As Vera lay on the floor in a state of wavering consciousness, she felt a comfort about her. She felt and heard her family coming to her aid, worried for her wellbeing. While she would have recovered well enough with some sleep their worry warmed her. She had always been reckless, so this wasn't an entirely foreign experience to her, but the crew she'd been with the last year were often much more relaxed about injuries. Accidents happen on the ship every day, if everyone dropped everything to care for the injured the ship wouldn't function.
While hardly able to move her body, her eyes went wide when Growler hoisted her up and into a chair. She fully expected to be left on the floor to sleep off the event. He even steadied her and kept her upright in her seat. Despite his best efforts her mouth still hung open, her tongue lazily hanging over the side. She wouldn't remain in that state long as a healing potion was poured down her open throat. She coughed as the last of the healing liquid went down, she always hated the taste. Before Bonnie could disappear Vera made sure to order a thick steak, rare. If she was going to be robbed of a nap she was at least going to get a good meal.
As Volo introduced himself to the group more thoroughly now that Vera wasn't lying about the floor, Vera received her steak. She would forgo cutlery in favour of picking up the hunk of cooked meat and began gnawing at it. The meat was practically bleeding down her chin and onto the plate. She listened intently to the man's plight, as well as his job offer, despite her ravenous focus on her meal. Has the town gotten more dangerous? I hope everyone's been staying safe. She thought as she lamented not being around to protect everyone. Though given what just happened she was sure they were more than capable of handling themselves, maybe even more so than herself. Had she grown to rely on her crew too much? Or was that really even a problem? She wasn't sure.
She listened as her family gave their responses to him, ranging from cautious agreement to questioning his legitimacy. While ultimately she would be hanging with her family regardless of their choice she did have her own opinions on the matter.
"Oi, how'dye know yer friends in a bad sort? If he's as attractive as yer implying maybe he got invited someplace by someone equally attractive. I'd be lying if I said I haven't disappeared from the ship for a night or two for that very reason." She said while the steak hung from her sharp teeth. She removed her dinner before continuing. "Now, I'm not saying I won't go looking for him, like Callie says, if yer good on the coin. But what's to say ye aren't overreacting, and we won't barge in on yer pal having some consensual fun? Personally I'd think it a bit rude if my family thought I'd been kidnapped just because I ain't the brightest." She maintained a steady eye contact with Volo as she once again began to gnaw at her steak.
Initiative:19 Action: Movement: 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: 4/17 ~ 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
Just want to say I am REALLY sorry for not posting for so long, I've been battling a killer tooth infection and am finally recovering. I feel awful leaving this hanging.
1492 DR, the Year of Three Ships Sailing
Autumn
Sunset
Volo doesn't seem bothered by the questions, even those of questioning his financial stream. "Yes, oh yes indeed. Publishers are the scourge of all writers. Needed yes, but always bound by so many details. I assure you, I will be able to deliver the additional 100 gold to each of you if you are able to return Floon alive.
So, Floon. He's a rather handsome man in his early thirties with wavy red-blonde hair. He was dressed in princely garb with I last saw him. Two nights ago, before he disappeared, we were drinking and merrymaking at the Skewered Dragon, a dark, bawdy tavern in the Dock Ward.
I'd recommend your search start there. I feel, well, a bit embarrassed and somewhat responsible for his disappearance. I mean, we met and drank for a few hours and then I left. That's the last I saw of him.
Can you help? Will you help? I have the 10 gold each here to start if you can."
Anyone who has spent time in Waterdeep has heard of the Skewered Dragon. It's a dubious tavern between Net Street and Fillet Lane in the Dock Ward. All of you have at least heard that it is a Zhentarim owned establishment.
"The Skewered Dragon?" Growler repeats with a naughty smirk. "Sounds like my kind of place! With a name like that, I bet they serve more than food and drink!"
His joke hides his discomfort. Growler has heard his employers talking about the Skewered Dragon, and according to them, it belongs to the Zhentarim, a criminal organization. Immediately, he wonders if they had noticed Floon's princely garb and decided to rob him, but after a second, doubts himself. Do professional criminals rob the customers of their own establishments? That sounds counter-productive. Maybe it was a coincidence - it's not like there's a lack of other dangers in the Dock Ward.
"I'll do it," he says, careful to say I rather than we. He doesn't have the right to speak for the others, but Growler has already decided that he, himself, will do it. Not just for the money, though it is a lot of money for him, but also because he can't stand to walk away from Volo when he looks so desperate.
Something occurs to him, however. "Wait, why do you feel embarrassed and responsible? All you did was drink with him. I know he's your friend, but it's not like it's your fault he disappeared, right?"
Move: Move to another seat and sit down. Action: 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 nodded agreement with Growler. "The Dock Ward is dangerous, and so are the Zhentarim, who own the Skewered Dragon," she said, frowning at Volo. "You can't expect us to go waltzing into a haven for a group like the Zhentarim for ten gold apiece."
"Also, what makes you so sure he was taken coming home from the Dragon? If you hadn't seen him in two days, how do you know he wasn't taken from his home, or stabbed behind the armory, or...I don't know...simply left town?" Callie had always had a healthy skepticism, which now threatened to blossom into full-blown mistrust. "I think you're leaving out some details, Mr. Volo...details that could get my friends hurt or killed."
Folding her arms, she tilted her head up at Volo. "I'm thinking maybe half of your agreed-upon payment in advance would provide us with the resources we need to deal with your situation. Bribes for information, breaking and entering equipment...that sort of thing."
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 11:11 PM.
Can you help? Will you help? I have the 10 gold each here to start if you can."
::Zhents. That is another level of trouble. This might not be the greatest idea.::
"I think both Growler and Callie are correct. There seems to be something you're not telling us. Go into a Zhent establishment on bad side of town? Hell, just what you told us there isn't worth 10gp. I think Callie's counteroffer of half upfront might be worth our time, if we all agree."
Ben coughed and tried not to react overmuch to Growler’s joke. This was a serious situation after all! The artificer cleared his throat as he regained his composure…
Like everyone else, he was quite suspicious of Volo’s story. “...Like Growler said, that’s a dangerous place for a night out drinking. The Zhents aren’t there just to serve drinks and fried shrimp balls to customers. What were you two doing in a place like that…? Doesn't seem like the kind of place for a man of your, er, supposed stature.”
He’d not go so far as to argue about their pay alongside Callie but…something about this situation made the back of his neck itch.
Still, Ben sighed as he grabbed his knapsack, a bit disappointed in the evening. “...Didn’t even get to show off my music box.”
Tonny puts her drink back down on the table listening intently as Volo and then her siblings speak.
She clears her threat with a cough and says, wiping froth from her chin; "Absolutely Callie." standing and walking across the table to stop face to face in front of Volo. "What exactly have you already done to find Floon?" With a friendly shrug of her shoulders and open palms. "Just so that we don't repeat anything you've already done."
Callie had a good instinct and Tonwen still didn't feel that this 'Volo' had been straight up with them. Though she wasn't going to say it in front of him, whereever the family went, she would also go. Someone had to look out for them.
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
__________________
Trying to settle on a new routine. Going to just work small with one game I am just starting.
Vera swallowed half of the steak she'd been chewing at while Volo described his friend, Floon, and where they had last been. While her family grilled the man, Vera washed down her steak with more mead, continuing the cycle her crew had set her on earlier in the day.
"I'll do it."" Growler, ever the altruist declared he would help regardless of the rest of the families stance. Vera put her hand on his shoulder, careful to wipe off her hands first.
"Oi, ye won't be alone with that." Vera's motivation was almost entirely monetary, she could almost picture Callisto's face when she comes back to sail with a sack full of gold.
"What were you two doing in a place like that…? Doesn't seem like the kind of place for a man of your, er, supposed stature." Vera had been about to take another bite of her steak when Ben said that so she stopped herself so she wouldn't start talking with a mouthful.
"He's right! It's the kind of place for someone of my stature! That's where I met Callisto while he was in the middle of a bar fight. I got my ass kicked trying to help him." She let out a hearty laugh. When Tonny strode across the table she resumed chewing upon her steak dinner.
Initiative:19 Action: Movement: 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: 4/17 ~ 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; Mar 26th, 2023 at 05:11 AM.
Tonny was looking up into the rafters above the portal as a moments silence settled in this part of the tavern, then with a sudden and spritely move, she stood straight, executed a
Dice Performance:
1d20+6
(14)+6
Total = 20
pirouette, taking in all of her fam with a broad and cheeky smile on her face, her red curls swishing to follow her movement, stopped facing the gentleman again; "You sir,
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
__________________
Trying to settle on a new routine. Going to just work small with one game I am just starting.
1492 DR, the Year of Three Ships Sailing
Autumn
Sunset
Volo is taken aback by what's being said. "Zhent owned?... How do you... know...? We just didn't want to be recognized, you know, drink in peace? No, I haven't done... He didn't come home that night, and hasn't been anywhere he should be since. I tell you something's not right.
How... There's 10 gold each of you, that's not exactly coppers here. I can't get anything more tonight. How about I go to my publisher's in the morning, you start your search now, and once you find him, I'll be here with payment. Until you find him, your meals here are all on me? That's more than fair along with the ten gold up front. Maybe I need to speak to some others if my coin isn't good enough for you. Yes, yes, you should talk among yourselves. I'll be over by the fire."
Volo definitely appears to be telling the truth and is truly worried about his friend.
Callie's greedy little heard sank a bit when it appeared no more money would be fronted, but ten gold each was ten gold each. She waited until Volo had wandered off a ways before leaning in to plotconfer with her family.
"Sounds like some of us are ready to jump in," she noted dryly with a glance toward those who'd agreed quickly...too quickly, in her opinion. "Obviously, you can count on me as well. Nobody should be subjected to the 'tender mercies' of the Zhentarim, and I'm not letting you lot wander in there without me watching your backs." She'd be thrice-cursed before she stood by and let her family get killed, and she expected the same of any of them.
With a sigh, she added, "Besides, it would take me nearly a week to make that much money. This town is full of paupers and the penniless." She cast an accusing glance at the crowd around her, despite the fact that she didn't really have any money either.
Turning back to the group, she giggled, "How long should we wait and make him sweat?"
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 11:12 PM.
Why are we making him sweat? Growler wonders. He leans forward on the table to look at Volo, wondering if there's something he's missing. We already know he doesn't have more money. Isn't this just being mean?
But his family sees something he doesn't, as they often do. He's not the brightest and doesn't pretend to be. He looks back at them and clasps his hands, still leaning on the table, but now looking hunched and defensive. If we're keeping secrets, he thinks, we should talk in code.
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
"Sounds like some of us are ready to jump in." Vera caught Callie's glance when she said this, and she shifted in her seat.
"Oi, every crew needs someone who's willing to take the leap of faith." She leaned forward a tad when she said this, "And I'm proud to say I'll take that leap. I'll take it for Callisto, sure. More importantly I'll take it for family." She flashed a grin that was mostly just teeth before taking a drink. "'Sides, he gave us an excuse to kick some Zhentarim ass as a family."
When Callie mentioned making Volo sweat, Vera snickered, then Growler started his tale from work. A low rumble could be heard in her throat as she failed to understand why he started talking about something that had happened at his job. She was happy to listen to him since this was sort of why they'd gathered in the first place. She simply drank from her glass as he spoke until.
"Anyway, he was making linked sausages."
Vera spit out her mead and began a choked laugh as she finally realized he was speaking in code. She pounded her fist against the table as she simultaneously laughed and tried to cough the fluid out of her lungs. As she hugged the table trying to recover, she also tried to think back and decipher just what her sibling had meant. When she'd finally cleared her airways and discerned the meaning in Growlers tale she sat up and composed herself.
Initiative:19 Action: Movement: 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: 4/17 ~ 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