These javelins a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. Become mundane after a single use.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Bonus Action; Advantage on Strength checks and saves; Gain resistance vs B/P/S damage. Cannot cast spells or concentrate while raging. Duration 1 minute or until KO; ends if you haven't attacked or taken damage at the end of your turn; may end as a bonus action
Features and Abilities: Common, GoblinLanguages | Simple Weapons, Martial WeaponsWeapon Proficiencies | Drums, BagpipesInstrument Proficiencies | Disguise KitTool Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | You can always find a place to perform, (inn/tavern/circus/theater/noble's court. You receive free lodging/food: modest/comfortable standard as long as you perform each night. Your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand |
**1/2 Inspiration d6's Remaining**
Bonus action: creature within 60 feet who can hear you gains a d6 they add to ability check, attack roll, or saving throw within 10 minutes. Bardic Inspiration | -- | -- | --
Movement taken: Move 15ft behind Dire Peacock to flank with Dagg Action used: Non lethal attack with glaive vs Dire Peacock = MiSS Bonus Action used: Interaction: Free Action: Make a ton of noise to urge the peacock to flee Reaction: Opportunity Attack: Status:
An'mal really didn't want to hurt this ill-tempered but magnificent bird. He wasn't going to let it hurt anyone in the band or the chipper troupe of fey, but killing the giant foul seemed extreme. Sometimes a good thrashing was all that was needed to alter a bully's behaviour and set them on a more prudent path. So An'mal began to make a lot of unnecessary noise, shouting and growling, his absurdly long arms flailing his glaive about, though when he brought the weapon down he did so with the flat of the blade. It was a blow meant to hurt but not permanently maim or murder, a blow aimed at the peacock's rear end, as though An'mal were smacking a naughty child. The flat blade landed on all feather, bending a few slightly out of shape but not finding any of the peacock's actual behind. An'mal was not deterred, certain his shouting would send the correct message and encourage the peacock to do the right thing for everyone involved and turn tail to flee. He certainly wasn't going to hit it if it did. He just continued shouting until the shouting became almost ... muscial. "Away with you birdie! Get! Go on! Out of here! Run for your life! Pick up your tail feathers and flee! Silly bird! Git! Ah get down! Go on with your bad self! Owwww! Shemo!! Heeeehee! C'mon!"
__________________
A LIVE Spelljammer 5e campaign: Astral Agents in Boats! Join our INC agents: Wynamoinen, Vislands and AnotherDragoon (and me as your friendly ratbasterd GM)! Episodes 1-12 based on the free D&D Beyond adventure "Spelljammer Academy" available here: Come aboard!
Heavy
Small creatures have Disadvantage on Attack Rolls with Heavy Weapons. A heavy weapon's size and bulk make it too large for a small creature to use effectively.
Reach
This weapon adds 5 feet to your reach when you attack with it.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or Dexterity, since the dagger has a finesse property.
Versatile
PHB Pg. 147
This weapon can be used with one or two hands. A damage value in parentheses appears with the property -- the damage, when the weapon is used with two-hands to make a melee attack.
PHB Pg. 310
The sprite touches a creature and magically knows the creature's current emotional state. If the target fails a DC 10 Charisma saving throw, the sprite also knows the creature's alignment. Celestials, fiends, and undead automatically fail the saving throw.
Support/Defense:"The sprite magically turns invisible until it attacks or casts a spell, or until its concentration ends (as if concentrating on a spell). Any equipment the sprite wears or carries is invisible with it."Invisibility | "The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an Action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses."Divine Sense: 01/01 | "Your blesed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an Action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs."Lay on Hands: 02/05
Skill Name
Ability
Proficient?
Expertise?
Skill Mod
Acrobatics
Dex
-
-
-
Animal Handling
Wis
-
-
-
Arcana
Int
-
-
-
Athletics
Str
-
-
-
Deception
Cha
-
-
-
History
Int
-
-
-
Insight
Wis
Yes
-
+3
Intimidation
Cha
-
-
-
Investigation
Int
-
-
-
Medicine
Wis
-
-
-
Nature
Int
-
-
-
Perception (Racial)
Wis
Yes
-
+3
Performance
Cha
-
-
-
Persuasion
Cha
Yes
-
+2
Religion
Int
-
-
-
Sleight of Hand
Dex
-
-
-
Stealth (Racial)
Dex
This check is made with Disadvantage if the Sprite is flying.Yes
Breaking her invisibility, Chanterelle pulls her Halberd and slashes at the strange giant bird creature... but, to be fair, when you're a tiny pixie person... all birds look fairly large... But this one, in particular, was larger, and more aggressive, than normal.
__________________
"Without Commitment, you'll never start;
But, without Consistency, you'll never finish!"
Daft? The arrow was insulting him... again. Baruuk shook his head to clear it as he came out of his stupor. Wait... what was it saying? Shoot? Why hadn't he already... when had everyone..? Damn! He'd been caught up in the glamor of a dire peacock! He knew better than to look one in the feathers. He'd seen skilled hunters pecked to death by such beasts, oohing and aahing at the spectacle even as their own life's blood spilled from them. What was doing here? No! No time for thought. He could see his companions, old and new, already tangled with the deadly beak and claws of such a monster.
Muscle memory took over, spurred on by the arrow itself, and his previously forgotten bow raised once more to loose itself upon the bird-beast. Still groggy, it was far from his finest shot, and in truth, would not have struck smaller or more elusive prey. But the peacock was far larger than it had any business being, and the Arrow of Gwyvenn lived up to its boasting. The arrow buried itself into feathers, but not deeply. A better shot might have found more vulnerable flesh, but this could barely find purchase through the creature's hide. What was An'mal doing? Trying to chase it off? Well... perhaps such a shallow shot was better. Baruuk added his voice to the cacophony, waving his bow above his head.
"Hie! Scat! Run lest we feast on peacock thighs for our supper!"
Relevant Equipment:Ammunition (Arrow) - Legendary (requires attunement by a creature willing to help it's cause)
Ready for Duty: You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. It returns to the wielder’s hand at the end of the round after it is used to make a ranged attack. This ammunition is not destroyed, and it's magic persists, after being fired from a ranged weapon.
Sentience: The Arrow of Gwyvenn is a sentient neutral good weapon with an Intelligence of 14 , a Wisdom of 11, and a Charisma of 16 . It has hearing and darkvision out to a range of 120 feet. The arrow can speak, read, and understand Common, Elvish, and Draconic, and can communicate with its wielder telepathically. Its voice is feminine, and ethereal, with a hard and old accent to it.The Arrow of Gwyvenn, Longbow, Shortsword x2, Scale Mail
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.Surprise Attack | Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.Inheritance | Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Canny | Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons.Archery
Ranger When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Favored Foe [ ][ ]
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Two-Handed
This weapon requires two hands when you Attack with it.
Features and Abilities: Common, AuranLanguages | Simple Weapons, Hand Crossbows, Longswords, Rapiers, ShortswordsWeapon Proficiencies | Thieves' ToolsTool Proficiencies | Light ArmorArmor Proficiencies | MediumSize | 30 Ft.Speed | You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.Expert Forgery | You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.Kenku Training | You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.Mimicry | You can read and write Common and Auran, but you can speak only by using your Mimicry trait.Kenku Curse |
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand | -- | -- | -- | --
Movement taken: Action used: Harp Strum is still stunned. She remains in hiding. I have taken over for Redball the Barbarian, and decided to have him Intimidate for the round! Bonus Action used: Reaction: Opportunity Attack: Status:
Redball uses Intimidate to scare off Pavonia! Result is 9!
Yes! Yes! They were triumphing over that oversized feather duster! Redball raised his tiny fist into the air, spit flying out of his toothless maw as he roared alongside the bigger and meaner and fuzzier warriors. "THAT’S RIGHT! SOD OFF! GET! GO AWAY! BEGONE! OR ELSE YOU WON’T HAVE NOTHING ELSE TO PRIM, YOU–YOU UGLY GOOSE!" Redball thrusted his sword back at Pavonia, swinging threateningly at its legs. The arrow sticking out of its hide no doubt assurance Pavonia would not stay any longer, not when it finally knew it was out-numbered!
It took a moment for Gristle to realize he was not currently being stomped on. Cautiously he uncurled from his fetal position on the ground, and took note of his friends yelling at the Big Noisy Bird Thing.
"Y-yeah!" he squeaked. "Yeah! Go away! Ugly goose! Ugly goose!" He didn't know what a goose was but it sounded bad, so he went with it.
Sadly, a bloody kobold hunched over in the dirt Intimidation check: 9wasn't particularly intimidating, but his heart was in the right place.
Attack, dodge, flap, squawk, chirp, bite, and slash - Pavonina did all of these things. And yet, the group before him would not yield. Usually the soft Fey would align themselves with soft allies. Allies that would make for a quick meal. These were anything but soft.
They were strong. They were fierce. They were aggressive. And they had a Sphinx with them. The battle, and subsequent meal, was not going how Pavonina wanted it to. It's surprise had been wasted, as none present where giving up. In fact, they were doing the opposite, attempting to get her to flee.
"GO! NOW! While you still can." The booming voice of the sphinx in his head settled it. Pavonina took to the air, and fled.
The fey quickly rushed in to the aid of their new friends.
Pavonina has fled to heal his wounds.
Bob (The mouse) will caste healing word over the group for
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property---the damage when the weapon is used with two hands to make a melee attack.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
PHB Pg. 147
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
PHB Pg. 147
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown
PHB Pg. 147
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Support/Defense:"You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn."Patient Defense | "You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn."Step of the Wind
PHB Pg. 78 --- Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.Unarmored Defense, PHB Pg. 78Martial Arts, Martial Arts Die = 1D4
2
+2
Monk
-
2
Martial Arts Die = 1D4, Ki Points = 2, Unarmored Movement = +10ft (40 ft. total), PHB Pg. 78 --- Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. --- Your monk level determines the number of points you have. You can spend these points to fuel various ki features. You start by knowing three such features: Flury of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. --- When you spend a ki point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. --- Some of your ki features require your target to make a Saving Throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki Save DC = 8 + your Proficiency Bonus + your Wisdom ModifierKi, Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown on the Monk table on PHB Pg. 77. --- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.Unarmored Movement
Features and Abilities: Common, GoblinLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Artisan's Tools: Woodcarver's ToolsTool Proficiencies | Land VehiclesVehicle Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | PHB Pg. 131
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Background Feature: Rustic Hospitality | PHB Pg. 78 --- Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. --- Your monk level determines the number of points you have. You can spend these points to fuel various ki features. You start by knowing three such features: Flury of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. --- When you spend a ki point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. --- Some of your ki features require your target to make a Saving Throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki Save DC = 8 + your Proficiency Bonus + your Wisdom ModifierKi | Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown on the Monk table on PHB Pg. 77. --- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Unarmored Movement | -- | -- | -- | --
Movement taken: Action used: Bonus Action used: Reaction: Opportunity Attack: Any enemy leaving Dagg's Reaction combat range (5 ft.) she'll take a swipe at with the Shortsword. Status:
None Made this Post!
She was aware of everything... Gristle being hurt... The pixies swooping in to provide aid and assistance... An'Mal and Baruuk defending the group... all while being trapped inside her own body... unable to move... She was... helpless... embarrassed... But, most of all, she was... furious!!!!
Of course, she couldn't let them see her in such a state.
As her muscles loosened and she regained autonomy once more, she couldn't help but complete the punch she was in the middle of throwing when her muscles originally seized. Apparently, being stunned did nothing to stop her forward momentum. She nearly lost her balance for a moment before recovering and standing upright.
Her eyes peered into the forest in the direction of the giant bird as she began to grind her teeth together. She, unconsciously, curled her fingers into a fist and began squeezing tighter and tighter, until the veins were bulging in her arms. Despite the creature retreating... Dagg felt defeated.
Her senses returned a moment later and she remembered that there were others around. She regained her composure and forced a smile onto her face. She forced her muscles to relax and closed her eyes. She breathed in... and then out...
"Well done, everyone!" She spun around and faced the group, exuding exuberance! "Thank you all so much for your efforts! I apologize that I could not have provided more assistance during the fight. Apparently, that creature has some manner of paralytic that I was unprepared for. I'll endeavor to learn from this mistake should we meet again." The last few words were spoken with a threatening undertone.
"Bob. Cereus. Thank you so much for your aid! I'm fine! It seems the bird failed to take advantage of my stunned state, leaving me without injury." In Dagg's mind, this was a wound and insult all in itself.
Despite a desperate longing to track the beast down and kill it, Dagg's Thane training and demeanor kicked in. They had a job to do... And the mission comes first. She would just have to hope that, upon their recovery of Yddraixl, the creature would still be alive for her to find it.
After extending her thanks to the pixies, Dagg moves to each of her companions to check their injuries, stopping the longest at Gristle.
"Gristle, you are so brave! I couldn't move to shield you and I apologize for that. I should have been quicker..." Seeing Harp Strum nearby, Dagg smiles and pulls them both in for a hug. She was truly happy to see them both safe. She whispered; "Protect each other, little ones! I will get stronger so that I can shield you both when I am able, but in my absence or failure, you two need to protect each other. You're both stronger than you know, and we cannot lose you!"
__________________
"Without Commitment, you'll never start;
But, without Consistency, you'll never finish!"
Hie? Who the hell says 'hie'? This damned arrow was rubbing off on him. Baruuk glanced down at his hand to find the missile in question sitting there once more, just as Unknown had promised. He hadn't been sure if he should believe it or not, but it seemed the magic was real enough. It only made sense, really. Who would waste the enchantments needed to make a talking arrow that could be lost so easily? He stuffed the Arrow of Gwyvenn back in his quiver without discussing the fight with it. Not his finest hour, to be certain.
The bugbear nodded in agreement with Dagg. "The Dire Peacock stuns and bedazzles with its beautiful plumage, a potentially lethal trap for the unwary. I'm sorry. I should have recognized its call sooner, but I just didn't expect to find one so far from their usual habitat." He turned to the fairies with a slight frown. "How long has Pavonina been in the area?"
Relevant Equipment:Ammunition (Arrow) - Legendary (requires attunement by a creature willing to help it's cause)
Ready for Duty: You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. It returns to the wielder’s hand at the end of the round after it is used to make a ranged attack. This ammunition is not destroyed, and it's magic persists, after being fired from a ranged weapon.
Sentience: The Arrow of Gwyvenn is a sentient neutral good weapon with an Intelligence of 14 , a Wisdom of 11, and a Charisma of 16 . It has hearing and darkvision out to a range of 120 feet. The arrow can speak, read, and understand Common, Elvish, and Draconic, and can communicate with its wielder telepathically. Its voice is feminine, and ethereal, with a hard and old accent to it.The Arrow of Gwyvenn, Longbow, Shortsword x2, Scale Mail
When you make a melee attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.Surprise Attack | Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.Inheritance | Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.
You can also speak, read, and write two additional languages of your choice. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Canny | Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons.Archery
Ranger When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).
The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.
You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. (Tasha's Cauldron of Everything optional class feature, replaces Natural Explorer)Favored Foe [ ][ ]
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Finesse
When Making an Attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the Attack and Damage Rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two Weapons.
Rogue - Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged Attack. If the weapon is a melee weapon, you use the same ability modifier for that Attack roll and damage roll that you would use for a melee Attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the finesse property.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Range
A weapon that can be used to make a ranged Attack has a range in parentheses after the Ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s long range. When attacking a target beyond normal range, you have disadvantage on the Attack roll. You can’t Attack a target beyond the weapon’s long range.
Two-Handed
This weapon requires two hands when you Attack with it.
Features and Abilities: Common, AuranLanguages | Simple Weapons, Hand Crossbows, Longswords, Rapiers, ShortswordsWeapon Proficiencies | Thieves' ToolsTool Proficiencies | Light ArmorArmor Proficiencies | MediumSize | 30 Ft.Speed | You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.Expert Forgery | You are proficient in your choice of two of the following skills: Acrobatics, Deception, Stealth, and Sleight of Hand.Kenku Training | You can mimic sounds you have heard, including voices. A creature that hears the sounds you make can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.Mimicry | You can read and write Common and Auran, but you can speak only by using your Mimicry trait.Kenku Curse |
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand | -- | -- | -- | --
Movement taken: Action used: I am using my Free Action to cry! Bonus Action used: Reaction: Opportunity Attack: Status:
No rolls made for this post!
Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue Blue BlueRed
’Red?’ Harp Strum shook her head wildly at the flash of crimson that broke through Pavonia’s spell. No longer were her thoughts filled with the mesmerizing hues of ceruleans and sapphires and deep rich indigos but a biting concern for the dark red that splattered near… “GRISTLE!” Oh no! Oh no no no! What did she do? What happened? She was– she remembered hiding and— and waiting in the brush! But then she– she saw the–the big bird that wasn’t a bird, but was also a bird, just different, and colorful, and pretty, so very pretty, and then she…she…
Harp Strum looked wildly at her surroundings. She was still tucked away in the brush that she stole Gristle away into. Far and safe from harm. Which was good, at the time. Very smart. Very clever. But. But it was only supposed to be until they…they saw the thing that the weird little vegetables warned them of. Oh no. No no no. This wasn’t right. This wasn’t fair! This was– this was–!
Harp Strum burst out of the brush, her dagger still in hand, and honestly, clenched tighter than ever before in her little clawed fist. Panic in her eyes as she saw the battlefield that laid before her that wasn’t there before. The scuff marks in the dirt. The plucked feathers from the Big Pretty Bird. The blood from Gristle. And…and…
She deflated. Shoulders fallen as worry clawed at her heart, as she knew what it must have looked like to the others. What it always looked like for her kind. That she hid away when there was danger. Like a coward. And let them all take the blows so she wouldn’t have to. She felt so small. And stupid. And helpless. And felt that growing wetness in her eyes as she a-almost cried, but she wasn’t going to! She wouldn’t! Not in front of them! Not in the front of tho-those strangers, w-who did—who did what she couldn’t, and fought, and protected her–
Harp Strum batted at her face with her sleeve, and turned away, using the opportunity to sheath her dagger and sniffle softly while everyone else caught their breath. She heard Dagg praise the group for their bravery, and applaud their New Friends, if that’s what they were, she still didn’t trust that shifty looking cat, and just felt all the more sour that she…that she did nothing. And Gristle, poor sweet Gristle.
“Are you…okay?” She asked him finally, his small, shivering form battered. His scales torn, and his clothes bloodied. He looked scared. Real scared. And she didn’t like that. It made her scared, especially since he came so close to…well, you know, earlier, in the cave. It was then that Dagg approached them both, and again, Harp Strum just felt small, but in a bad way. Like she was a hatchling again. Barely able to do anything but squawk at all the trouble that came her way.
She couldn’t look at Dagg. Kept her eyes down, ashamed. And sad. And guilty. And just. It was all awful feelings she just wanted to bury deep, deep, deep down so she didn’t have to think about them any more and– and that’s when Dagg pulled her and Gristle into a hug. It startled Harp Strum at first. Dagg wasn’t exactly a hugger, not like An’mal and Gristle and But like, a secret hugger. He just had that look about him! Like he was really great at hugs and just didn't know it yet!Baruuk was. But she hugged them! Pulling them both tight to her chest, and said…and said…and said…
Harp Strum started to bawl, burying her face in Dagg’s chest, and hugged her right back.“I am s-sorry! I am sorry! I did bad! I did bad! I didn’t! I didn’t protect Gristle! I failed! I failed! I am sorry!”
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property---the damage when the weapon is used with two hands to make a melee attack.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
PHB Pg. 147
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
PHB Pg. 147
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown
PHB Pg. 147
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Support/Defense:"You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn."Patient Defense | "You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn."Step of the Wind
PHB Pg. 78 --- Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.Unarmored Defense, PHB Pg. 78Martial Arts, Martial Arts Die = 1D4
2
+2
Monk
-
2
Martial Arts Die = 1D4, Ki Points = 2, Unarmored Movement = +10ft (40 ft. total), PHB Pg. 78 --- Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. --- Your monk level determines the number of points you have. You can spend these points to fuel various ki features. You start by knowing three such features: Flury of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. --- When you spend a ki point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. --- Some of your ki features require your target to make a Saving Throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki Save DC = 8 + your Proficiency Bonus + your Wisdom ModifierKi, Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown on the Monk table on PHB Pg. 77. --- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.Unarmored Movement
Features and Abilities: Common, GoblinLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Artisan's Tools: Woodcarver's ToolsTool Proficiencies | Land VehiclesVehicle Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | PHB Pg. 131
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Background Feature: Rustic Hospitality | PHB Pg. 78 --- Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. --- Your monk level determines the number of points you have. You can spend these points to fuel various ki features. You start by knowing three such features: Flury of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. --- When you spend a ki point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. --- Some of your ki features require your target to make a Saving Throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki Save DC = 8 + your Proficiency Bonus + your Wisdom ModifierKi | Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown on the Monk table on PHB Pg. 77. --- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Unarmored Movement | -- | -- | -- | --
Movement taken: Action used: Bonus Action used: Reaction: Opportunity Attack: Any enemy leaving Dagg's Reaction combat range (5 ft.) she'll take a swipe at with the Shortsword. Status:
None Made this Post!
"Shhhhhh! Hush now!" Dagg whispered to Harp Strum as she let her avian friend cry. "You did nothing wrong, my friend! And, if for some reason you feel that you could've improved, or acted differently, then I implore you. Live in this moment... Breathe it in... Count to ten... Then breathe it out. Give it your complete attention and let it consume you for no longer than those 10 seconds... And then, breathe it out and let it go. We lived! That is the important part! Do you understand? We lived. And, it is because we lived that we can learn from our mistakes and strive to not repeat them. But do not succumb to guilt or despair! Do not carry burdens that are not yours to bare!"
It was Dagg's mouth that moved, and Dagg's voice that spoke... But the words were lessons taught to her by her mother... her father... and even some of the other Thanes of her clan. The wisdom of the older Thanes like Rook, her former squad commander, came spewing out of her mouth. The Bloodbane clan were hardened warriors, but they weren't dumb. They knew the value of knowledge and learning, adapting and overcoming adversity. To share these things with others...
A single tear fell from Dagg's eyes as she continued to hug Harp Strum and Gristle. Perhaps she had grown more attached to these individuals than she originally anticipated.
"You did good! Both of you! You did so good! And, I'm proud of you!"
__________________
"Without Commitment, you'll never start;
But, without Consistency, you'll never finish!"
Gristle found himself nearly lifted off his feet by the bear-hug (bugbear hug?). He struggled for a moment, not sure if this was some sort of hunting instinct -- were bugbears like sewer gators?--but calmed when it seemed he was not about to become lunch to some OTHER creature. OK. Just a hug, but, like, BIG. Because Daggonae was big. Big enough to hug TWO PEOPLE AT ONCE. Wow! Daggonae was so cool.
He was pulled from his musings by the sound of Wise Friend Harp Strum sniffling. He tilted his head in confusion as Harp Strum's eyes started to well with tears.
“Are you…okay?” she asked. Gristle looked down at himself, or at least what little of himself he could see that wasn't wrapped in bugbear arms.
"Oh! Yes? I think so," he said. He looked down at the murky bloodstains that decorated his scales and clothes. That was scary and he did not want to do that again. "I don't think all this blood is supposed to be on the outside of me, but all the stab-holes are closed up so I don't think I'm gonna get it to go back in. That's probably ok though."
Gristle assumed this was fine and normal.
Harp Strum burst into tears.
Oh no. That was not fine and normal. Gristle looked around wildly in a panic, not sure what to do about this development. He... he could make the Drum Noise or the Noise Spider Noise, which always makes everything better (except when it didn't), but he needed hands to do that and his were busy hugging Dagg and Harp Strum.
Luckily, Strong Friend Dagg was smart and brave and big and knew exactly what to say. Dagg was so good at words! And..
"You did good! Both of you! You did so good! And, I'm proud of you!"
And Strong Friend Dagg was proud of them.
"Yes!" he chirped. "We did good! And don't be sad about being scared! The bird thing was big! Kobolds get scared by big things all the time, because we're always small. But when there's LOTS of kobolds, it's less scary because you can be scared together, and there's more stabs per second when there's more knives per kobold. And there's less chance of you gettin' eaten if there's more other kobolds around. That's what my old pack always said, right before they sent me out by myself to poke something with a stick to see if it was dead. If the thing wasn't dead, they could all run out and save me, even though they were all hiding and would instantly run away if they heard anything scary and--- wait, what was I saying?" He frowned. "Oh! Yes! We're all ok because we're all a kobold pack. Well, YOU'RE not kobolds, but I am, and you're my new pack, so that makes you all kobolds by extension. Very big, fuzzy and feathery kobolds."
These javelins a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. Become mundane after a single use.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Bonus Action; Advantage on Strength checks and saves; Gain resistance vs B/P/S damage. Cannot cast spells or concentrate while raging. Duration 1 minute or until KO; ends if you haven't attacked or taken damage at the end of your turn; may end as a bonus action
Features and Abilities: Common, GoblinLanguages | Simple Weapons, Martial WeaponsWeapon Proficiencies | Drums, BagpipesInstrument Proficiencies | Disguise KitTool Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | You can always find a place to perform, (inn/tavern/circus/theater/noble's court. You receive free lodging/food: modest/comfortable standard as long as you perform each night. Your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.Background Feature: By Popular Demand |
**1/2 Inspiration d6's Remaining**
Bonus action: creature within 60 feet who can hear you gains a d6 they add to ability check, attack roll, or saving throw within 10 minutes. Bardic Inspiration | -- | -- | --
An'mal let out a sigh of relief as the dire peacock winged away; they hadn't needed to kill the beautiful creature. An'mal gave Harp a gentle pat on the head and Gristle an admiring fist to the shoulder. "You took the nasty bird's claws like you were six feet taller! You are growing stronger and stronger mighty Gristle," An'mal smiled proudly. He dabbed his own fingers where the peacock had pierced his hide but gently shooed the prickly fey's offer of healing away. "Make sure our leader is hale and healthy first. I'll be fine."
The tiny fey cactus flitted to Gristle and began to seal the kobold's wounds with her healing touch. An'mal picked up his javelin from the dirt and slid it back into place with the rest of the bundle. "Lead on to this tree of yours, if that's where we are going little ones."
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With wounds tended and egos mended, the group quickly reformed back to their previous order with the five tiny Fey leading the group through a forest whose trees seemed to move out of their way. Eventually the group started to find that other floating lights were returning to follow them along their trek. As they walked, things about the forest itself began to change.
Leaves of trees on the branch started to sport black dots. The ground went from hard packed earth to slightly moist. Eventually everyone's feet seemed to find themselves slipping and sliding upon the muck below. A squelching could be heard as feet slowly began to sink in the earth rather then stand firm upon it. The moss at the base of trees, previously a bright yellowish green began to darken, and even turn brown in some places. The small started to match the sights, sporting a rotted and wet base that the other scents seemed to be over powered by. Eventually the light from above seemed to darken, not because of lively tree cover above, but more likely due to a low hanging cloud cover preventing light from penetrating down.
At some point, the fay brought the group to a large tree seated on the edge of a fetid lake. the lake was smallish, easily swimmable from shore to shore, with a small island of rocks in it's middle. Hellobolis! We have returned, and we have brought friends. Strong Friends. They can help. Chanterelle spoke out to the tree.
The tree itself looked to be rotted out dead thing that had obviously seen better days. If the group didn't know better, they would have assumed that the tree in front of them had not only seen better days, but was ready to fall into the lake, and be good only as fire wood. But a small part of the tree seemed to move, the bark splitting, with a being slowly emerging from within. A being, itself made of wood, looked out from the tree, never actually loosing contact with the tree itself.
"Help." Wheeze, "Yes... Must... Get... Back... Stone..." The words coming from the tree thing were as quiet as leaves rustling on the wind. The time it took between words could be seen as it tried to fill what might have been lungs, as the group could see it's chest heave between words. The effort it took to talk seemed to cause it great pain, and the creature feel back against the tree, not quite able to hold itself upright. "Before... To... Late..."
Meet Hellobolis! I almost gave it a different name before I remembered I had already it.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property---the damage when the weapon is used with two hands to make a melee attack.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
PHB Pg. 147
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Monk - Martial Arts
PHB Pg. 78
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
PHB Pg. 147
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown
PHB Pg. 147
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don't have the two-handed or heavy property.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren't wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a D4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table on PHB Pg. 77.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a Bonus Action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a Bonus Action, assuming you haven't already taken a Bonus Action this turn.
Certain Monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in Chapter 5 of the PHB.
Ammunition
You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an Improvised Weapon. A sling must be loaded to deal any damage when used in this way.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a Handaxe, you use your Strength, but if you throw a Dagger, you can use either your Strength or your Dexterity, since the Dagger has the Finesse property.
VGtoM Pg. 119
If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.
Support/Defense:"You can spend 1 ki point to take the Dodge action as a Bonus Action on Your Turn."Patient Defense | "You can spend 1 ki point to take the Disengage or Dash action as a Bonus Action on Your Turn, and your jump distance is doubled for the turn."Step of the Wind
PHB Pg. 78 --- Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity Modifier + your Wisdom Modifier.Unarmored Defense, PHB Pg. 78Martial Arts, Martial Arts Die = 1D4
2
+2
Monk
-
2
Martial Arts Die = 1D4, Ki Points = 2, Unarmored Movement = +10ft (40 ft. total), PHB Pg. 78 --- Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. --- Your monk level determines the number of points you have. You can spend these points to fuel various ki features. You start by knowing three such features: Flury of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. --- When you spend a ki point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. --- Some of your ki features require your target to make a Saving Throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki Save DC = 8 + your Proficiency Bonus + your Wisdom ModifierKi, Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown on the Monk table on PHB Pg. 77. --- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move.Unarmored Movement
Features and Abilities: Common, GoblinLanguages | Simple Weapons, ShortswordsWeapon Proficiencies | Artisan's Tools: Woodcarver's ToolsTool Proficiencies | Land VehiclesVehicle Proficiencies | MediumSize | 30 Ft.Speed | You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can't discern color in Darkness, only shades of gray.Darkvision | Extended Melee Reach = +5 feet
When you make a Melee Attack on your turn, your reach for it is 5 feet greater than normal.Long-Limbed | Increased Carrying Capacity
You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | You are proficient in the Stealth Skill.Sneaky | If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2D6 damage to it. You can use this trait only once per combat.Surprise Attack | PHB Pg. 131
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.Background Feature: Rustic Hospitality | PHB Pg. 78 --- Your training allows you to harness the mystic energy of ki. Your access to this energy is represented by a number of ki points. --- Your monk level determines the number of points you have. You can spend these points to fuel various ki features. You start by knowing three such features: Flury of Blows, Patient Defense, and Step of the Wind. You learn more ki features as you gain levels in this class. --- When you spend a ki point, it is unavailable until you finish a Short or Long Rest, at the end of which you draw all of your expended ki back into yourself. You must spend at least 30 minutes of the rest meditating to regain your ki points. --- Some of your ki features require your target to make a Saving Throw to resist the feature's effects. The saving throw DC is calculated as follows: Ki Save DC = 8 + your Proficiency Bonus + your Wisdom ModifierKi | Your speed increases by 10 feet while you are not wearing armor or wielding a shield. This bonus increases when you reach certain monk levels, as shown on the Monk table on PHB Pg. 77. --- At 9th level, you gain the ability to move along vertical surfaces and across liquids on your turn without falling during the move. Unarmored Movement | -- | -- | -- | --
Movement taken: Action used: Bonus Action used: Reaction: Opportunity Attack: Any enemy leaving Dagg's Reaction combat range (5 ft.) she'll take a swipe at with the Shortsword. Status:
None Made this Post!
Dagg followed the fey creatures as they led the group further and further into the forest. The ground underfoot became wet and soggy as they trekked, reminding her of marshlands or the bogs near her homeland. Her bare feet sank into the mud and, secretly, she delighted in the squishing of the dirt between her toes. Mud and muck never bothered her and the damp earth reminded her of when she was a pup, playing in the rain early in the morning.
As they approached Hellobolis, Dagg's mood sank. Instantly, she felt a connection with this being. She had asked the forest to guide them and protect them before they set out on this journey... But how could it do that if the forest itself was dying?
No... Something needed to be done about this.
She watched the labored rise and fall of Hellobolis' chest as this entity struggled to beg them for aid.
Dagg approached;
"Where is the stone? What does it look like?"
Two questions asked with fierce intensity. She hoped that the sincerity and determination in her eyes would convey that there would be time for discussion once they had resolved this problem.
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"Without Commitment, you'll never start;
But, without Consistency, you'll never finish!"