"So I'm talking to another dragonborn, right? He looks at me, nods, and says, 'Show me your breath, brother.' I ask him what he means and he tells me, 'You know what I mean. You and I are of a proud red lineage. Show me how you spit fire to roast your enemies!' And I go, alright...and I tell him, 'Your mother's so fat, she sleeps on a hoard of chocolate coins!' Anyway, I didn't get the job. But the day after that, I - "
The sudden shout cuts Growler off. He looks up sharply, then pushes himself up and out of his chair. "Hold on." Guided more by reflex than thought, he hurries across the floor towards the commotion. Growler isn't especially intimidating, but on rare occasions, he's had to "encourage" rowdy customers to leave his employers' restaurant.
Beating most of the onlookers to the scene, he looks past the melee to the four humans on standby, ready to turn this brawl into a swarming. Growler doesn't know what kicked off this violence, but it can only get worse if they all step in. Growler stalks up towards them, ready to hold them back if they jump into the fray.
Move: Growler moves towards the violence and the four humans ready to jump into the fight. Action: Growler readies an action (to be triggered if the humans attack). Bonus action: Reaction: Growler grapples the nearest human, holding them back from the fight, with a shout of "Oh, no you don't!" Conditions: None Concentrating on: Nothing Out-of-character info:
AC: 16 || HP: 19 / 19 || Saves: Str +3, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Left hand: Claws || Right hand: Claws || Back: Dungeoneer's pack, Net || Belt: Cook's utensils (incl. knives, frying pan), pouch with money || Pockets: Letter of introduction from employer Claws: +3 to hit, 1d4+1 slashing || Knife: +5 to hit, 1d4+3 piercing || Frying pan: +3 to hit, 1d6+1 bludgeoning || Net: +5 to hit
“I didn’t…you know what I meant…hrmph.” Ben grumbled a bit at Vera’s interjection, half-annoyed at being corrected and half-embarrassed and ashamed at having unknowingly taken a verbal swing at one of his siblings like that. “...Sorry.” The human mumbled before slumping into his seat. He was about to change the subject by showing off one of the little gewgaws he’d been working on when suddenly he was interrupted by the sounds of a loud confrontation. “What the…?”
If he looked irritated before he was downright incensed as what looked to him like a mindless brawl spilled it’s way into the tavern. But that was quickly switched out with alarm when Growler moved to interject into the fray.
Ben didn’t hesitate. Grabbing a sturdy-looking quarterstaff that’d been strapped to his pack, the grungy man quickly left the table to back up the big pink dragonborn.
Move: Ben is heading over to back up Growler Action: (Readied Action) Knock the stuffing out of anyone that tries to attack or act aggressively towards the dragonborn Bonus action: Reaction: Conditions: None Concentrating on: Nothing Out-of-character info:
AC: 12
HP: 10
Saves:
STR 0
DEX 1
CON 2
INT 3
WIS 1
CHA -1
Dice Athletics:
d20
8
Dice Initiative:
d20+1
(13)+1
Total = 14
Last edited by Citizen Sam; Feb 7th, 2023 at 10:16 AM.
Callie giggled at Vera's boisterousness and false offense. She hasn't changed much! Callie decided, which suited her just perfectly. She was deciding whether she wanted to continue bantering with Vera or chat up one of the others when suddenly a shout rose up above the already-loud din of the common room. Peering through the crowd, she was able to see the half-orc woman facing off against a group of would-be tough guys before the crowd blocked most of her view.
"Yagra!" she yelled, not entirely surprised that her friend was somehow involved in an altercation against stacked odds. She must've gotten bored with breaking arms during arm wrestling, Callie guessed, though it could've been anything, really. Or nothing.
Regardless, even though Yagra could handle herself in most instances, five-to-one odds was getting a little ridiculous. The least Callie could do was make sure the idiots kept it relatively fair...maybe three-to-one at most. Hopping onto and across the table, she dropped down into the sea of legs. People were moving a lot, but Callie was quick and accustomed to dodging bigger folks; she melted through the crowd like warm butter through a hot fork. It wasn't hard to tell where the fight was going on, just aim for where the commotion was the thickest.
It only took a few seconds to arrive at the bruhaha, with the punches just beginning to fly. Callie hopped up on another nearby table and drew one of her short swords, assessing the situation. It could be very dangerous jumping in to help Yagra. After all, if she weren't in any real trouble and Callie helped anyway, the half-orc would be furious at the halfling for spoiling her fun.
Callie Tealeaf<------ Character Sheet Move: 25' Action: Move 25' (interact with object - draw sword) Bonus Action: Cunning Action - Dash 25' Reaction: Conditions: Concentrating: OOC info: Also using Halfling Nimbleness to move through spaces occupied by others. Jumping onto and off of tables was more for flavor. If it'll take actual movement, I can edit to keep Callie on the ground.
Left Hand:+5 to hit, 1d6 dmgShort sword || Right Hand:+5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch
Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7
Special Abilities: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky You have advantage on saving throws against being frightened.Brave You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise 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.Sneak Attack During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant 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
__________________
Oh, after all the folderol and hauling over coals stops, what did I learn?
Last edited by The Rat Queen; Nov 22nd, 2023 at 11:16 PM.
Tonwen was lost in the sea of conversation, trying to be part of all of them at once, when the pleasant reverie was broken by a shout from the other side of the room; "Ya pig!, Like killin' me mates, does ya?"
As Tonny turned to see the cause of the commotion, Growler was already on his feed and leaping in the direction, closely followed by Big. Oh this will be fun. I must see.. Grabbing her lyre from the top of her pack at her feet, she hustled through the room to get a better view, but it was hopeless as she knew it would be when surrounded by tall folk. So she would do what any self respecting dwarf would do, make herself taller.
She stepped from one chair, up to the table it sat by, being
This gave her enough of a vantage to see that a crowd was gathering around two people who were clearly not happy with each other. Tonwen had seen this happen before in other establishments she had played at in the last year, she knew what may help. So she
Dice lyre +6:
1d20+6
(8)+6
Total = 14
started up a tune on her lyre, one that didn't fight the pace of their beating hearts, but would overlay a calming rhythm with the aim to reduce the heat in their moods. While she played, she looked over at Three Strings to see if he would pick up her tune, or perhaps direct her to another melody.
Move: To the table directly south of the families table Action: Climbing up on the table to see and starting to play the lyre Bonus Action: Reaction: If required she will apologise and smile profusely at any offended patrons who were sat at the table. Conditions: Concentrating: Her performance, not magic. OOC info:
AC: 13 || HP: 18/18 || Hit Dice 2d8 +6 || Saves: St +0, Dx+4, Cn+2, In+0, Ws+2, Ch+4
Left Hand: Lyre || Right Hand: Pack || Back: Pack, ,Short bow, Quiver (20/20 arrows) || Belt: Rapier +4, Dagger +4, Pouch || Boot: Dagger +4 (1 in each) Rapier: +4 to hit, 1d8+2 dmg || Dagger: +4, 1d4+2 dmg || Short bow +4, 1d6+2 dmg
Special Abilities: 60’Darkvision Proficient in History of Stonework +4Stone Cutting ADV on saving throws against poison. Resistance against poison damage.Dwarven Resilience Proficient in Battleaxe, Handaxe, Light Hammer, WarhammerDwarven Combat Training Inspire 1 target within 60'. Target gains 1d6 to use once in the next 10 min on an ability, attack or saving throw. Can be chosen after d20 rollBardic Inspiration +1d6 to attack if ADV. If another enemy of target is 5' of it, no ADV neededSneak Attack Spells:
Cantrips:
Mage Hand (V,S)
Prestidigitation (V,S)
Scroll: Ray of Frost
Level 1: Spell Slots 1/2
Healing Word (V)
Disguise Self (V,S)
Longstrider (V,S,M (dirt)) - Active
Sleep (V,S)
Spell Save DC: 13 | Spell Attack Bonus: +5
__________________
Trying to settle on a new routine. Going to just work small with one game I am just starting.
The family was finally all together eating, drinking and teasing each other when a loud commotion broke out. Nothing unusual for a bar except it was 5 to 1. Before it even registered, old Growler rushed into the fray followed by the others.
::Here to we again. No peace:: as Barakas
Dice Iniatitive:
1d20+5
(19)+5
Total = 24
moved closer to get a clear view of the fight, but far enough to keep from getting involved yet.
He decides to watch and IF any of the others jump in and make it unfair, then Barakas will cast a spell sending a
Left Hand: Nothing || Right Hand: Rapier || Back: Pack, Quiver || Belt: Rapier , Daggers, Pouch
Short bow: +5 to hit, 1d8+3 dam || Rapier: +5 to hit, 1d8+3 dam || Dagger: +5, 1d4+3 dam
Special Abilities:
Darkvision-60ft
Sneak Attack-1d6 Backstab damage.
Favored of the Gods-If you fail a saving throw or miss with an attack roll, you can roll 2d4 to the total 1/day per short or long rest.
Hellish Resistance-Resist fire damage
Equipment: Masque Charm 1/day Cast Disguise Self 1 hour or 6 hrs and useless
Spells:
Cantrip: Firebolt, Mage Hand, Mind Sliver, Minor Illusion and Toll the dead
1st Level: Guiding Bolt, Shield
Spell save DC: 13 | Spell Attack Bonus: +5
Last edited by Clawsome; Feb 8th, 2023 at 10:47 PM.
Vera finished her glass of rum and demanded more than requested the complete bottle. She was happy to revel with her family and indulge in a habit she picked up from long nights at sea, drinking til she lost her sense of time. She wasn't able to begin her descent to the bottom of the bottle before a commotion broke out in the tavern. By the time Vera was even looking at the humans surrounding an half-orc her brothers had begun moving. Barakas positioned himself to strike from afar once the fighting began, and Growler closed in fast.
"It ain't a night drinking without a good tavern brawl!" Vera cheered as she stood up, knocking her chair to the ground in the process. She began Dashcharging towards the commotion dropping down to all fours, her claws digging into the wood as she used all four limbs to propel her across the building and through the crowd. When she reached Growlers side she stood back to her full height and slapped a hand on her scale brother's shoulder. "When'd ye get so fast? I hope yer ready to get red on yer white."
Vera drew her sword from behind her Gurdy, while simultaneously grabbing the crank and beginning a droning tone as she turned the wheel. She slapped her tail on the floor with a slow rhythm. A few low clocks could be heard in her throat as she scowled and yelled out at the group of humans. "You humans sure hate a fair fight, let's even the odds! No offense Big." She attempted to provoke the humans into dividing their attention from the half-orc.
Initiative:19 Action: Dash Movement: Across the tavern to Growlers side. Bonus Action: Bardic Inspiration - Growler ~ 2 Remaining Reaction: Conditional Action: Active Effects:
Name:Vera Arabolt Race:Hold Breath: 15 Minutes Natural Armour: 13+DEX(+3) Bite: 1d6+STR(0) Hungry Jaws:You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (+2). You can't use this trait again until you finish a short or long rest. Natural Armour: You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + (+3) Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Cunning Artisan:As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.Lizardfolk Class: Rogue(1)/Bard(1)
Stats
HP: 17/17 ~ AC: Natural Armour 13 Dexterity Bonus: 3 Total: 1616~ Initiative: +3 ~ Speed: 30 Swim: 30 ~ Passive Perception: 14 Languages
Common ~ Draconic ~During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves Cant
Feats No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.Bad Reputation
Significant Items The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.Candle of the Deep
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Mending~Casting Time: 1 Action Range: 60ft Components: V Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Vicious Mockery~Casting Time: 1 Action Range: 30ft Components: V, S, M (A morsel of food) Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.Animal Friendship~Casting Time: 1 Action Range: 10ft Components: V, S Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Earth Tremor~Casting Time: 1 Reaction, which you take when you or a creature within 60ft of you falls. Range: 60ft Components: V, M (A small feather or a piece of down Duration: 1 Minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.Feather Fall~Casting Time: 1 Action Range: Self (15ft Cube) Components: V, S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunderwave
Abilities 1d6
Once per turn, you can deal an extra (1)d6 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 5ft of it, that enemy isn't incapacitated, and you don't have disadvantage on the roll.Sneak Attack~During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves Cant~You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Hungry Jaws~ You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + (+3) Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.Natural Armour~As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.Cunning Artisan~ You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Bardic Inspiration
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Mending~Casting Time: 1 Action Range: 60ft Components: V Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Vicious Mockery~Casting Time: 1 Action Range: 30ft Components: V, S, M (A morsel of food) Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.Animal Friendship~Casting Time: 1 Action Range: 10ft Components: V, S Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Earth Tremor~Casting Time: 1 Action Range: Self (15ft Cube) Components: V, S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunderwave
Bonus Actions:Dagger ~ Sneak AttackOff-Hand Attack~You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Hungry Jaws~ You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Bardic Inspiration
Once per turn, you can deal an extra (1)d6 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 5ft of it, that enemy isn't incapacitated, and you don't have disadvantage on the roll.Sneak Attack
Growler shoots Vera an extremely anxious and uncomfortable grin. He's not ready for that at all. He just wants to hold someone back from a bare-knuckle brawl. He doesn't know why everyone's pulling out weapons all of a sudden.
Move: Growler moves towards the violence and the four humans ready to jump into the fight. Action: Growler dashes to beat the crowd. Bonus action: Reaction: Conditions: None Concentrating on: Nothing Out-of-character info:
AC: 16 || HP: 19 / 19 || Saves: Str +3, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Left hand: Claws || Right hand: Claws || Back: Dungeoneer's pack, Net || Belt: Cook's utensils (incl. knives, frying pan), pouch with money || Pockets: Letter of introduction from employer Claws: +3 to hit, 1d4+1 slashing || Knife: +5 to hit, 1d4+3 piercing || Frying pan: +3 to hit, 1d6+1 bludgeoning || Net: +5 to hit
1492 DR, the Year of Three Ships Sailing
Autumn
Sunset
Growler is behind one of the thugs, up against him chest to back which causes him to startle despite the crowd and the fight.
Growler and Callie can see that Yagra has a man down on the floor and she is atop him trying to hold him down and punch his face. It's clear she's connected a few times. It is the man who punched her.
As Callie jumps up on a chair next to a table to see, she has to move her head about to get view of what's going on, but manages to do so.
Everyone else can't see Yagra on the floor holding the man down, but they can see everyone straining to look down at something going on.
Someone yells out at Callie, "Put that blade away! It's a fair fight. The Man started it!"
The men with the man under Yagra start to move in on Yagra, but hesitate when they see Growler reaching for one of them, and spot Callie on the table with a blade drawn. It apparently hadn't gone unnoticed earlier than Callie and Yagra seemed to know each other.
One of the men yells to Yagra, "C'mon! Let 'em up, he's had enough! Krentz, yield!"
Yagra doesn't look like she's going to let the man up until she kills him.
Everyone is up. Everyone but Callie and Growler will need Athletics rolls of 14 + to get to the fray. Growler can now apply those rolls for the grapple of the thug if he likes for his action this round.
__________________ Posting Status: Good - Average | If a post is needed from me either as a DM/GM or a player, please PM me.
Last edited by Drachenspirit; Feb 8th, 2023 at 03:40 PM.
As Vera charges towards the fray a crowd builds up in her face. She slams into several patrons, unable to slow herself down before her path is blocked. She tries to push her way through the crowd but finds them unwilling to budge for her. Her lack of strength playing against her. While normally her physique was enough visually to get her way, it didn't help when she needed to actually be strong.
"Get outta me way!" She shouted at the back of the patron crowds heads. They were more interested in seeing the fight than moving to let others join in. She looked around the room and the crowd to see a way through, that's when she saw Callie hopping onto a table and got an idea. Vera bound up onto the table beside her, and used her size and experience on deck to leap from table to table over the crowd. She landed on a table next to fight, driving the tip of her sword into the table, at the same time she heard someone tell Callie it was a fair fight, and to stow her blade.
"If it's such a fair fight, then ye won't mind us keeping it that way." She growled out and bared her sharp teeth. She had initially drawn her sword out of habit, having to enter a fight at sea was rarely a civil matter. But tavern brawls aren't usually home to real weapons, so she left it stuck in the table as a warning. Was she ready to grab the blade and use it? Absolutely. But she wasn't going to be accused of making a brawl unfair. She tapped one of the men on the shoulder, and when he turned to look she grinned her reptilian grin, all her sharp teeth on display. "I've been wondering ever since I came in here. How long d'ya think it'd take for someone's screaming to stop being heard if they fell in that hole? Vicious Mockery - DC 13You look like a screamer."
Initiative:19 Action: Vicious Mockery - DC 13 Movement:Acrobatics, Passing the crowd. Bonus Action: Reaction: Conditional Action: Active Effects:
Name:Vera Arabolt Race:Hold Breath: 15 Minutes Natural Armour: 13+DEX(+3) Bite: 1d6+STR(0) Hungry Jaws:You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your Constitution modifier (+2). You can't use this trait again until you finish a short or long rest. Natural Armour: You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + (+3) Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor. Cunning Artisan:As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.Lizardfolk Class: Rogue(1)/Bard(1)
Stats
HP: 17/17 ~ AC: Natural Armour 13 Dexterity Bonus: 3 Total: 1616~ Initiative: +3 ~ Speed: 30 Swim: 30 ~ Passive Perception: 14 Languages
Common ~ Draconic ~During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves Cant
Feats No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.Bad Reputation
Significant Items The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.Candle of the Deep
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Mending~Casting Time: 1 Action Range: 60ft Components: V Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Vicious Mockery~Casting Time: 1 Action Range: 30ft Components: V, S, M (A morsel of food) Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.Animal Friendship~Casting Time: 1 Action Range: 10ft Components: V, S Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Earth Tremor~Casting Time: 1 Reaction, which you take when you or a creature within 60ft of you falls. Range: 60ft Components: V, M (A small feather or a piece of down Duration: 1 Minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.Feather Fall~Casting Time: 1 Action Range: Self (15ft Cube) Components: V, S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunderwave
Abilities 1d6
Once per turn, you can deal an extra (1)d6 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 5ft of it, that enemy isn't incapacitated, and you don't have disadvantage on the roll.Sneak Attack~During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves Cant~You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Hungry Jaws~ You have tough, scaly skin. When you aren't wearing armor, your base AC is 13 + (+3) Dexterity modifier. You can use your natural armor to determine your AC if the armor you wear would leave you with a lower AC. A shield's benefits apply as normal while you use your natural armor.Natural Armour~As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.Cunning Artisan~ You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Bardic Inspiration
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Mending~Casting Time: 1 Action Range: 60ft Components: V Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).Vicious Mockery~Casting Time: 1 Action Range: 30ft Components: V, S, M (A morsel of food) Duration: 24 Hours
This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spell ends.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st.Animal Friendship~Casting Time: 1 Action Range: 10ft Components: V, S Duration: Instantaneous
You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.Earth Tremor~Casting Time: 1 Action Range: Self (15ft Cube) Components: V, S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.Thunderwave
Bonus Actions:Dagger ~ Sneak AttackOff-Hand Attack~You can throw yourself into a feeding frenzy. As a bonus action, you can make a special attack with your Bite. If the attack hits, it deals its normal damage, and you gain temporary hit points equal to your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Hungry Jaws~ You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Bardic Inspiration
Once per turn, you can deal an extra (1)d6 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 5ft of it, that enemy isn't incapacitated, and you don't have disadvantage on the roll.Sneak Attack
Last edited by Dukklord; Feb 8th, 2023 at 05:18 PM.
Reason: Added an Action to my turn
Callie glanced over when someone yelled at her to put her blade away. She'd figured someone would squawk over a naked blade being drawn over a brawl, but it was five-to-one, and the voice wasn't Durnan, so she wasn't too worried yet.
What did worry her was that Yagra had clear advantage over her opponent and the idiot's buddies hadn't jumped in yet, but she still seemed intent on punishing him disproportionally. Anyone entering a tavern in this city implicitly accepted that they might get beaten bloody, that was fact. Murdering a downed and helpless opponent over a bar brawl, however...well, Yagra was a friend, but Callie had her standards as well.
Sheathing her sword, she skipped from table to table to pause in front of the helpless man's allies. "Apologies for the wee knife, gentlemen," she said with her very most charmingest smile. "I just meant to keep things fair, but I see that you are all men of honor, and only wish to save your friend." Casting a nervous glance at Yagra, she whispered to the ruffians, "I know her. Give me a second to talk to her."
Hopping down from the table, she slid over to whisper in Yagra's ear, "You've won. Stop now, or it's murder. He's helpless, it isn't even sport anymore...let him go."
Left Hand:+5 to hit, 1d6 dmgShort sword || Right Hand:+5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch
Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7
Special Abilities: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky You have advantage on saving throws against being frightened.Brave You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise 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.Sneak Attack During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant 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
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Oh, after all the folderol and hauling over coals stops, what did I learn?
Last edited by The Rat Queen; Nov 22nd, 2023 at 11:16 PM.
Growler pushes past the group of men and closes on the brawl. He'd initially jumped into action assuming he would stop a five-on-one beatdown. Now he's trying to prevent the bouncer from beating a man to death with her bare hands in front of a bar full of horrified (?) patrons.
"Enough! Enough!" he shouts, wrapping one arm around the bouncer's good arm and another across her waist. With a grunt, he tries to bodily haul her up and away from the tattooed man. "You'll kill him!"
He'd heard her mention something about arm wrestling on the way in. Well, now they're wrestling with both arms, and legs, and hips, and their back. Maybe using the head and neck if things got wild. He thinks that's just called wrestling.
As he struggles with the bouncer, he turns his head towards the tattooed man's friends. "Get him out of here!" he barks.
Move: Growler moves towards Yagra and the man (Krentz?). Action: Growler grapples Yagra, and if he has movement remaining, moves her away from the man. Remember that when grappling, one moves at half speed. Bonus action: Reaction: Conditions: None Concentrating on: Nothing Out-of-character info:
AC: 16 || HP: 19 / 19 || Saves: Str +3, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Left hand: Claws || Right hand: Claws || Back: Dungeoneer's pack, Net || Belt: Cook's utensils (incl. knives, frying pan), pouch with money || Pockets: Letter of introduction from employer Claws: +3 to hit, 1d4+1 slashing || Knife: +5 to hit, 1d4+3 piercing || Frying pan: +3 to hit, 1d6+1 bludgeoning || Net: +5 to hit
The excited dwarf let her heart open to the emotions of the room as she played her lyre, glad that no one was protesting at her ascention onto their table. Nope that ain't working, I have no idea what is happening. Something about a blade, it must be getting serious. What can I do? Tonny looks around for something that will help her turn the tide on what must surely be turning into a bloody affair.
More tables, lots of people, no room to get through, drink, ah yes that will do nicely. That big, yawning, blackness. This tavern is so appropriately named, it is most certainly, positively yawning, and I can see further inside from here, yet it is nothing but blackness. I feel it must be absorbing my vision, refusing to release any aspect back to my eyes. The tune from the lyre ebbs as with one hand, Tonwen can be seen to have picked up a tankard and brought it to her lips before halting, her face looking down the hole in the middle of the tavern.
What can be down there? Are all the tales true? Surely most are not? So which of them are? I must explore one day. Oh look there is a winch just over there, undoubtedly for that exact purpose. Hmmm.
Move: To the table directly south of the families table Action: Playing the lyre in a vain ettempt to calm the crowd down. Bonus Action: Reaction: On noticing the yawning portal, she loses herself to the thoughts of its depths. Conditions: Concentrating: What could be in the hole OOC info:
AC: 13 || HP: 18/18 || Hit Dice 2d8 +6 || Saves: St +0, Dx+4, Cn+2, In+0, Ws+2, Ch+4
Left Hand: Lyre || Right Hand: Pack || Back: Pack, ,Short bow, Quiver (20/20 arrows) || Belt: Rapier +4, Dagger +4, Pouch || Boot: Dagger +4 (1 in each) Rapier: +4 to hit, 1d8+2 dmg || Dagger: +4, 1d4+2 dmg || Short bow +4, 1d6+2 dmg
Special Abilities: 60’Darkvision Proficient in History of Stonework +4Stone Cutting ADV on saving throws against poison. Resistance against poison damage.Dwarven Resilience Proficient in Battleaxe, Handaxe, Light Hammer, WarhammerDwarven Combat Training Inspire 1 target within 60'. Target gains 1d6 to use once in the next 10 min on an ability, attack or saving throw. Can be chosen after d20 rollBardic Inspiration +1d6 to attack if ADV. If another enemy of target is 5' of it, no ADV neededSneak Attack Spells:
Cantrips:
Mage Hand (V,S)
Prestidigitation (V,S)
Scroll: Ray of Frost
Level 1: Spell Slots 1/2
Healing Word (V)
Disguise Self (V,S)
Longstrider (V,S,M (dirt)) - Active
Sleep (V,S)
Spell Save DC: 13 | Spell Attack Bonus: +5
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Trying to settle on a new routine. Going to just work small with one game I am just starting.