Feats and Special AbilitiesCommon, Dwarvish, UndercommonLanguages | 60ft, dim as if bright, darkness as if dim. GreyscaleDarkvision | Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.Dwarven Awesomeness | When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Dueling | You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.Second Wind | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.Action Surge | When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)Combat Maneuvers | At 3rd level, you gain proficiency with one type of artisan's tools of your choice.Student of War (Jeweler's Tools)
Superiority Dice: 3/4d8 | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.Trip Attack | When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.Precision Attack | When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.Riposte
Bilner nodded at the introduction he was given by Pendo but then decided his companions required a more gracious introduction. They were not just a pair of dwarves stumbling about the Underdark. This was Pendo and Gromden Casksplitter, the heroes of the caravan.
"This is Pendo and Gromden Casksplitter, Heroes of the Caravan, the famed Thundertwins! We travel the darkness below the sun on a sacred quest blessed by Moradin himself!"
The gnome then lowered his head and stepped back a pace hoping he hadn't overdone it a bit. This was Pendo and Gromden's quest. He was just along for the burglarizing. If they wanted to convey the specifics of their mission to strangers, he would let them make that decision.
Bilner Darkbottom | 3rd-Level Rock Gnome Arcane Trickster Rogue HP: 25/25 | AC: 15 | Speed: 25 ft. | PP: 10 | Sneak Attack: 2d6 | Initiative: +2 | Spell Save DC: 13 | Spell Slots: 1/2 Weapons:+4 to hit, 1d6+2, S, finesse, lightShortsword, +4 to hit, 1d6+2, P, 80/320 range, ammunition, two-handedShort Bow, +4 to hit, 1d4+2, P, 20/60, finesse, light, thrownDagger Features:Common, Gnomish, Thieves' CantLanguages, Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Darkvision, You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.Gnome Cunning, Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.Artificer's Lore, You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.Tinker, LightArmor Proficiencies, Simple weapons, hand crossbows, longswords, rapiers, shortswordsWeapon Proficiencies, Thieves' Tools, Disguise Kit, Forgery KitTool Proficiencies, Thieves' Tools & InvestigationExpertise, 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.Sneak Attack, Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action, Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.Mage Hand Legerdemain, You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.False Identity
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.Mage Hand, Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting modifier.
At Higher Levels This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.Green Flame Blade, Conjuration cantrip Casting Time 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the
saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Create Bonfire
First Level Spells Known:1st-Level Illusion Casting time: 1 Action Range: Self Components: V, S Duration: 1 hour
You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, 1st-Level Enchantment[/i] Casting time: 1 Action Range: 90 feet Components: V, S, M (a pinch of find sand, rose petals, or a cricket) Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Sleep, 1st-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Mage Armor
"Well, it seems the lot of us are together now. Thundertwins, Artifact Hunters, Mushroom Hunters and what not. If ye are amiable yerselves, I'd toss my axe in with ya. I'm all for more company myself, especially if we go a bit deeper, thats were the good ones grow. As fer yerself miss, Cuatzo, might good bit of tracking that were, didn't have even the slightest inkling you were out there."
Baldrum held up the book with its markings and waved it around a bit, with the scroll and sheets of paper tucked underneath it, the ink held in his other hand.
"If the lot of you don't mind, Id like to hold on to this lot. Less others among the lot of us can use it, but I could put it to some good use I'd think."
Flipping through the pages, he noticed quite a few worthwhile spells that he could make good use of, especially if they were staying out of civilization for a while.
1x per day, Recover Spell Slots equal to or less than half your wizard level (rounded up) after Short Rest.
Conjuration Savant
The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration
[i]Full Action:[\i] Create an object no larger than 1 metre per side and no heavier than 10 pounds. Must be a nonmagical object scene by conjuror. Object is visibly magical and radiates a dim light out to 2 metres.
Background
Clan Crafter
Respect of the Stout Folks
You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you the finest accommodations and assistance.
Despite not having heard of the names before, Thom was definitely impressed by Bilner's own introduction and his added introduction for the siblings. His grin grew wider, and he clapped Baldrum hard on one shoulder as he replied.
"Thundertwins! More titles! An' a sacred quest from Dwarffather 'imself! These be heroes 'ere, Baldrum-friend aye! Aye, I'm 'appy ta join ya, if ye need an axe. Findin' a Foundin' Stone o' Bar- Barry- whatever sounds much better than mushroom huntin', no offense brother. Plus tha' means more ale money, eh? Hah!"
Did she say deep beneath the Shar, though? Thom tried to ignore that part of the woman's comment. Baldrum then held up his new book, making Thom scratch his head. He didn't know much about magic; nor did he care for it. But Baldrum was a good friend, and his talents have often been helpful so far in their adventures.
"Well I nae be fightin' ye for it if tha's yer worry, mage. So we headed back ta town, then?"
Feats and Special AbilitiesCommon, Dwarvish, UndercommonLanguages | 60ft, dim as if bright, darkness as if dim. GreyscaleDarkvision | Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.Dwarven Awesomeness | When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Dueling | You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.Second Wind | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.Action Surge | When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)Combat Maneuvers | At 3rd level, you gain proficiency with one type of artisan's tools of your choice.Student of War (Jeweler's Tools)
Superiority Dice: 3/4d8 | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.Trip Attack | When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.Precision Attack | When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.Riposte
With introductions settled, and loot properly distributed, at least by his own reckoning, Baldrum didnt see much reason to dawdle and turned to the rest of the gathered party and pointed off towards the west.
"Well what says you lot, shall we press on then?" he said out loud, more of a statement then a real question.
Stuffing his new goods into his bag he turned towards the further extension of the cave and began to walk. It was quite silly for him to be taking the lead, but he figured the others would catch up to him more than quickly enough before he found himself assaulted by what he assumed would be more goblins.
1x per day, Recover Spell Slots equal to or less than half your wizard level (rounded up) after Short Rest.
Conjuration Savant
The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration
[i]Full Action:[\i] Create an object no larger than 1 metre per side and no heavier than 10 pounds. Must be a nonmagical object scene by conjuror. Object is visibly magical and radiates a dim light out to 2 metres.
Background
Clan Crafter
Respect of the Stout Folks
You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you the finest accommodations and assistance.
Leaving the scene of the slaughter behind them, the newly formed group of plus 1 gnomedwarves moves along the twisting, winding tunnels on the way to Bhaerynden. There was a deep and unwavering silence, broken only by the heavy footfalls of the party and the rattling of Gromden's spiked armor. They continued along the tunnels, making note of small stone markers bearing runes of direction, some of them broken and unreadable, but enough still whole enough to ensure that the group was on the right track.
After several hours of marching, their legs and feet begin to ache with fatigue, and their pace slows. Taking a short break to rest those weary legs, they hear the sound of a small, babbling river down one small side-cave, and see evidence of a small camp site that has oft been used by many different kinds of denizens of the Underdark. The main tunnel continues towards their goal, Bhaerynden, but that journey is yet many days of travel.
Kata senses a hotspot of life and natural activity around the small side cave, and upon looking around a boulder, a small pool of crystal clear water being fed by a very small waterfall is supporting a large patch of fungus and lichens, many of which appear to be edible, but require closer inspection.
The small cave winds up being a small cavern, with the pool of water in the center, numerous stalagmites and stalactites filling the area and providing numerous hiding spaces. No threats are apparent, and the quiet of the tunnels coupled with the presence of old campsites indicates that this could be a good place for a long rest.
All is quiet. Please roll a perception test and indicate if you want to rest. you still have a few hours of march left in your legs, but a nice hidey hole like this is a rare find in the Deepwilds.
Thanks for your patience, life is crazy as always, but I just had to get something out to you.
Kata followed behind the others, finding value in the fact that the other dwarves, who were as foreign to her as she was to them, had accepted her without quarrel. She had meant them no harm. She had meant them much the opposite. They had seemed to be following the same signs and paths that she herself was traveling, that she must take to find the ancestral home of her and their people. Following the tunnels, spotting the markers, Kata knew that all must have been feeling the strain on her legs as much if not more than she when she picked up just the slightest scent of fresh water.
Her sudden halting drew the attention of some, and then all before she motioned silently for them to follow her. Diverging off the path just slightly, it was only a few yards of tight tunnels, ones fit for dwarves and other smaller creatures, until the tunnel opened up into a cave that could provide the group with not only much needed fresh water, but also a potential source of sustenance. "This looks promising," she said as she unslung her pack, dropping it to the floor of the cave, before digging into it to retrieve some supplies. "We should rest here while we can. The dangers ahead are unknown and it could be a while until we find such a spot," she added as she pulled a couple of small satchels from her pack.
Flipping one open, Kata reached out with her dagger to scrap some of the fungi from the stone. Dragging the length of the blade against the mouth of a bottle, she set the dagger down to retrieve a small vial from one of the satchels. Opening it and dropping a few drops into the bottle of water and fungi, she swirled it by her fingertips as she watched for a change in color. If there was one thing the dwarf knew she could discover, it was whether this lichen could kill a man or not.
Starting Position: XX
Actions:
Action:
Dice Guidance Perception Check:
1d20+5
(9)+5
Total = 14
1d4t
4
Running Total = 18
Dice Guidance Herbalism or Poisoner's Kit:
1d20+2
(4)+2
Total = 6
1d4t
1
Running Total = 7
Using Herbalism or Poisoner to determine if fungi are safe to eat. If it is poison, what kind of poison/the effect it would have. (Survival is +3 to result, because I assume Herbalism/Poisons would be Intelligence and not Wisdom based)
The long walk had left Baldrum with two sore feet, and an attitude to match. The pace at which the others had been marching was a little less leisurely than he was used to, but he surely wasn't going to complained. He welcomed company on this trip, and having seen the lot of them in battle, his discomfort was outweighed by the amount of safety that he was provided. During the walk he had taken some time to pull out his portion of the haul and look it all over. The handwriting was atrocious, but one didnt often find goblinfolk that could write, so he gave the little bugger credit for that. He was absolutely certain that much of this was usable, and not only that quite worth hauling around. It wasn't often he would admit admiration for those stinky devils, but that some had taken the time to learn true magic, as basic as it might have been, was astonishing to him. But, those creeps had meant to jump and possibly eat himself and his new dwarven companions and that hadn't sat quite well with him.
Upon the direction of their foresty companion Kata, who had proved her worth simply by following them undetected for so long before making her appearance, he followed after her. Upon coming into the cavern itself, his eyes lit up. An unexpected bonus, the wondrous Kata had sniffed out an absolute hotspot of natural life, those of the fungi variety included.
"Bless yer eyes lass!" Baldrum exclaimed, as he dug out a detailed sketch of a variety of mushrooms from his satchel and charged over to the patches, holding it up, studying each carefully, hoping that he might find a match to his ongoing search.
With any luck, he might find a few handfuls of something worth its weight and brews and he could bring them back with him for his next batch.
1x per day, Recover Spell Slots equal to or less than half your wizard level (rounded up) after Short Rest.
Conjuration Savant
The gold and time you must spend to copy a conjuration spell into your spellbook is halved.
Minor Conjuration
[i]Full Action:[\i] Create an object no larger than 1 metre per side and no heavier than 10 pounds. Must be a nonmagical object scene by conjuror. Object is visibly magical and radiates a dim light out to 2 metres.
Background
Clan Crafter
Respect of the Stout Folks
You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you the finest accommodations and assistance.
As the group traversed the long, winding underground passages, Fat Thom was practising his diction. "Burundun," he rumbled. "Berenden... Bhaerynden!" The dwarf grinned, finally getting the sound of the word right in his mouth. "Why d'ye seek this Stone, then eh, Pendo? Tell us a tale!"
During most of their trek, though, the dwarves walked in silence. Thom was beginning to hate being underground even more when they decided to pause and rest for a spell. That was when he noticed the camp site beyond the bend, as well as the sound of a small river flowing somewhere near. Their journey would be several days yet, so they wouldn't have many chances like this; a rest seemed welcome. Yet the fact that this place seemed oft used by others made the dwarven fighter wary, and a tad fearful though he would never admit it. Thom knew the underbellies of mountains to be dark, cruel places; places where one can go mad, if he was not careful. He looked around with a hand on his axe, alert.
Kata seemed less guarded, as she dislodged her pack from her shoulders; she did walk to the pool that sat nearby and tested the waters with her druid ways, though. There were shrooms growing around the pool, and as expected, Fat Thom saw Baldrum's eyes light up at the sight of them. The quirky conjurer held up a series of drawings up against the fungi, probably figuring out if he could use them for his concoctions. "Ah, Kegbreaker, yer quest be at an end, aye? Nae be supposed ta brew somefink ta drink royt now, eh? Hah!"
The dwarf was smiling, but he still walked around the site even as he spoke, checking the shadowy corners to see if something was liable to ambush them or take them by surprise.
Feats and Special AbilitiesCommon, Dwarvish, UndercommonLanguages | 60ft, dim as if bright, darkness as if dim. GreyscaleDarkvision | Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.Dwarven Awesomeness | When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.Dueling | You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.Second Wind | Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.Action Surge | When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice. Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one. Superiority Dice. You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level. Saving Throws. Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows: Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)Combat Maneuvers | At 3rd level, you gain proficiency with one type of artisan's tools of your choice.Student of War (Jeweler's Tools)
Superiority Dice: 3/4d8 | When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.Trip Attack | When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.Precision Attack | When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.Riposte
Bilner was tired. Who knew adventuring required so much walking? And the dwarves' pace was quick. Damn their long legs, he thought to himself as he trudged along behind.
When the wild she-dwarf called out that they had found a sheltered place to rest, the gnome was glad for the respite. Once camp was set he saw to it that his boots were off to allow his toes to air out. "I've heard tale of those who have forgotten to take their boots off only to find their toes rotted away. Not a fate I'd like to encounter."
Bilner Darkbottom | 3rd-Level Rock Gnome Arcane Trickster Rogue HP: 25/25 | AC: 15 | Speed: 25 ft. | PP: 10 | Sneak Attack: 2d6 | Initiative: +2 | Spell Save DC: 13 | Spell Slots: 1/2 Weapons:+4 to hit, 1d6+2, S, finesse, lightShortsword, +4 to hit, 1d6+2, P, 80/320 range, ammunition, two-handedShort Bow, +4 to hit, 1d4+2, P, 20/60, finesse, light, thrownDagger Features:Common, Gnomish, Thieves' CantLanguages, Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Darkvision, You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.Gnome Cunning, Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.Artificer's Lore, You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.Tinker, LightArmor Proficiencies, Simple weapons, hand crossbows, longswords, rapiers, shortswordsWeapon Proficiencies, Thieves' Tools, Disguise Kit, Forgery KitTool Proficiencies, Thieves' Tools & InvestigationExpertise, 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.Sneak Attack, Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action, Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.Mage Hand Legerdemain, You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.False Identity
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds.Mage Hand, Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell’s range, otherwise the spell fails. On a hit, the target suffers the attack’s normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting modifier.
At Higher Levels This spell’s damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.Green Flame Blade, Conjuration cantrip Casting Time 1 action Range: 60 feet Components: V, S Duration: Concentration, up to 1 minute
You create a bonfire on ground that you can see within range. Until the spells ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the
saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Create Bonfire
First Level Spells Known:1st-Level Illusion Casting time: 1 Action Range: Self Components: V, S Duration: 1 hour
You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.Disguise Self, 1st-Level Enchantment[/i] Casting time: 1 Action Range: 90 feet Components: V, S, M (a pinch of find sand, rose petals, or a cricket) Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.Sleep, 1st-Level Abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.Mage Armor
"Oh, Kegbreaker are ye?" Pendo asked somewhat surprised as Baldrum's clan was mentioned, not expecting to find a distant cousin of her own clan on such a journey. "I hear tell that yer own clan's brews be legendary. Would that ye could make us sum'at t' slake our thirsts, but o' course the story of yer family's mystical skills o' concoction are exaggerated." She said. "We dinnae truely expect ye t' brew us nothin' here." Though she was quite hoping his ego was stoked sufficiently to try. Their clans had a somewhat traditional rivalry and she'd have enjoyed watching him try and fail to produce a beverage more palatable than plain water, but she wouldn't be overly perturbed if he succeded either.
"I think perhaps I could tell the story briefly." Pendo acquiesced to Thomdril's suggestion. "I don't know the tale as well as I'd like, but the story goes that many thousands of years ago. The elves drove their cousins the drow deep underground. As we all know elves and their kin are prolific, and oft indiscriminate in their ventures." She said, making little attempt at subtlety. "They made their way to the ancient stronghold of Bhaerynden, one of the first great kingdoms of the Folk. With so many, and the unexpectedness of the invasion they managed to overrun the city and ruled it as their own." She said, glossing over most of the embellishments she generally added to descriptions of great battles. She was more familiar with the ones where dwarves came out on top.
"They didn't last of course, some say it was their own vicious natures that did them in. Other say a great dragon came and crushed them under the dome of their stolen city. It hardly matters now, but we've been tasked with a sacred quest from Moradin himself to find the Heartstone of the once great city! A fell demonic force of corruption has opposed the All-Father and set its minion in our path, but thus far He's seen fit to have us escorted by a pair of his faithful. They left us just before we met you on the road, to escort an owl-lover of some import on another holy quest of some kind. But they prophesied your arrival as we parted, and we met just as foretold."
She pulled out the small pouch containing their toll-refund. "We had just paid the sneak-thieves, you Folk so helpfully dispatched, for passage across the gorge at which we met, where upon our companions departed with haste. Our group suddenly numbered only half and the dishonorable scoundrels decided we were ripe for plundering." She explained. "But by the grace of Moradin, you all arrived and muddled their ambush, so we were never really in any danger. And that's the story of why we had paid six gold coins for the crossing instead of only one apiece." She finished, passing Gromden and Bilner two coins each as their share of the extorted toll.
Move: Get comfortable in the campsite. Action: Spin a yarn.
One creature other than me in 60' gains a d6 Bardic Inspiration die for 10 minutes.
Add to one ability check, attack roll or saving throw.
Add to weapon damage roll just made.
Use reaction to add to AC vs attack roll just made.
(After roll OK, not after knowing results)
Song of Rest
Creatures hearing add a d6 to healing when spending Hit Dice at end of short rest.
Background Entertainer:
Routines: Dancer, Singer, Instrumentalist.
By Popular Demand: Always find places to perform for free lodging and modest or comfortable fare. Typically well liked by folks who recognize me from performances.