodified by armor)
1DwarfLanguages: Common, Dwarvish
1DwarfDarkvision: 60ft
1DwarfDwarven Resilience
1DwarfDwarven Combat Training: battleaxe, handaxe, light hammer, and warhammer
1DwarfTool: Mason’s Tools
1DwarfDwarven Armor Training: Light, Medium
1DwarfStonecunning
1WizardHit Points 8 (Max)
1WizardWeapon Pro: Daggers, darts, slings, quarterstaffs, light crossbows
1WizardSaving Throws: Int, Wis
1WizardSkills: Investigation, Arcana
1WizardEquipment: Dagger, Arcane focus, scholar's pack, spellbook
1WizardSpellcasting
1WizardArcane Recovery
1ArcheologistSkills: History, Survival
1ArcheologistTool: Cartographer’s tools
1ArcheologistLanguage: Draconic
1ArcheologistEquipment: Map to ruin in wooden case, bullseye lantern, miner's pick, traveler's clothes, shovel, two-person tent, 25gp
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Last edited by Mrjoegangles; Dec 25th, 2021 at 06:37 PM.
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  #21  
Old Dec 18th, 2021, 10:13 PM
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Name: Throom Shadetusk
Race: Loxodon
Background: Guild Artisan
Class: Druid
Alignment: Lawful Neutral


Description:



Build
Stats(w/racial): STR 15 | DEX 14 | CON 17 | INT 8 | WIS 17 | CHA 9
LevelSourceFeature
1 Loxodon CON +2 WIS +1
1 Loxodon Speed: 30
1 Loxodon Powerful Build: Count as one size larger when determining carrying capacity and the weight you can push, drag, or lift.
1 Loxodon Loxodon Serenity: Advantage against being charmed or frightened.
1 Loxodon Natural Armor: Unarmored AC=12+CON
1 Loxodon Trunk: 5ft reach. Can lift 5 times STR. Can't wield weapons or anything requiring precision. Can be used as snorkel.
1 Loxodon Keen Smell: Advantage on Perception, Survival, and Investigation checks involving smell.
1 Loxodon Languages: Common, Loxodon.
1 Guild Artisan Skill Proficiencies: Insight, Persuasion
1 Guild Artisan Tool Proficiency: Brewer's Supplies
1 Guild Artisan Language: Dwarvish
1 Guild Artisan Equipment: Brewer's Supplies, Guild Letter of Introduction, Set of traveler's clothes, 15gp
1 Guild Artisan Guild Membership: Able to call on guild for help.
1 Druid HP: 8+CON
1 Druid Armor Proficiency: Light, Medium, Shields, No Metal
1 Druid Weapon Proficiency: Clubs, Daggers, Darts, Javelins, Maces, Quarterstaffs, Scimitars, Sickles, Slings, Spears
1 Druid Tool: Herbalism Kit
1 Druid Saves: INT, WIS
1 Druid Skills: Medicine, Nature
1 Druid Language: Druidic
1 Druid Spellcasting
1 Druid Cantrips(2): Shillelagh, Thorn Whip
1 Druid Spell Slots: 2
1 Druid Spells Known: 4



Last edited by Fatgunn; Dec 30th, 2021 at 07:01 PM.
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  #22  
Old Dec 18th, 2021, 11:38 PM
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One with Nature:
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Name: Alaric Brighteyes
Race: Human
Class: Druid (circle of the moon)
Alignment: Chaotic Good
Background: Outlander
Personality traits:
-I was. in fact, raised by wolves.
-I feel more comfortable around animals than people.

Ideals:
-Change - Life is like the seasons, in constant change, and we must change with it.

Bonds:
-I suffer awful visions of a coming disaster and will do anything to prevent it.

Flaws:
-I am slow to trust members of other races, tribes and societies.

Appearance:
Alaric is a a little over six feet talltall and somewhat muscular, leaning more towards an 190 lbsathletic build due to his living in the rough. He has yellow-gold eyes that peer out from under brown eyebrows. He has tanned skin from more time spent outdoors and shaggy brown hair that flows out from under his owl-head hat. He is often smudged with dirt from the forest with occasional blood smattering around his mouth which he tries to clean off. He wears torn, yellowish trousers that have gotten far too short on him and now barely cover his knees. He wears rabbit furs wrapped with leather cords around his feet, calves and forearms with a brown wolf-pelt tied around his torso and waist in a tunic fashion. The owl hat upon his head has glass-like stones in the eye sockets to resemble it's eyes but is the skin and feathers from an owl. He carries a spear with a haft of oak and a tip of flint and in his belt, a dagger fashioned from a deer's antler and the soft fur of a raccoon.

Personality:
Alaric is practical and always on alert, his eyes always clear and scanning for threats. He smiles easily around animals but sticks to a curt, no-nonsense expression around people. He enjoys the simplicity of life lived as the animals in the forest do and tends to steer clear of technology but he doesn't view it as a bad thing but sees everything people have done as the way nature intended people to be. He sees nature everywhere and tends to stay near the more greener bits, preferring the silence and solitude of the woods. He spends the better part of his free-time sleeping in short naps, the longer his eyes are closed, the more risky it is that he will suffer from the dreams and visions that have plagued him for quite some time.

Backstory:
The young boy who carries the name Alaric, was born to a somewhat poor family, his father was a forester and his mother did what she had to, scavenging off the land and the nearby forest to provide for the family. Alaric was born under a bad omen, the whole village and his parents knew that one day, the darkness would take him but they didn't know when.
Quote:
Originally Posted by Memories:
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Beatrice was walking her sweet boy, Alaric by the edge of the wood, one frosty morning. They had to see if they could find a cluster of the hardy winter mushrooms or else they would have very little to eat for a time. She couldn't let her husband come home to an empty pot over the fire.

She had tied a gold string to Alaric's waist. The elder wives of the village had told her to do so, if she were to venture close to the wood, the creatures of the darkness could not sever a gold string. The young boy had found a twig that he was playing with, flicking snow about and having a good time, ignoring the encroaching shadow that came crawling up to the edge of the tree line. Beatrice tugged on the string, "Alaric, Honey, come away from the edge please." but it was already too late.

The terrible creatures that inhabited the darkness of the wood, terrible human-like shapes, black, hollow eyes like pits of shadow, gray-brown skin stretched over spindly bones like hide stretched on a rack. Bony fingers wrapped around little Alaric's child-like arms and legs then waist, slowly pulling him into the shadow of the wood, many bodies coalesced into a seething mass.

Beatrice was helpless against it, she had known this day would come, despite the gold string, despite the prayers she furiously whispered to herself, begging the evil spirit to release her son, to give her just one more day, one more hour, one more minute. The darkness was deaf and unfeeling, incapable of compassion or love the way a mother felt toward her child, it only felt hunger.
Even the darkness has enemies that can fight back, a pack of wolves happened upon the seething, twisting mass of ghouls that carried the boy helplessly through the wood. They sensed something of the boy's potential and despite the wolves' natural instinct to avoid a fight against something that wasn't food, this was somehow suddenly important to the pack. The fight was grueling and after losing two wolves, the ghouls were chased away and the boy was wrested from their grasp. The boy should have been scared, considering the situation, out of the frying pan and into the fire but there was something that told him these wolves would not harm him. The wolves circled little Alaric, sniffing and rubbing against him with their soft fur coats, putting their scent on him. After a few moments and the boy had regained his ability to walk, the wolves led him to their den and summarily brought the carcass of a small dear for the boy to eat. At first, Alaric hesitated but one rumble of his tummy reminded him just how hungry he was.

Life went on like this for some time, Alaric learned the ways of the wolves and how to live in peace with nature, even through it's harsh lessons. Many bumps and scrapes, scraps and hunts, the boy endured but he came to learn the true magic of the forest. His magical gifts, literally coming to him in times of need. It wasn't until his teenage years that his pack brought him close to the human settlement where he had been born and had lived in as a toddler. He didn't want to venture too far from the relative safety of the forest but he did see his mother, she had only changed a little in the twelve years he had been gone but he still recognized her gentle face and once she even peered into the woods, right where Alaric hid. At first, he thought she could see him but her eyes wandered away eventually, likely a fleeting memory of the horror she had experienced so long ago. It was enough, his concern for the wellbeing of his kind that brought about the visions and dreams he began experiencing.

Nightly, he dreamed of a terrible cataclysm, the sky rending open and tearing the ground asunder to swallow up whole towns and cities built of stone. He dreamed of fire that swept across the land, burning the forests with flames so hot that it didn't discriminate between living plants and dead ones, turning all to ash in it's wake and scorching the ground so that nothing could grow. This vision presented a danger to both worlds that Alaric might call home but every dream ended the same way, a serene glade, hummingbirds flitting two and fro as leaves rode the air currents to the ground and between a stand of trees, a portal that shimmers like water in a lake under a moonlit sky.

As he wandered the wood, feeling as if he could find the mystical glade that was in his dreams, he meditated on the dreamscape as he wandered. By some miracle, Alaric stumbled into just such a glade and the shimmering portal that awaited him. He knew this to be his destiny and didn't falter. He shouldered his pack, hefted his spear and marched into the portal only to find himself in another plane of existence. The very air was saturated with magic of all kinds and he felt it like dew upon his skin. He wasn't sure what he was supposed to do here but knew that this is where he was supposed to be.

Breakdown:
Ability Scores: Str 12 | Dex 12 | Con 12 | Int 11 | Wis 16 | Cha 11

Level Source Feature
1 Human Ability Increase +1 to all stats
1 Human Speed: 30 ft
1 Human Languages: Common and
1 Druid 1d8+con mod
1 Druid Armor: Light, medium and shields
1 Druid Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitar, sickle, slings, spears
1 Druid Tools: Herbalism Kit
1 Druid Intelligence, Wisdom
1 Druid Skills: Nature, Perception
1 Druid Equipment: Dagger, Spear, leather armor, explorer's pack, Druidic focus
1 Druid Language: Druidic
1 Druid Cantrips: Poison spray, Produce flame
1 Druid Spells: Cure wounds, Entangle, Healing word, Thinderwave
1 Druid 2 spell slots
1 Druid Spellcasting, Wisdom, DC 15, Attack +5
1 Outlander Wanderer: You have excellent memory for maps and geography and you can always recall the general layout of terrain, settlements and other features around you. You can also provide fresh food and water for yourself and up to five people each day.
1 Outlander Skills: Athletics and Survival
1 Outlander Tools: Pan flute
1 Outlander Language: 1
1 Outlander A staff, hunting trap, Animal trophy, Traveler's clothes, belt pouch containing 10 gp
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Last edited by Hal Hammerhand; Dec 22nd, 2021 at 02:39 AM.
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  #23  
Old Dec 18th, 2021, 11:49 PM
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Character Information
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Name: KiM FortiTude
Race: Warforged
Background: Outlander
Class: Barbarian (eventually will choose Path of Wild Magic, if I make it to level 3)
Alignment: Chaotic Good

Description: The facial features of this warforged have been fashioned into an expression of grim determination,with somewhat finely-crafted cheek structure and narrow eyes that glow serenely. The frame is tall and relatively sleek, and the armored exterior is wrought of bronze, including an intricate ponytail of bronze filament. KiM's surface is adorned with tribal tattoos that have been etched in black, and is draped by a colorful, coarsely-woven toga.

 



Character Build
Starting Stats (with racial mods): STR 18 (+4) | DEX 16 (+3) | CON 18 (+4)| INT 10 (+0) | WIS 14 (+2) | CHA 14 (+2)

Level Source Feature
1 Warforged Con + 2, Any other + 1 (Str)
1 Warforged Speed: 30
1 Warforged Constructed Resilience (advantage on save vs. poison; resistance to poison; no need for food, drink, breathe; immunity to disease; no need to sleep, immune from sleep)
1 Warforged Sentry's Rest: Long rest requires 6 hours of being inert, can still see and hear
1 Warforged Integrated Protection: +1 to AC, 1 hour to get in or out of armor with which proficient, armor can't be forcibly removed
1 Warforged Specialized Design.: one skill (Nature) and one tool (Herbalism Kit)
1 Warforged Language: Common, Halfling
1 Outlander Skill Proficiencies: Athletics, Survival
1 Outlander Musical Instrument Proficiencies: Drum
1 Outlander Language: Goblin
1 Outlander Wanderer: Excellent memory for maps and geography, can always recall the general layout of terrain, can find food and fresh water for self and up to 5 others each day.
1 Outlander Equipment: A staff, a hunting trap, a trophy from an animal, a set of traveler's clothes, and a pouch containing 10gp
1 Barbarian Rage: 2/day
1 Barbarian Unarmored Defense: AC 10 + DEX Modifier + CON Modifier
1 Barbarian Hit Points: 1d12+CON modifier
1 Barbarian Armor Proficiency: Light, Medium, Shields
1 Barbarian Weapon Proficienty: Simple weapons, Martial Weapons
1 Barbarian Save: STR CON
1 Barbarian Skills: Perception, Intimidation
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Last edited by Yoshimi; Dec 19th, 2021 at 12:35 AM.
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  #24  
Old Dec 18th, 2021, 11:53 PM
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Application
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Name: Paige Sletten
Race: Wood Elf
Background: Entertainer
Class: Monk
Alignment: Neutral Good

Description: At 5'4" and 125 pounds, Paige is not a very imposing figure. To the untrained eye, she might appear to be an unassuming, albeit pretty, little Elven girl. She has long blonde hair, copper-toned skin, and big blue eyes. While not very good for absorbing blows, her flowy clothing is designed to allow her to move quickly and freely.

 



 
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Last edited by Treble83; Dec 19th, 2021 at 09:45 PM.
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  #25  
Old Dec 19th, 2021, 12:00 AM
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Alright, I think my application is done.
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  #26  
Old Dec 19th, 2021, 12:22 AM
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Name Zatt: http://www.rpgcrossing.com/profiler/view.php?id=90030
Race:Kolbold
Class: Sorcerer (Wild Magic)
Personality: Zatt is nervous around others, he does his best to stay out of sight and is more likely to try to pick your pockets than ask for what he wants. He only refers to himself in the third person. Can’t help but “worship” larger creatures with scales, especially if they have white scales.
Appearance: A short white scaled kolbold, Zatt wears loose fitting robes that are way to big for him there is a pocket inside the robe that is filled with random trinkets that he has been collecting.
Background: Urchin

Personality Traits: I hide scraps of food and trinkets away in pockets, I eat like a pig and have bad manners.
Ideal: I am going to prove I am worthy of a better life, We have to take care of each other because no one else will.
Bond:No one else should endure the hardships I've been through,
Flaw: I will never trust anyone fully other than myself, It's not stealing if I need it more.




 


 


OOC changed my backstory a little to get a letter of admittance. Or at least try. Also added RP sample
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Last edited by Cheshire; Jan 16th, 2022 at 08:40 PM.
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  #27  
Old Dec 19th, 2021, 01:03 AM
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Sarah Herosworn
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Name: Sarah "Herosworn" Featherbean
Race: Human
Background: Charlatan
Class: Rogue (Arcane Trickster)
Alignment: Neutral Good

Description: Standing at 4'5" and weighing only 110 pounds, Sarah has quite a petite frame. She doesn't look at all strong or the least bit threatening, to be frank she looks just like any other youngster out from highschool and about to start entering into college. However, she has an air of confidence or maybe that's just brazen arrogance.

History:
 




Character BuildStarting Stats: STR 9(-1) | DEX 12(+1) | CON 10(+0) | INT 16(+3) | WIS 14(+2) | CHA 16(+3)

Level Source Feature
1 Human +1 to all ability scores
1 Human Speed: 30
1 Human Language: Common, Elvish
1 Charlatan Skill Proficiencies: Deception, Sleight of Hand
1 Charlatan Tool Proficiencies: Disguise kit, forgery kit
1 Charlatan Equipment: set of fine clothes, a disguise kit, signet ring of an imaginary duke, and a pouch containing 15gp
1 Charlatan Feature: False Identity
1 Charlatan Feature: Favorite Schemes (I shave coins or forge documents.)
1 Rogue Hit Points: 8 HP (MAX) + Con Mod 0
1 Rogue Armor Pro: Light Armor
1 Rogue Weapon Pro: Simple weapons, hand crossbows, longswords, rapiers, shortswords
1 Rogue Tool Pro: Thieves' tools
1 Rogue Save: Dexterity, Intelligence
1 Rogue Skills: Investigation, Perception, Performance, Persuasion
1 Rogue Equipment: rapier, shortbow and quiver of 20 arrows, dungeoneer's pack, leather armor, two daggers, and thieves' tools
1 Rogue Features: Expertise (Deception, Performance)
1 Rogue Features: Sneak Attack (1d6)
1 Rogue Features: Thieves Can't
  

Last edited by Onward; Dec 19th, 2021 at 02:16 AM.
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  #28  
Old Dec 19th, 2021, 02:17 AM
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And I think I'm done with my app.
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  #29  
Old Dec 19th, 2021, 03:42 AM
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Character Information

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Name: Valeria d'Athos
Race: Half Elf
Background: Cloistered Scholar
Class: Warlock (Dao Genie)
Alignment: Chaotic Neutral

Description: Standing 5'4" tall, and weighing 154lbs, Valeria favours her human mother's looks. With her dark hair, voluptuous figure and beautiful face, she is a striking woman; and it is only when you look into her eyes and see that they are violet, that her elven heritage becomes apparent. Her ears are slightly pointed and she has the clear skin of her father's race. She tends to wear her scholar's robes, or a diaphenous gown when she is inside, and form-fitting leather armour when she is outside. Her favorite colour is black, and most of her clothes are made in fabrics of the colour. The only decoration she bears is a ring made of gold and bearing a black stone.

 



Character Build
[B][Starting Stats: STR 10 (+0) | DEX 16 (+3) | CON 15(+2)| INT 14(+2) | WIS 14 (+2) | CHA 17 (+3)

Level Source Feature
1 Half Elf +1 Dex, +1 Con, +2 Cha
1 Half Elf Speed: 30
1 Half Elf Darkvision Thanks to your elf blood, 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.
1 Half Elf Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
1 Half Elf Skill Versatility: Perception, Persuasion
1 Half Elf Language: Common, Elvish, Terran
1 Cloistered Scholar Skill Proficiencies: History, Nature
1 Cloistered Scholar Languages: Draconic, Celestial
1 Cloistered Scholar Library Access: Though others must often endure extensive interviews and significant fees to gain access to even the most common archives in your library, you have free and easy access to the majority of the library, though it might also have repositories of lore that are too valuable, magical, or secret to permit anyone immediate access.You have a working knowledge of your cloister's personnel and bureaucracy, and you know how to navigate those connections with some ease.Additionally, you are likely to gain preferential treatment at other libraries across the Realms, as professional courtesy shown to a fellow scholar.
1 Cloistered Scholar Equipment: The scholar's robes of your cloister, a writing kit (small pouch with a quill, a bottle of ink, folded parchment, and a small penknife), a borrowed book on the subject of your current study, and a pouch containing 10gp
1 Warlock Unearthly Patron (Dao Genie) Expanded Spell List and Also at 1st level, your patron gifts you a magical vessel that grants you a measure of the genie's power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. This is a Ring with a compartment. While you are touching the vessel, you can use it in the following ways: Bottled Respite:*As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel's former space. Once you enter the vessel, you can't enter again until you finish a long rest.Genie’s Wrath:*Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid).The vessel's AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.Magical Vessel
1 Warlock Pact Magic 2 cantrips and 2 Level 1
1 Warlock Spellcasting: DC = 10+Cha Modifier
1 Warlock Hit Points: 1d8+CON modifier
1 Warlock Armor Proficiency: Light
1 Warlock Weapon Proficiency: Simple weapons
1 WarlockSave: Wis, Con
1 Warlock Skills: Arcana, Investigation
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Last edited by DebiRedHair; Dec 20th, 2021 at 06:44 AM.
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Old Dec 19th, 2021, 09:45 AM
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Originally Posted by penbeast0 View Post
Rather than a mage, I was thinking of one of the odd classes of non-spell caster that I've never tried (or even seen). Does anyone have any comments on either of the following classes -- good or bad?

Soulknife

Echo Knight
Other than (don't hate me), I'm not a huge fan of Explorer's Guide to Wildemount, not at all. Do what you think is fun.

- Savy
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