When the yell of "Troll" was bellowed by the barkeep it caught Barakas' attention away from the fight and onto a new opponent. It was big and ugly and had these flying creatures all about it. He wasn't going to wait to find out if it was bad. He just knew it.
"May Leira cleanse you" he stated rather calmly and
Dice Guiding Bolt Attack/Damage:
1d20+5
(3)+5
Total = 8
4d6
1, 1, 6, 5
Total = 13
cast a bolt of radiant energy at the troll but he missed badly and blasted the back wall. Luckily, no one else was hit.
"Kill it quick and burn it" He was not sure what the flying things were but he was sure they bleed.
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 28th, 2023 at 10:13 AM.
The dwarven bard's fingers missed a string on the lyre and her tune faltered as she turned to look at the hideous bulk climbing out of the pit, surrounded by those giant bats, or whatever they were. Her wits still about her, she tucked her lyre under her arm,
Dice Acrobatics +2:
1d20+2
(10)+2
Total = 12
jumped off the table to run for her belongings, intent to grab her bow.
Think darn you, think, trolls, fire, yes Barakas knows, burn them. While running, grabbing a pinch of beach bark dust from one of her many pouches, she turned to Prestidigitation - not sure if I need a roll - here is one if I do
Dice Prestidigitation:
1d20+5
(4)+5
Total = 9
aggrevate the flames of the fire in the northern wall. Hopefully that will be enough to steer the troll away from this corner, or even to turn the other way
Reaching the other table, she stooped to grab her bow and quiver in one hand, continuing to the other side of the table, there she laid her lyre on the table and readied an arrow, aiming at the flying creatures.
Move: Back to the table on the northern wall, grabbing her bow and arrows on the way Action: Prestidigitation to increase the visual of the fire in the fireplace on the northern wall. Bonus Action: Prepare an arrow in the bow for next turn Reaction: If attacked by a stirge, she will attempt to evade under the table Conditions: Concentrating: 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) - Active more fire in fireplace
Scroll: Ray of Frost
Level 1: Spell Slots 1/2
Healing Word (V)
Disguise Self (V,S)
Longstrider (V,S,M (dirt))
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.
"It was already finished," says a visibly disturbed Growler, straightening out his clothes. "I thought you were going to finish him."
He catches the man - Krentz, he assumes - scowling at him, and returns his gaze with an affronted look. Growler may well have just saved his life, and now he's giving Growler the stink-eye. He's tempted to tell him off, but decides to let it go instead. The sooner he walks out of the Yawning Portal, and Growler's life, the better.
Growler jumps as the other patrons starting shouting. He whirls to see the hulking, ugly monster climbing out of the Portal along with its friends. He hesitates, momentarily overwhelmed by the crowd's panic, and considers running out the door. Then he looks across the room and sees that someone is still on the far side of the Portal, alone, with the troll between her and the exit.
"Tonwen!" Growler shouts, then pushes his way through the crowd back towards the group's table. His hand slips to his belt and pulls a sharp butcher's knife free. "Tonwen! Get to me!"
Move: Move towards Tonwen while drawing a dagger. Action: Dash, increasing Growler's movement speed to 60 feet. 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
Callie beamed happily as Yagra begrudgingly agreed not to turn the thug's skull into a fine paste, and gave her friend a supporting squeeze. "I was gonna help," she chirped up at the half-orc, "but you looked like you were having too much - "
"Troll!" came the yell. "...what? Where?" asked Callie, looking around curiously. Sure enough, there was a definitely a troll in all it's snarling, ugly glory, with a halo of stirges circling it. It was almost beautiful, it was so hideous.
"Huh," Callie commented, drawing her shortbow and knocking an arrow. She considered lighting a lantern and tossing it at the ugly creature, but apparently Barakas and Tonwen had the fire covered. All she had to do was put it down so it would burn quietly.
Quickly hopping down off her table, she ducked underneath, looking for an angle to fire from. Pulling back on the bowstring, she carefully took aim and let an arrow fly through the crowd toward the troll.
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 11:13 PM.
"I was hoping fer a family fight." Vera rolled her eyes as the fight resolved itself before she could really get involved. She pulled her sword from the table and began to step down when someone shouted "Troll!" She felt a new surge of adrenaline hit the alcohol in her body and she actually cheered at the sight of the beast. "Now this'll be a fitting fight fer the family!" She hopped down from the table with her sword pointed at the troll.
She grabbed the crank of gurdy and began turning the crank backwards, playing a grating sound to break over the clamor of the crowd. The instrument made a screeching noise like some kind of siren, once she felt she had the taverns attention she lowered the volume she was playing at and shouted over the noise she was making "If ye can't fight, get out! If ye can't get out, stay outta the way!" She repeated this several times as she began to make her way across the room towards the Troll, playing her siren all the while.
"The crew is never gonna believe I fought a troll at the tavern I left for the day I left the ship!" She said to herself excitedly, her words slurring slightly. She bounced on her feet as she readied to fight the troll and its bat-things. An excited rumble could be heard in her throat as she bared her teeth.
Action: Dash Movement: Across the tavern towards troll 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 21st, 2023 at 03:42 PM.
The neophyte artificer grimaced as something…foul just clawed it’s way out of the Yawning Portal’s namesake. He was quick to follow after Growler, seeking to put himself between the beast with their pet stirges and Tonwen.
And as he did, he’d shout out orders…or…well…at least back up Vera’s shouting.
“Do what the lady says! If you can fight, grab a weapon! Otherwise run for it!”
He wasn’t deluding himself though. This was going to be painful. But if nothing else maybe these monstrosities could be held off long enough for the others to make their escape.
1492 DR, the Year of Three Ships Sailing
Autumn
Sunset
Barakas was the first to react to the warning of Troll and cast a quick offense spell in the Troll's direction. The bolt of radiant energy missed the Troll, but was close enough that it caused all of the Stirges on the Troll to release themselves - it helped that they were bloated from sucking up the Troll's blood - and fall back down into the gaping hole from which the Tavern gets its name.
Tonwen moved quickly back to get her bow and then cast a Cantrip upon the fire close to her, causing it to swell. This didn't stop the Troll, but did cause it to stay away from the fire as much as it could and hug the edge of the pit as it moved to get same tasty humanoid flesh.
Growler dashed towards Tonwen, placing himself between her and the path of the Troll.
Callie took measure of the situation and moved where she could get a clear line of sight to the troll across the open pit.
She could hardly miss the large beast and her arrow flew true and slammed into the thing's chest.
She would be the only one of your group to hurt it in this opening round of melee.
Vera dashed towards the Troll, playing an odd tune on her musical squeeze box as she went.
Ben followed Growler, getting in what was perceived to be the path of the Troll.
The Troll's skin pushes Callie's arrow out of it and the falls to the ground with dark blood on it, but the wound has sealed up. One of the punctures from the Stirges seals up as well.
The 3 Stirges that were hoving above the Troll dive on the closest moving target they can see - Vera.
She manages to bat away the first one trying to attach itself to her, but the other two slam into her side and shoulder, impaling themselves as they Vera Damage 14 from blood losssuck out her blood at an alarming rate.
Most tavern patrons and staffers flee to take cover at the sight of the Troll.
The moment the Troll showed itself and the alarm rang out, the thugs who attacked Yagra dashed out of the Tavern.
Yagra, moved quickly around the eastern side of the pit, and seeing Callie fire an arrow at the Troll, yelled out, "Stay back, Callie! That's close enough!"
Durnan had scooped up a greatsword from behind the bar and with means that can only be attributed to something magical, leapt over the bar in an arc that was just over everyone's heads and landed next to the Troll. He slashed not once, nor twice, nor thrice, but four times with blinding speed at the Troll with his blade. He cut it deeply in two places.
Durnan shouts as he attacks, "Get those Stirges first! And then, I hear people yellin' fire, but no one's actin'! Someone douse this thing with lamp oil if ye can't kill those Stirges!"
The man named 'Meloon' who was sitting next to the bar jumps up and moves out a few feet, seemingly taking in the situation.
Across the other side of the Tavern, Jalester moves up behind Yagra, but then halts, seemingly cutting off an escape for the Troll his way.
3 Strings begins playing a romping fast-paced melody that seems to go with the action in the Tavern.
Bonnie has moved behind the bar and pulls out a heavy crossbow and lays it on the bar top. She begins spinning the crank to pull the metal string back and anyone who glances her way notes that this particular heavy crossbow has been modified to shoot two bolts side by side. Anyone knowing anything about Crossbows would know that this would lessen the distance the big weapon could fire, but definitely double it's killing power.
"Vera!" Growler cried, seeing the stirges descend upon her. Fear runs through him, then anger and determination. She's still standing, though it's almost hard to believe. I still have a chance.
"Hold on, Vera!" Growler shouted. His free hand pulled a another knife free, this one a chef's knife. "I'm on my way!"
Growler charged forward, swinging both knives at the closest stirge, but neither connect as the stirge flies back and out of his reach. So long as he can drive it off of Vera, however, or even draw its attention on him instead of her, he'll be satisfied.
Move: Move to the closest stirge while drawing another dagger. Action: Attack the stirge (11, miss). Bonus action: Attack the stirge with off-hand weapon (10, miss). 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: Dagger (butcher's knife) || Right hand: Dagger (chef's knife) || 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
Someone yelled out, "Get those Stirges first! And then, I hear people yellin' fire, but no one's actin'! Someone douse this thing with lamp oil if ye can't kill those Stirges!"
Internally, Barakas was admonishing himself for rushing his spell attack and missing the troll with such a valuable spell. Externally, he was irate that he saw the flying creatures had attacked Vera, but being so close to her there was little he could do from the distance he was.
::I can't attack the ones on her, but I can the other one. The bartender seems to have the troll under control for now::
Barakas observes the flying creature that did not attach to Vera and unleashes a different spell. It is a
Dice Firebolt Attack/Dam:
1d20+5
(1)+5
Total = 6
1d10
6
bolt of fire that streaks across the room once again missing badly.
::That is why I didn't try to shoot them off Vera. Grrr my casting skills suck. I must do better Some sorcerer I am::
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 20th, 2023 at 08:42 AM.
Tonwen drew back the arrow, aiming for a stirge when she saw three of them dive onto Vera; Vera! No!. Seeing two of the beasts attach to her sister, she knew Vera would need her support. Tracking the big flying rodent which Vera had knocked away, Tonwen calms her breathing and What was that, so shiny, what was that.; before she realised it, her aim had tracked the bolt and she
Seeing the two parasites latched onto Vera, Tonny summoned the the magic of a particular melody and sang out a Healing Word as a bonus action targeting Vera]
Move: Staying put Action: Firing arrow at Stirge which is still flying to attack Vera, or maybe Growler Bonus Action: Casting Healing Word on Vera Reaction: If attacked by a stirge, she will attempt to evade under the table Conditions: Concentrating: 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) - Active more fire in fireplace
Scroll: Ray of Frost
Level 1: Spell Slots 0/2
Healing Word (V) - Cast
Disguise Self (V,S)
Longstrider (V,S,M (dirt))
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.
Move: Moving to help fight the stirges w/ Vera and Growler Action: Casting Catapult on the bottom third stirge (the one nearest the pit on the map) 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 Catapult Damage:
3d8
6, 3, 3
Total = 12
Last edited by Citizen Sam; Feb 21st, 2023 at 02:57 AM.
When she approached the troll, playing her siren all the way, the stirges dove at her. She screamed out in pain as the beasts latched onto her shoulders. She felt woozy as the blood left her body faster than she'd ever bled before. She nearly fell over, but was caught by Growler as he came to seat the beasts off of her. The edges of her vision were starting to go black when she heard Tonny's brief tune. The arcane tune invigorated her, seemingly refilling Vera's veins.
"Good lookin' out Tonny, Growler." Just as she felt her feet steady, a cup shattered against one of the stirges. She turned to see the source of the cup and gave Ben a good cheer. Before turning to swing her blade at the beasts that attacked her. However her blade missed entirely causing her to cry out in rage. "Quit moving around so much! Ya wiggly freaks." She was starting to think perhaps she'd had too much to drink for this fight.
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
Callie heard Yagra yelling for her to stay back, but simply waved a hand negligently behind her at the half-orc. There were plenty of people attacking the troll, she was in no direct danger. Right?
More interesting was Durnan shouting for someone to douse the troll with oil. She'd been a little disappointed and irritated that the troll had spat out her arrow like a chicken bone, but here was something that might really cause some damage.
Digging an oil flask from her pack, she took off running back the way she'd come originally. When she encountered the crowd fighting off stirges, she skipped around one pair of legs, back the other side of another, and slid right under Growler to pop up on the other side of him. Cocking her arm back, she hurled the oil at the troll, hitting it in right in the shoulder. The movement of the troll's swinging, combined with his tough skin, caused the oil to burst and spill all over, dousing the troll just as Durnan had called for.
"Yessss!" whooped Callie, hopping up and down and pumping her fists in the air. Then she realized...a troll doused in oil was basically just a wet, pissed-off troll. Fire! she thought, looking around. We need fire!
Callie Tealeaf<------ Character Sheet Move: 25' around Pit toward troll. Action:
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 11:15 PM.