Features and Abilities: YYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Horns | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush | Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.Hammering Horns | Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense | When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness | Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.Wild Surge
__________________
I have taken the Oath of Sangus!
Torgrun walked into the tavern and immediately saw Honeysuckle sitting at a table by himself. He was hard to miss, his huge frame and bull head sticking out like a sore horn. "Aye, good ta see ya HS. I see the others ain't arrivin' yet. I gots ta complement ya on your writin'. It's gettin' a lot better. I can actually read it now and it makes sense," said Torgrun sitting on one of the chairs at the table. It hadn't been long since they arrived back from being stranded on the island, but like HS Torgrun was anxious to get back out to stop the evil cult, especially with his new found magical connections he recently acquired.
Initiative: +2 |HP: 59/59 |AC:hide armor (12) + Dex (+2) + Shield (+2)16) |Speed: 25 ft |HD: 7/7 Ability Scores: Str: 14(+2), Dex: 15(+2), Con: 14(+2), Int: 12(+1), Wis: 16(+3), Cha: 12(+1) |Saves: Con: +5, Int: +4, Wis: +6 Passive Perception: 16 Passive Investigation: 11 Proficiencies: Animal Handling (+6), Nature (+4), Perception (+6), Survival (+6), Mason's Tools Inspiration: No Languages: Common, Dwarvish, Druidic Abilities:Can see in dim light as if bright light and in darkness as if dim light out to 60 ftDarkvision|Advantage on saves vs poison, poison damage resistanceDwarven Resilience|Battleaxe, handaxe, throwing hammer, warhammer proficiencyDwarven Combat Training|Double proficiency bonus to History checks concerning stonework (even if not proficient)Stonecunning|Increase max hp by 1Dwarven Toughness|Use your action to magically assume the shape of a beast that you have seen before.Wild Shape|As an action expend 1 use of Wild Shape to cast Find Familiar without material components and lasts half druid level in hrs. Wild Companion|Gain ability to converse with beasts and many feySpeech of the Woods|For 1 min create aura 30 ft in diameter. 1) Bear Spirit - grants temp HP = 5+druid lvl for yourself and allies within the aura; 2) Hawk Spirit - use your reaction to grant advantage to ally's attack roll against creature within aura; 3) Unicorn Spirit - when you cast a healing spell, ally's in the aura also regain HP = druid lvlSpirit Totem|Increase Con score by 1 and gain proficiency in Con savesResilient (Con) Feat|Max Cr is now 1/2 and can have swim speedImproved Wild Shape|Any beast or fey summoned or created by a spell that you cast gains two benefits: (1)The creature appears with 2 extra hit points per Hit Die it has; (2) The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.Mighty Summoner Resources: Spirit Totem (1/1 per short or long rest) | Wild Shape (2/2 per short or long rest) Weapons: Quarterstaff +4, 1d6+2 B
Spells Prepared:Wis Mod (+3) + Druid Lvl (+7)10 Spell Attack Bonus:Wis Mod (+3) + Prof Bonus (+3)+6 Spell Save DC:8 + Wis Mod (+3) + Prof Bonus (+3)14 Cantrips: Frostbite | Magic Stone | Guidance 1st Level (4/4): Absorb Elements | Detect Magic (rc) | Entangle (c) | Goodberry 2nd Level (3/3): Pass Without Trace (c) | Summon Beast (c) 3rd Level (3/3): Conjure Animals (c) | Dispel Magic | Revivify 4th Level (1/1): Polymorph (c)
1 quarterstaff
1 hide armor
1 wooden shield
1 druidic focus (totem)
20 mason's tools
1 shovel
1 iron pot
1 common clothes
1 belt pouch
1 backpack
1 bedroll
1 mess kit
1 tinderbox
10 torches
10 days rations
1 rope, hempen (50 ft)
1 waterskin
1 If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If you issue no commands, the creature defends itself but takes no other actions.figurine of wondrous power - Becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.travail goat
1 gilded acorn worth 200 gp (summon beast spell component)
1 diamond worth 300 gp (revivify spell component)
LVL
CR
RESTRICTIONS
WILD SHAPE FORMS
2
0
No fly or swim speed
Baboon, Badger, Cat, Deer, Giant Fire Beetle, Goat, Hyena, Jackal, Lizard, Rat, Scorpion, Spider, Weasel
2
1/8
No fly or swim speed
Camel, Giant Rat, Giant Weasel, Mastiff, Mule, Pony
2
1/4
No fly or swim speed
Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Centipede, Giant Goat, Giant Lizard, Giant Wolf Spider, Panther, Riding Horse, Swarm of Rats, Wolf
Ape, Black Bear, Crocodile, Giant Sea Horse, Reef Shark, Swarm of Insects, Warhorse
Str
Dex
Con
Int
Wis
Cha
18 (+4)
11 (0)
16 (+3)
4 (-3)
14 (+2)
5 (-3)
AC
11+spell lvl
HP
20 (Air) or 30 (Land and Water)+5 for each spell lvl above 2nd
Speed
30 ft; climb 30 ft (Land only); fly 60ft (Air only); swim 30 ft (Water only)
Senses
darkvision 60 ft, pass perception 12
Languages
understands the languages Torgrun speaks
Prof Bonus
same as Torgrun's
Abilities
Flyby (Air only); Pack Tactics (Land and Water only); Water Breathing (Water only)
Actions
Multiattack: number of attacks = half the spell's level rounded down; Maul: melee weapon attack, spell attack mod to hit, reach 5 ft, 1 target, does 1d8+4+spell lvl piercing damage
Last edited by Thepurp; Nov 11th, 2021 at 09:15 PM.
Glanteth smiled at the note. He hadn't expected Honeysuckle to be literate at all, so at least he was trying. Having spent the past few weeks in research and even having scribed a scroll, the Norseman was becoming proud of his hand. It had taken a lot of practice and effort to develop it beyond looking like a child had formed the letters. Especially because he'd never even learned as a child. Most of his people were illiterate, even their precious history being passed by word of mouth.
It seemed that anything worth achieving came with a great deal of grueling effort, Glanteth thought as he glanced down at his missing stomach. A run around the town walls every morning in his new splint mail had kept it off after losing it to that week of subsisting on a single goodberry per day. It had also done a great deal for his overall muscle tone and definition, although a mirror had already told that it was difficult to see much difference through his armor. Some of the women in the temple had noticed when he showed up there to do some research in his street clothes, eyeing him up and down and showering him with coy compliments to his discomfort.
"Honeysuckle! Torgrun!" The Norseman grinned broadly through his blond beard as he approached the ale-laden table. "You're both looking well!" Glanteth grimaced inwardly as soon as he'd made the comment, realizing he'd been subconsciously fishing for a return compliment from someone who'd noticed his new physique. He hated that type of insecure behavior from others and couldn't hardly believe he'd done it. Attempting to move past the moment, "What's going on Honeysuckle? Did you find a lead or have some kind of idea?"
Human (variant) | Cleric of Thor (tempest domain) level 7 HP: 63/63 | AC: 17 / 18 when DW / 19 with shield | Speed: 30' | Passive Perception: 16
Str 16(+3) | Dex 12(+1) | Con 16(+3) | Int 10 (0) | Wis 16(+3) | Cha 14(+2) Saving Throws: Str +3 | Dex +1 | Con +3 | Int 0 | Wis +5* | Cha +4*
Proficiency Bonus: +3 | Melee Attack: +6 | Ranged Attack: +6(javelin) | Spell Attack: +6
Weapons: Frost Brand Scimitar, +6 attk, 1d6+3+1d6 dmg) | War Hammer (+6 attk, 1d8+3 dmg), Javelin (r.30/120, +6attk, 1d6+3 dmg), Items: Frost Brand Languages: Common | Dwarven Trained Skills: Athletics +6, intimidation +5, medicine +6, perception +6, religion +3 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.Heavy Armor Mastery, You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.Dual Wielder,Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.Wrath of the Storm, 1 time per short or long rest 1.) Turn Undead - Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action. 2.) Destructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.Channel Divinity
Cantrips: Divination Cantrip: Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Concentration up to 1 minute - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the dice before or after making the ability check. The spell then ends.Guidance, Evocation Cantrip: Casting Time: 1 action, Range: Touch, Components: V,M (a firefly or phosphorescent moss), Duration: 1 hour - You touch one object that is no larger than ten feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20-feet. The light can be colored as you like. Completely covering the object with something opaque completely blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.Light, Evocation Cantrip - Casting Time: 1 action, Range: 60 feet, Components: V,S, Duration: Instantaneous - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.Sacred Flame, Necromancy cantrip, Casting Time: 1 action, Range: Touch, Components: V, S, Duration: Instantaneous - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying
1st Level Spells Prepared: 1st Level Evocation - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - A creature you touch regains a number of hit points equal to 1d8 plus your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds, 1st-Level Divination - Casting Time: 1 action, Range: Self, Components: V,S, Duration: Concentration up to 10 minutes - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is an object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but 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 Evil and Good, 1st-Level Conjuration - Casting Time: 1 action, Range: 120 feet, Components: V,S, Duration: Concentration up to 1 hour - You create a 20-foot sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Fog Cloud, 1st-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V, Duration: instantaneous - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word, 1st-Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S,M (holy water or powdered silver and iron, which the spell consumes), Duration: Concentration/10 minutes - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection From Evil And Good, 1st-Level Evocation - Casting Time: 1 action, Range: Self (15 foot cube), Components: V,S, Duration: Instantaneous - A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunder Wave
2nd Level Spells Prepared: 2nd-Level Evocation - Casting Time: 1 action, Range: Self (60ft long - 10ft wide), Components: V,S,M Duration: 1 minute concentration - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.Gust of Wind, 2nd-Level Abjuration - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.Lesser Restoration, 2nd-level evocation, Casting Time: 1 action, Range: 60ft (10ft radius globe), Components: V, S, M (a forked twig), Duration: Instantaneous - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Shatter, 2nd-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V,S, Duration: 1 minute - You create a floating spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon takes the form of Thor's War Hammer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.Spiritual Weapon
3rd Level Spells Prepared: 3rd-Level Conjuration - Casting Time: 1 action, Range: 120 feet (60ft radius cylinder), Components: V,S, Duration: 10 minutes concentration - A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.Call Lightning, 3rd Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S, Duration: Instantaneous - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.Remove Curse, 3rd Level Necromancy - Casting Time: 1 action, Range: touch, Components: V,S,M (diamonds worth 300gp, which the spell consumes), Duration: Instantaneous - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.Revivify, 3rd Level Conjuration - Casting Time: 1 action, Range: 150 feet (40ft radius cylinder), Components: V,S,M, Duration: 1 minute concentration - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.Sleet Storm, 3rd Level Conjuration - Casting Time: 1 action, Range: self (40ft radius global), Components: V,S,M, Duration: 10 minutes concentration - You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spirit Guardians
4th Level Spells Prepared: 4th Level Abjuration - Casting Time: 1 action, Range: 60ft, Components: V,S,M, Duration: Concentration/1 minute - You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.Banishment,4rd Level Transmutation - Casting Time: 1 action, Range: 300ft, Components: V,S,M, Duration: 10 minutes concentration - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.Control Water, 4th Level Divination - Casting Time: 1 action (or ritual), Range: self, Components: V,S,M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes), Duration: Instantaneous - Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Divination, 4rd Level Evocation - Casting Time: 1 action, Range: 300ft (20ft radius cylinder), Components: V,S,M, Duration: Instantaneous - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.Ice Storm
1st Level Spells left: 4/4
2nd Level Spells left: 4/4
3rd Level Spells left: 3/3
4th Level Spells left: 1/1
Thunderous Rebukes: 3/3
Channel Divinity: 2/2
Initiative:
Applicable Status/Skills: H.A.M. , possible Dual Wielder benefits (currently wielding shield for AC 19)
Movement:
Free action:
Action:
Bonus action:
Reaction: Thunderous Rebuke (with Destructive Wrath Enhancement locked and loaded)
Last edited by Wretched Rick; Nov 12th, 2021 at 09:09 PM.
The note caught her eye immediately as she dropped out of the human-sized bed to the floor and she wandered over to find a nice note from Honeysuckle, which was not as exciting as a letter from a fan which it totally could have been now that she was a big deal adventurer, but it was still nice. She didn’t speak or write the minotaur language, but it seemed close enough to the common tongue that she was able to piece together the meaning of the note. Must be difficult to write with hands that big she thought as she tucked the note away in her bag, right next to the mostly forgotten book of demon summoning. Without giving it another thought, Rikke went about her usual business: getting dressed, getting breakfast, reincarnating her brother’s soul into the body of a magical mule.
The next day she spent most of her time in her room, sitting and waiting, without much else to do in West Haven, and most certainly not wanting to get distracted and miss the meeting. When she came down from her room, she found the others already sitting at a table, and Rikke waved excitedly to her friends. As she rushed forward to meet them, the small dwarf caught her foot on the leg of an out-turned chair and promptly disappeared from view as she hit the floor. Oblivious to the laughter directed her way by other patrons, she popped right back up and continued waving, scrambling up into an empty chair as she arrived.
Rikke Skyhammer | Lawful Good | Hill Dwarf | Ranger 6 (Beast Master) Armor Class: 15/17 with shield | Hit Points: 68/68 | Speed: Walking/Swimming/Climbing30 ft | Proficiency Bonus +3 Ability Scores: Str 15 | Dex 16 | Con 14 | Int 6 | Wis 12 | Cha 15 Saving throws: Str +5 | Dex +6 | Con +2 | Int -2 | Wis +1 | Cha +2 Skills: Insight +4 | Perception +4 | Persuasion +5 | Stealth +6 | Survival +7 | Smith’s Tools +3 Darkvision: 60 ft Passive Perception: 14 | Languages: Common, Dwarven, Gnomish, Halfling, Goblin, Elvish Shortsword: +6, 1d6+3 | Longbow: +8, 1d8+3, 150/600 | Studded Leather Armour: AC 12 | Shield: AC +2 | Ring of Warmth: Resistance to Cold Damage Relevant Skills/Feats: Fighting Style: Archery; +1d6Favoured Foe 2/2; Deft Explorer (Languages - Gnomish, ElvishCanny - ExpertiseSurvival, +5ft walking speed, Swimming/Climbing = WalkingRoving), Primal Awareness, Primal Companion Spell Slots: 4/4, 2/2 | Spell Save DC: 12 | Spell Attack Bonus: +4 Spells: Absorb Elements (Reaction), Cure Wounds, Fog Cloud, Aid
Baern (Mule) | Beast of the Land Armor Class: 16 | Hit Points: 35/35 (6d8) | Speed: 40 ft | Climb: 40 ft Ability Scores: STR 14 (+2) | DEX 14 (+2) | CON 15 (+2) | INT 8 (-1) | WIS 14 (+2) | CHA 11 (0) Saving throws: STR (+5) | DEX (+5) | CON (+5) | INT (+2) | WIS (+5) | CHA (+3) Darkvision: 60 ft | Passive Perception: 13 Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC (12) or be knocked prone. Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. Maul: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+5 slashing damage
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Originality is the fine art of remembering what you hear but forgetting where you heard it. - Laurence J. Peter
Honeysuckle gives each of the party a bone crunching hug as they arrive. Rikke's being a little less tight on account of her just falling ass over face.
He takes his seat and begins the meeting, arms places out in front of him so that his friends know he means business."Thank you for coming. I can't wait longer. We must finish the cult now. I invite an old friend. He is Rolan. Maybe he can help with book, or may be he can help with fighting. More people is better, no?"
Features and Abilities: YYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Horns | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush | Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.Hammering Horns | Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense | When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness | Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.Wild Surge
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I have taken the Oath of Sangus!
"Remember Mrs. Gelch? Her baby was about to pop when we left a few weeks ago. I'd really like to check on her and her baby - just to see, you know?" The Norseman was still trying to recover from the Minotaur's hug, hoping he didn't have a cracked rib and finally regaining his breath. "She's related to our very first encounter with this cult. I'd just really like to make sure they're okay."
"Hey, did you have a lead you called us here for? I want to nail that damned succubus!" Glanteth spouts off, ignoring the double entendre that he'd blurted.
Human (variant) | Cleric of Thor (tempest domain) level 7 HP: 63/63 | AC: 17 / 18 when DW / 19 with shield | Speed: 30' | Passive Perception: 16
Str 16(+3) | Dex 12(+1) | Con 16(+3) | Int 10 (0) | Wis 16(+3) | Cha 14(+2) Saving Throws: Str +3 | Dex +1 | Con +3 | Int 0 | Wis +5* | Cha +4*
Proficiency Bonus: +3 | Melee Attack: +6 | Ranged Attack: +6(javelin) | Spell Attack: +6
Weapons: Frost Brand Scimitar, +6 attk, 1d6+3+1d6 dmg) | War Hammer (+6 attk, 1d8+3 dmg), Javelin (r.30/120, +6attk, 1d6+3 dmg), Items: Frost Brand Languages: Common | Dwarven Trained Skills: Athletics +6, intimidation +5, medicine +6, perception +6, religion +3 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.Heavy Armor Mastery, You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.Dual Wielder,Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.Wrath of the Storm, 1 time per short or long rest 1.) Turn Undead - Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action. 2.) Destructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.Channel Divinity
Cantrips: Divination Cantrip: Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Concentration up to 1 minute - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the dice before or after making the ability check. The spell then ends.Guidance, Evocation Cantrip: Casting Time: 1 action, Range: Touch, Components: V,M (a firefly or phosphorescent moss), Duration: 1 hour - You touch one object that is no larger than ten feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20-feet. The light can be colored as you like. Completely covering the object with something opaque completely blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.Light, Evocation Cantrip - Casting Time: 1 action, Range: 60 feet, Components: V,S, Duration: Instantaneous - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.Sacred Flame, Necromancy cantrip, Casting Time: 1 action, Range: Touch, Components: V, S, Duration: Instantaneous - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying
1st Level Spells Prepared: 1st Level Evocation - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - A creature you touch regains a number of hit points equal to 1d8 plus your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds, 1st-Level Divination - Casting Time: 1 action, Range: Self, Components: V,S, Duration: Concentration up to 10 minutes - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is an object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but 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 Evil and Good, 1st-Level Conjuration - Casting Time: 1 action, Range: 120 feet, Components: V,S, Duration: Concentration up to 1 hour - You create a 20-foot sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Fog Cloud, 1st-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V, Duration: instantaneous - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word, 1st-Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S,M (holy water or powdered silver and iron, which the spell consumes), Duration: Concentration/10 minutes - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection From Evil And Good, 1st-Level Evocation - Casting Time: 1 action, Range: Self (15 foot cube), Components: V,S, Duration: Instantaneous - A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunder Wave
2nd Level Spells Prepared: 2nd-Level Evocation - Casting Time: 1 action, Range: Self (60ft long - 10ft wide), Components: V,S,M Duration: 1 minute concentration - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.Gust of Wind, 2nd-Level Abjuration - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.Lesser Restoration, 2nd-level evocation, Casting Time: 1 action, Range: 60ft (10ft radius globe), Components: V, S, M (a forked twig), Duration: Instantaneous - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Shatter, 2nd-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V,S, Duration: 1 minute - You create a floating spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon takes the form of Thor's War Hammer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.Spiritual Weapon
3rd Level Spells Prepared: 3rd-Level Conjuration - Casting Time: 1 action, Range: 120 feet (60ft radius cylinder), Components: V,S, Duration: 10 minutes concentration - A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.Call Lightning, 3rd Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S, Duration: Instantaneous - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.Remove Curse, 3rd Level Necromancy - Casting Time: 1 action, Range: touch, Components: V,S,M (diamonds worth 300gp, which the spell consumes), Duration: Instantaneous - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.Revivify, 3rd Level Conjuration - Casting Time: 1 action, Range: 150 feet (40ft radius cylinder), Components: V,S,M, Duration: 1 minute concentration - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.Sleet Storm, 3rd Level Conjuration - Casting Time: 1 action, Range: self (40ft radius global), Components: V,S,M, Duration: 10 minutes concentration - You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spirit Guardians
4th Level Spells Prepared: 4th Level Abjuration - Casting Time: 1 action, Range: 60ft, Components: V,S,M, Duration: Concentration/1 minute - You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.Banishment,4rd Level Transmutation - Casting Time: 1 action, Range: 300ft, Components: V,S,M, Duration: 10 minutes concentration - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.Control Water, 4th Level Divination - Casting Time: 1 action (or ritual), Range: self, Components: V,S,M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes), Duration: Instantaneous - Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Divination, 4rd Level Evocation - Casting Time: 1 action, Range: 300ft (20ft radius cylinder), Components: V,S,M, Duration: Instantaneous - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.Ice Storm
1st Level Spells left: 4/4
2nd Level Spells left: 4/4
3rd Level Spells left: 3/3
4th Level Spells left: 1/1
Thunderous Rebukes: 3/3
Channel Divinity: 2/2
Initiative:
Applicable Status/Skills: H.A.M. , possible Dual Wielder benefits (currently wielding shield for AC 19)
Movement:
Free action:
Action:
Bonus action:
Reaction: Thunderous Rebuke (with Destructive Wrath Enhancement locked and loaded)
Last edited by Wretched Rick; Nov 16th, 2021 at 09:17 PM.
Honeysuckle strokes his bovine chin thoughtfully at the mention of the pregnant lady. "Glech...that good idea....I hope everything okay..." Thoughts of the worst outcome flooded his mind."Soon is best to go. I not have other leads, but maybe Rolan can understand book well. He is magic...more magic than me."
Features and Abilities: YYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Horns | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush | Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.Hammering Horns | Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense | When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness | Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.Wild Surge
__________________
I have taken the Oath of Sangus!
"Yeah, that would be nice if he can make something out of it. I also have drawings of the summoning circle and that "rune scar" that seems to take over people's minds. I doubt there'll be anything definitive about the circle, but I'd like to get an arcane opinion about that scar as well."
The Norseman settled back in his chair then, enjoying the ale while they waited.
Human (variant) | Cleric of Thor (tempest domain) level 7 HP: 63/63 | AC: 17 / 18 when DW / 19 with shield | Speed: 30' | Passive Perception: 16
Str 16(+3) | Dex 12(+1) | Con 16(+3) | Int 10 (0) | Wis 16(+3) | Cha 14(+2) Saving Throws: Str +3 | Dex +1 | Con +3 | Int 0 | Wis +5* | Cha +4*
Proficiency Bonus: +3 | Melee Attack: +6 | Ranged Attack: +6(javelin) | Spell Attack: +6
Weapons: Frost Brand Scimitar, +6 attk, 1d6+3+1d6 dmg) | War Hammer (+6 attk, 1d8+3 dmg), Javelin (r.30/120, +6attk, 1d6+3 dmg), Items: Frost Brand Languages: Common | Dwarven Trained Skills: Athletics +6, intimidation +5, medicine +6, perception +6, religion +3 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.Heavy Armor Mastery, You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.Dual Wielder,Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.Wrath of the Storm, 1 time per short or long rest 1.) Turn Undead - Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action. 2.) Destructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.Channel Divinity
Cantrips: Divination Cantrip: Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Concentration up to 1 minute - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the dice before or after making the ability check. The spell then ends.Guidance, Evocation Cantrip: Casting Time: 1 action, Range: Touch, Components: V,M (a firefly or phosphorescent moss), Duration: 1 hour - You touch one object that is no larger than ten feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20-feet. The light can be colored as you like. Completely covering the object with something opaque completely blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.Light, Evocation Cantrip - Casting Time: 1 action, Range: 60 feet, Components: V,S, Duration: Instantaneous - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.Sacred Flame, Necromancy cantrip, Casting Time: 1 action, Range: Touch, Components: V, S, Duration: Instantaneous - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying
1st Level Spells Prepared: 1st Level Evocation - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - A creature you touch regains a number of hit points equal to 1d8 plus your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds, 1st-Level Divination - Casting Time: 1 action, Range: Self, Components: V,S, Duration: Concentration up to 10 minutes - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is an object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but 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 Evil and Good, 1st-Level Conjuration - Casting Time: 1 action, Range: 120 feet, Components: V,S, Duration: Concentration up to 1 hour - You create a 20-foot sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Fog Cloud, 1st-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V, Duration: instantaneous - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word, 1st-Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S,M (holy water or powdered silver and iron, which the spell consumes), Duration: Concentration/10 minutes - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection From Evil And Good, 1st-Level Evocation - Casting Time: 1 action, Range: Self (15 foot cube), Components: V,S, Duration: Instantaneous - A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunder Wave
2nd Level Spells Prepared: 2nd-Level Evocation - Casting Time: 1 action, Range: Self (60ft long - 10ft wide), Components: V,S,M Duration: 1 minute concentration - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.Gust of Wind, 2nd-Level Abjuration - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.Lesser Restoration, 2nd-level evocation, Casting Time: 1 action, Range: 60ft (10ft radius globe), Components: V, S, M (a forked twig), Duration: Instantaneous - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Shatter, 2nd-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V,S, Duration: 1 minute - You create a floating spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon takes the form of Thor's War Hammer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.Spiritual Weapon
3rd Level Spells Prepared: 3rd-Level Conjuration - Casting Time: 1 action, Range: 120 feet (60ft radius cylinder), Components: V,S, Duration: 10 minutes concentration - A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.Call Lightning, 3rd Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S, Duration: Instantaneous - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.Remove Curse, 3rd Level Necromancy - Casting Time: 1 action, Range: touch, Components: V,S,M (diamonds worth 300gp, which the spell consumes), Duration: Instantaneous - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.Revivify, 3rd Level Conjuration - Casting Time: 1 action, Range: 150 feet (40ft radius cylinder), Components: V,S,M, Duration: 1 minute concentration - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.Sleet Storm, 3rd Level Conjuration - Casting Time: 1 action, Range: self (40ft radius global), Components: V,S,M, Duration: 10 minutes concentration - You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spirit Guardians
4th Level Spells Prepared: 4th Level Abjuration - Casting Time: 1 action, Range: 60ft, Components: V,S,M, Duration: Concentration/1 minute - You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.Banishment,4rd Level Transmutation - Casting Time: 1 action, Range: 300ft, Components: V,S,M, Duration: 10 minutes concentration - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.Control Water, 4th Level Divination - Casting Time: 1 action (or ritual), Range: self, Components: V,S,M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes), Duration: Instantaneous - Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Divination, 4rd Level Evocation - Casting Time: 1 action, Range: 300ft (20ft radius cylinder), Components: V,S,M, Duration: Instantaneous - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.Ice Storm
1st Level Spells left: 4/4
2nd Level Spells left: 4/4
3rd Level Spells left: 3/3
4th Level Spells left: 1/1
Thunderous Rebukes: 3/3
Channel Divinity: 2/2
Initiative:
Applicable Status/Skills: H.A.M. , possible Dual Wielder benefits (currently wielding shield for AC 19)
Movement:
Free action:
Action:
Bonus action:
Reaction: Thunderous Rebuke (with Destructive Wrath Enhancement locked and loaded)
The book. Rolen is Int 9 (-1). However, he does have a Helm of Comprehend Languages. Rolen will 'help' anyone who wishes to decipher the book.
@SecretID, Rolen has shifted things up a bit, dropping Agonizing Blast and selecting Improved Pact Weapon. His weapons are Staff of the Adder and a longbow - which means he is not normally running around with a Shield equipped.
Rolen - Warlock (Hexblade) Male Half-Elf
AC 18 | HP: 36/36 | Init: +2 | Move: 30ft , PP 16, PI 9 | Status: normal |
Adv Charm, Immune Sleep, if Adv, re-roll lowest d20Elven Accuracy, Dim and Dark as normal, See through Magical DarknessDevil Sight, : 120ft | Spell Slots 1st(LR) 2/2, 3rd(SR) 2/2 For Target: Crit on 19 or 20, +3 damageHexblade Curse(SR) 1/1 | If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cant use it again until you finish a short or long rest. Favored of Gods 1/1 (SR)
A Inisght 25 to see through Rolen's disguisehooded and cowled figure approached the table. the figure gave the group a long piercing glance before sitting down. "Honeysuckle, it has been quite some time. However, I would know you anywhere." The figure briefly flicked back its hood to reveal a pale face - almost white, and a pair of haunted black eyes. "Even mentioning my name can be dangerous in these times. Vampires and undead hunters stalk the streets of Westhaven. Who is hunting who changes from moment to moment."
Rolen looked down at the book. He chuckled and shook his head, "I was never much for book learning. Give me a play or a songbook, and it meant nothing until I had the chance to play or sing it out. Still, I have a helm that helps me understand exotic languages. Perhaps I can help with the translation."
Applicable Spell/skills to your turn: Resources: Movement: Free action: Action: Bonus action: Reaction: Dice rolls:Deception 25
Rolen Saving Throws Str +0, Dex +2, Con +1 , Int -1, *Wis +6, *Cha +8
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Preferred Pronouns: he/him/his | Posting 11-Mar COVID - expect delays |Location:Eastern US. GMT-5 Oath of Sangus | Shared World (new players welcome) The West Marches
Honeysuckle was very, very confused. Who was this guy, sitting down with them like he so confident. "Sorry. That chair waiting for someone. I not know you. How you know about book!?"...And why was this guy going on about singing. Honeysuckle's brow started to crease. This guy was getting annoying...or...Perhaps he was part of the cult! Honeysuckle's hand start to slowly crawl to his battle axe leaning against the table.
Features and Abilities: YYour horns are natural melee weapons, which you can use to make unarmed strikes. If you hit with them, you deal piercing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.Horns | Immediately after you use the Dash action on your turn and move at least 20 feet, you can make one melee attack with your horns as a bonus action.Goring Rush | Immediately after you hit a creature with a melee attack as part of the Attack action on your turn, you can use a bonus action to attempt to shove that target with your horns. The target must be no more than one size larger than you and within 5 feet of you. Unless it succeeds on a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Strength modifier, you push it up to 10 feet away from you.Hammering Horns | Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack | At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.Danger Sense | When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness | Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1 Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2 You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3 An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4 Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5 Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6 Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7 Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8 A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.Wild Surge
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I have taken the Oath of Sangus!
Engaged in conversation with the rest of the party, Torgrun saw from the corner of his gaze the hooded figure as he sat on the empty chair. By the looks of him, had he not known who this was Torgrun would have been wary of the character, but it seemed this must have been the friend that Honeysuckle was waiting for. Or was he? Honeysuckle just stated that he didn't know him! Torgrun slowly turned to square up to the hooded figure and brought his shield slightly up and to the front while his free hand imperceptibly reached into his pouch. He waited to see what Honeysuckle would do next.
Initiative: +2 |HP: 59/59 |AC:hide armor (12) + Dex (+2) + Shield (+2)16) |Speed: 25 ft |HD: 7/7 Ability Scores: Str: 14(+2), Dex: 15(+2), Con: 14(+2), Int: 12(+1), Wis: 16(+3), Cha: 12(+1) |Saves: Con: +5, Int: +4, Wis: +6 Passive Perception: 16 Passive Investigation: 11 Proficiencies: Animal Handling (+6), Nature (+4), Perception (+6), Survival (+6), Mason's Tools Inspiration: No Languages: Common, Dwarvish, Druidic Abilities:Can see in dim light as if bright light and in darkness as if dim light out to 60 ftDarkvision|Advantage on saves vs poison, poison damage resistanceDwarven Resilience|Battleaxe, handaxe, throwing hammer, warhammer proficiencyDwarven Combat Training|Double proficiency bonus to History checks concerning stonework (even if not proficient)Stonecunning|Increase max hp by 1Dwarven Toughness|Use your action to magically assume the shape of a beast that you have seen before.Wild Shape|As an action expend 1 use of Wild Shape to cast Find Familiar without material components and lasts half druid level in hrs. Wild Companion|Gain ability to converse with beasts and many feySpeech of the Woods|For 1 min create aura 30 ft in diameter. 1) Bear Spirit - grants temp HP = 5+druid lvl for yourself and allies within the aura; 2) Hawk Spirit - use your reaction to grant advantage to ally's attack roll against creature within aura; 3) Unicorn Spirit - when you cast a healing spell, ally's in the aura also regain HP = druid lvlSpirit Totem|Increase Con score by 1 and gain proficiency in Con savesResilient (Con) Feat|Max Cr is now 1/2 and can have swim speedImproved Wild Shape|Any beast or fey summoned or created by a spell that you cast gains two benefits: (1)The creature appears with 2 extra hit points per Hit Die it has; (2) The damage from its natural weapons is considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage.Mighty Summoner Resources: Spirit Totem (1/1 per short or long rest) | Wild Shape (2/2 per short or long rest) Weapons: Quarterstaff +4, 1d6+2 B
Spells Prepared:Wis Mod (+3) + Druid Lvl (+7)10 Spell Attack Bonus:Wis Mod (+3) + Prof Bonus (+3)+6 Spell Save DC:8 + Wis Mod (+3) + Prof Bonus (+3)14 Cantrips: Frostbite | Magic Stone | Guidance 1st Level (4/4): Absorb Elements | Detect Magic (rc) | Entangle (c) | Goodberry 2nd Level (3/3): Pass Without Trace (c) | Summon Beast (c) 3rd Level (3/3): Conjure Animals (c) | Dispel Magic | Revivify 4th Level (1/1): Polymorph (c)
1 quarterstaff
1 hide armor
1 wooden shield
1 druidic focus (totem)
20 mason's tools
1 shovel
1 iron pot
1 common clothes
1 belt pouch
1 backpack
1 bedroll
1 mess kit
1 tinderbox
10 torches
10 days rations
1 rope, hempen (50 ft)
1 waterskin
1 If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If you issue no commands, the creature defends itself but takes no other actions.figurine of wondrous power - Becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.travail goat
1 gilded acorn worth 200 gp (summon beast spell component)
1 diamond worth 300 gp (revivify spell component)
LVL
CR
RESTRICTIONS
WILD SHAPE FORMS
2
0
No fly or swim speed
Baboon, Badger, Cat, Deer, Giant Fire Beetle, Goat, Hyena, Jackal, Lizard, Rat, Scorpion, Spider, Weasel
2
1/8
No fly or swim speed
Camel, Giant Rat, Giant Weasel, Mastiff, Mule, Pony
2
1/4
No fly or swim speed
Axe Beak, Boar, Draft Horse, Elk, Giant Badger, Giant Centipede, Giant Goat, Giant Lizard, Giant Wolf Spider, Panther, Riding Horse, Swarm of Rats, Wolf
Ape, Black Bear, Crocodile, Giant Sea Horse, Reef Shark, Swarm of Insects, Warhorse
Str
Dex
Con
Int
Wis
Cha
18 (+4)
11 (0)
16 (+3)
4 (-3)
14 (+2)
5 (-3)
AC
11+spell lvl
HP
20 (Air) or 30 (Land and Water)+5 for each spell lvl above 2nd
Speed
30 ft; climb 30 ft (Land only); fly 60ft (Air only); swim 30 ft (Water only)
Senses
darkvision 60 ft, pass perception 12
Languages
understands the languages Torgrun speaks
Prof Bonus
same as Torgrun's
Abilities
Flyby (Air only); Pack Tactics (Land and Water only); Water Breathing (Water only)
Actions
Multiattack: number of attacks = half the spell's level rounded down; Maul: melee weapon attack, spell attack mod to hit, reach 5 ft, 1 target, does 1d8+4+spell lvl piercing damage
”Vampires? I’ve never seen a vampire. Are they scary? I bet they’re scary,” Rikke rambled on, seemingly ignorant of the tension that had descended on the table. She quickly about-faced and began on a different line of conversation entirely, ”Oh, I bet it’s a cute baby. We should definitely go see the baby!”
Her enthusiasm was palpable, almost to the point that it seemed she wanted to go right that moment, until she raised her hand and ordered a drink. ”I bet one of our wizard friends can figure out the book, like the old guy at the the other tavern with the the weird gnome and the funny mushrooms and the flying monsters that tried to kill us in the alley, but it all turned out okay because it turned out it was all a cautionary tale about taking intoxicants in moderation,” she finally paused to take a breath, then looked up at the others. ”I mean, not the gnome, but the other guy, the old guy. We could just pay him to figure it out now, because he seemed smart. Kinda mean, but smart.”
Rikke Skyhammer | Lawful Good | Hill Dwarf | Ranger 6 (Beast Master) Armor Class: 15/17 with shield | Hit Points: 68/68 | Speed: Walking/Swimming/Climbing30 ft | Proficiency Bonus +3 Ability Scores: Str 15 | Dex 16 | Con 14 | Int 6 | Wis 12 | Cha 15 Saving throws: Str +5 | Dex +6 | Con +2 | Int -2 | Wis +1 | Cha +2 Skills: Insight +4 | Perception +4 | Persuasion +5 | Stealth +6 | Survival +7 | Smith’s Tools +3 Darkvision: 60 ft Passive Perception: 14 | Languages: Common, Dwarven, Gnomish, Halfling, Goblin, Elvish Shortsword: +6, 1d6+3 | Longbow: +8, 1d8+3, 150/600 | Studded Leather Armour: AC 12 | Shield: AC +2 | Ring of Warmth: Resistance to Cold Damage Relevant Skills/Feats: Fighting Style: Archery; +1d6Favoured Foe 2/2; Deft Explorer (Languages - Gnomish, ElvishCanny - ExpertiseSurvival, +5ft walking speed, Swimming/Climbing = WalkingRoving), Primal Awareness, Primal Companion Spell Slots: 4/4, 2/2 | Spell Save DC: 12 | Spell Attack Bonus: +4 Spells: Absorb Elements (Reaction), Cure Wounds, Fog Cloud, Aid
Baern (Mule) | Beast of the Land Armor Class: 16 | Hit Points: 35/35 (6d8) | Speed: 40 ft | Climb: 40 ft Ability Scores: STR 14 (+2) | DEX 14 (+2) | CON 15 (+2) | INT 8 (-1) | WIS 14 (+2) | CHA 11 (0) Saving throws: STR (+5) | DEX (+5) | CON (+5) | INT (+2) | WIS (+5) | CHA (+3) Darkvision: 60 ft | Passive Perception: 13 Charge: If the beast moves at least 20 feet straight toward a target and then hits it with a maul attack on the same turn, the target takes an extra 1d6 slashing damage. If the target is a creature, it must succeed on a Strength saving throw against your spell save DC (12) or be knocked prone. Primal Bond: You can add your proficiency bonus to any ability check or saving throw that the beast makes. Maul: Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d8+5 slashing damage
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Originality is the fine art of remembering what you hear but forgetting where you heard it. - Laurence J. Peter
"Hold on, everybody." Glanteth was confused, but determined to get to the bottom of this confusion. "Honeysuckle, this isn't the friend we're waiting for? How does he know you, then?" Turning back to the stranger calmly, "how do you know Honeysuckle?"
I thought that I understood Rolen's disguise as being "dispelled" when he threw his hood back. This whole misunderstanding seems more like it's on the player (rather than character) level.
Human (variant) | Cleric of Thor (tempest domain) level 7 HP: 63/63 | AC: 17 / 18 when DW / 19 with shield | Speed: 30' | Passive Perception: 16
Str 16(+3) | Dex 12(+1) | Con 16(+3) | Int 10 (0) | Wis 16(+3) | Cha 14(+2) Saving Throws: Str +3 | Dex +1 | Con +3 | Int 0 | Wis +5* | Cha +4*
Proficiency Bonus: +3 | Melee Attack: +6 | Ranged Attack: +6(javelin) | Spell Attack: +6
Weapons: Frost Brand Scimitar, +6 attk, 1d6+3+1d6 dmg) | War Hammer (+6 attk, 1d8+3 dmg), Javelin (r.30/120, +6attk, 1d6+3 dmg), Items: Frost Brand Languages: Common | Dwarven Trained Skills: Athletics +6, intimidation +5, medicine +6, perception +6, religion +3 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from non-magical weapons is reduced by 3.Heavy Armor Mastery, You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren’t light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.Dual Wielder,Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier. You regain all expended uses when you finish a long rest.Wrath of the Storm, 1 time per short or long rest 1.) Turn Undead - Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the dodge action. 2.) Destructive Wrath - When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.Channel Divinity
Cantrips: Divination Cantrip: Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Concentration up to 1 minute - You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the dice before or after making the ability check. The spell then ends.Guidance, Evocation Cantrip: Casting Time: 1 action, Range: Touch, Components: V,M (a firefly or phosphorescent moss), Duration: 1 hour - You touch one object that is no larger than ten feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20-feet. The light can be colored as you like. Completely covering the object with something opaque completely blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a dexterity saving throw to avoid the spell.Light, Evocation Cantrip - Casting Time: 1 action, Range: 60 feet, Components: V,S, Duration: Instantaneous - Flame-like radiance descends on a creature that you can see within range. The target must succeed on a dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell's damage increases by 1d8 when you reach 5th level, 11th level, and 17th level.Sacred Flame, Necromancy cantrip, Casting Time: 1 action, Range: Touch, Components: V, S, Duration: Instantaneous - You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying
1st Level Spells Prepared: 1st Level Evocation - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - A creature you touch regains a number of hit points equal to 1d8 plus your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds, 1st-Level Divination - Casting Time: 1 action, Range: Self, Components: V,S, Duration: Concentration up to 10 minutes - For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is an object within 30 feet of you that has been magically consecrated or desecrated. The spell can penetrate most barriers, but 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 Evil and Good, 1st-Level Conjuration - Casting Time: 1 action, Range: 120 feet, Components: V,S, Duration: Concentration up to 1 hour - You create a 20-foot sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.Fog Cloud, 1st-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V, Duration: instantaneous - A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word, 1st-Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S,M (holy water or powdered silver and iron, which the spell consumes), Duration: Concentration/10 minutes - Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.Protection From Evil And Good, 1st-Level Evocation - Casting Time: 1 action, Range: Self (15 foot cube), Components: V,S, Duration: Instantaneous - A wave of thunderous force sweeps out from you. Each creature in a 15 foot cube originating from you must make a constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunder Wave
2nd Level Spells Prepared: 2nd-Level Evocation - Casting Time: 1 action, Range: Self (60ft long - 10ft wide), Components: V,S,M Duration: 1 minute concentration - A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.Gust of Wind, 2nd-Level Abjuration - Casting Time: 1 action, Range: Touch, Components: V,S, Duration: Instantaneous - You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.Lesser Restoration, 2nd-level evocation, Casting Time: 1 action, Range: 60ft (10ft radius globe), Components: V, S, M (a forked twig), Duration: Instantaneous - A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Shatter, 2nd-Level Evocation - Casting Time: 1 bonus action, Range: 60 feet, Components: V,S, Duration: 1 minute - You create a floating spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon takes the form of Thor's War Hammer. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.Spiritual Weapon
3rd Level Spells Prepared: 3rd-Level Conjuration - Casting Time: 1 action, Range: 120 feet (60ft radius cylinder), Components: V,S, Duration: 10 minutes concentration - A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range directly above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10. At Higher Levels. When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.Call Lightning, 3rd Level Abjuration - Casting Time: 1 action, Range: touch, Components: V,S, Duration: Instantaneous - At your touch, all curses affecting one creature or object end. If the object is a cursed magic item, its curse remains, but the spell breaks its owner's attunement to the object so it can be removed or discarded.Remove Curse, 3rd Level Necromancy - Casting Time: 1 action, Range: touch, Components: V,S,M (diamonds worth 300gp, which the spell consumes), Duration: Instantaneous - You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.Revivify, 3rd Level Conjuration - Casting Time: 1 action, Range: 150 feet (40ft radius cylinder), Components: V,S,M, Duration: 1 minute concentration - Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused. The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell's area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone. If a creature starts its turn in the spell's area and is concentrating on a spell, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.Sleet Storm, 3rd Level Conjuration - Casting Time: 1 action, Range: self (40ft radius global), Components: V,S,M, Duration: 10 minutes concentration - You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.Spirit Guardians
4th Level Spells Prepared: 4th Level Abjuration - Casting Time: 1 action, Range: 60ft, Components: V,S,M, Duration: Concentration/1 minute - You attempt to send one creature that you can see within range to another plane of existence. The target must succeed on a Charisma saving throw or be banished.
If the target is native to the plane of existence you're on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.
If the target is native to a different plane of existence than the one you're on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn't return.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th.Banishment,4rd Level Transmutation - Casting Time: 1 action, Range: 300ft, Components: V,S,M, Duration: 10 minutes concentration - Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood. You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water. You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow. You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool. This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.Control Water, 4th Level Divination - Casting Time: 1 action (or ritual), Range: self, Components: V,S,M (incense and a sacrificial offering appropriate to your religion, together worth at least 25 gp, which the spell consumes), Duration: Instantaneous - Your magic and an offering put you in contact with a god or a god's servants. You ask a single question concerning a specific goal, event, or activity to occur within 7 days. The GM offers a truthful reply. The reply might be a short phrase, a cryptic rhyme, or an omen. The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.Divination, 4rd Level Evocation - Casting Time: 1 action, Range: 300ft (20ft radius cylinder), Components: V,S,M, Duration: Instantaneous - A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one. Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.Ice Storm
1st Level Spells left: 4/4
2nd Level Spells left: 4/4
3rd Level Spells left: 3/3
4th Level Spells left: 1/1
Thunderous Rebukes: 3/3
Channel Divinity: 2/2
Initiative:
Applicable Status/Skills: H.A.M. , possible Dual Wielder benefits (currently wielding shield for AC 19)
Movement:
Free action:
Action:
Bonus action:
Reaction: Thunderous Rebuke (with Destructive Wrath Enhancement locked and loaded)
Rolen - Warlock (Hexblade) Male Half-Elf
AC 18 | HP: 36/36 | Init: +2 | Move: 30ft , PP 16, PI 9 | Status: normal |
Adv Charm, Immune Sleep, if Adv, re-roll lowest d20Elven Accuracy, Dim and Dark as normal, See through Magical DarknessDevil Sight, : 120ft | Spell Slots 1st(LR) 2/2, 3rd(SR) 2/2 For Target: Crit on 19 or 20, +3 damageHexblade Curse(SR) 1/1 | If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you cant use it again until you finish a short or long rest. Favored of Gods 1/1 (SR)
Rolen looked at Honeysuckle, and more importantly, the hand moving towards the Battle Axe. He did a shallow bow to the Minotaur,"Apologies old friend. Sometimes my urge to act and my paranoia get the better of me."
Rolen looked to the rest of the table, "Best that we mention no names here at the table. Suffice it to say the Honeysuckle called, and I accepted. Honeysuckle and I adventures together in the early days of the West Marches." Rolen's mouth twitched, maybe a ghost of smile, but it was gone in a thrice."In my earlier and more foolish days, Honeysuckle and I had a pair of encounters with the Bullywogs. In one, I actually, dangled my leg in a pond to attack an alligator that we were hunting."
Rolen's expression got more solem, "Now, I had some prey that are far deadlier."
Applicable Spell/skills to your turn: Resources: Movement: Free action: Action: Bonus action: Reaction: Dice rolls:
Rolen Saving Throws Str +0, Dex +2, Con +1 , Int -1, *Wis +6, *Cha +8
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Preferred Pronouns: he/him/his | Posting 11-Mar COVID - expect delays |Location:Eastern US. GMT-5 Oath of Sangus | Shared World (new players welcome) The West Marches