1492 DR, the Year of Three Ships Sailing
Autumn
Sunset
Volo returns to the table and says, "I really would like for you to do this for me, especially with the way you handled those thugs, that Troll and those Stirges. But, if you'd rather hold out for something more....?
Callie smiled at Volo as he returned. "We've discussed the matter, Mr. Volo, and have decided to accept your offer. We're familiar with the Skewered Dragon and can begin right away!"
Holding out her hand, she adds with a polite cough, "Not to be too mercenary about the matter, but we'll need that ten gold each up front. I wasn't actually lying about the need for bribes and such, plus we may need some supplies once we get a little more information."
She kept a close eye to make sure everyone got their gold, then waited to see if there were any follow up questions for Volo, though truth be told, she was anxious to begin once they had decided to take the case. It felt like forever since the group had gotten into mischief together and she was practically beside herself with giddiness. She was so happy to be on an adventure with her family, she would've almost taken the job for free!
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 11:10 PM.
Ben scratched the back of his head thoughtfully at the conversation going back and forth. He didn't have much to add, being more interested in helping out and protecting his family than in wringing more money out of Volo. Still, he'd not object to a bit of advance pay. Money's money after all.
In the end Ben just shrugged. “As I said, where my brothers and sisters go, I go.” And despite the potentially dangerous situation they might be walking into, he’d give them all a grin. “And there’s no chasing me off this time.”
Last edited by Citizen Sam; Apr 4th, 2023 at 01:35 PM.
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
Tonwen gazed up at Volo as he rejoined the table. Her cheeks were plump and rosy, and her eyes were big and guileless. When her siblings pledged their backing for his expedition, she flashed him her most delightful and endearing smile; This adventure will be our pleasure to undertake, we have but
Dice Persuasion +4:
1d20+4
(9)+4
Total = 13
one additional condition, all rights to this story belong to us. She spreads her arms in an encompassing gesture, clearly indicating her family around her.
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.
Barakas nodded in agreement with his brother and sisters. He would go to protect them. The money wouldnt hurt either.
"It is agreed we will all go. Sounds like you got a crew. Need that partial payment up front of course as the others explained the need get things rolling."
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; Apr 8th, 2023 at 09:48 AM.
1492 DR, the Year of Three Ships Sailing
Autumn
Sunset
Volo hands over the promised payment of 10 gold to each of you and says, "I am glad to hear it. I have been sleepless and unable to work since Floon has disappeared. Oh, yes, by all means Tonwen. Your story in all this is certainly your own."
Though he is in agreement, he Made a higher opposing roll vs Tonwen's persuasion rolldoesn't seem overly persuaded by Tonwen's words.
Callie took her gold with a mock-curtsey and tucked the money away without bothering to count it. She doubted Volo would be foolish enough to cheat so obviously before they had performed their task. And even if he did...well, how hard could it possibly be to find him?
"You've got yourself a search and rescue team, Mr. Volo!" she chirped happily. "Your bard friend is as good as rescued!"
Turning toward the others, she grinned and asked, albeit in a more subdued volume, "Shall we make plans? Let's start by discussing what we know of The Skewered Dragon and the Zhentarim in particular?"
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 11:10 PM.
Volo hands out an initial payment. Barakas slips his payment into his pocket without much thought.
Turning toward the others, she grinned and asked, albeit in a more subdued volume, "Shall we make plans? Let's start by discussing what we know of The Skewered Dragon and the Zhentarim in particular?"
"I afraid that I know only rumors and nothing more."
Rumors were everywhere. Some were seeped in truth but most of them were vast exaggerations or complete malarky.
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
"Thank you!" Growler says, accepting the down payment. "We'll have Floon back in one piece before you know it! Two at most."
Ten gold and free meals? Growler thinks to himself. I've been back with my family for an hour and we've already saved a life, slain monsters, and made ourselves a great deal! Why did we wait a year to meet up again?
"Now I just need the food to get here, and this'll be the best day I've had in a long time," Growler tells the others with a beaming smile. "Oh, what the hells, it already is! Now, let's see..."
He strokes his chin with a clawed hand. "I don't think I know anything about the Zhentarim that you all wouldn't know already. The Skewered Dragon, though...I know I've heard my bosses say something about that place..."
Growler narrows his eyes, Growler is going to add his proficiency bonus with cook's utensils to an intelligence check, under the assumption that the Skewered Dragon serves food as well as booze. This may be a stretch, but it seems in line with a lot of the expanded tool use rules in Xanathar's Guide to Everything.
Move: Action: Bonus action: Reaction: Conditions: None Concentrating on: What his employers have said about the Skewered Dragon. 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
Tonny holds out her open palm for the payment, her mind lost in the thought of new stories and adventure, when a familiar sound pierces through the haze of her thoughts - the distinct chime of coins landing in her palm. It's a sound that instantly transports Tonwen to a different time and place.
She's taken back to the first time she went busking, playing her lyre on a busy street corner. She remembers the excitement and nervousness she felt as she strummed the chords, hoping to catch the attention of passersby. The sound of coins dropping into her hat was like a reward for her performance, a validation of her talent and effort.
She can vividly recall the clinking of different coins - the high-pitched ring of nibs, the dull thud of shards, and the satisfying clunk of dragons. Each coin had a distinct sound, and she could almost feel the weight of them in her hand, as if the memory was playing out in real-time.
The memory of the coins landing in her palm triggers a flood of other sensory recollections. Tonny remembers the warmth of the sun on her face, the hum of the city around her, and the smiles and nods of passersby who appreciated her music. She recalls the thrill of counting her earnings at the end of the day, feeling a sense of accomplishment and pride in her craft.
Growler's deep voice snaps Tonwen back to the present, but the memory lingers, bringing a smile to her face. Huh... what... Oh the Skewered Dragon... ummm. Tonny looks up in an effort to
Dice Intelligence + Performance +2:
1d20+2
(4)+2
Total = 6
dislodge any memory of perhaps playing in the Dragon. Isn't that the one at the end of Waterdeep Way, below the Griffon. I have played there before, very basic, but I didn't know it was a Zhentarim hold out.
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 vigorously snatched the coins from Volos hand, nearly scratching his palm with her clawed fingers. The rumbling click in her throat was fast and high as she inspected the coins. She quickly deposited them in her coin pouch and was about to join her family in planning before noticing Volo was still standing there. She waved him off while making a motion that they needed to plan now.
"I may be familiar with the place, but I've only actually been there the one time. All I know is the Zhents are there, and me and Callisto think their ale tastes like the rear end of a cow." She paused to take a drink from a nearby mug, she didn't care if it was hers or not.
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
Callie wasn't thrilled about the lack of collective knowledge, but it was a start, at least. "I could go ask Yagra," she mused, looking for the half-orc they'd backed up earlier. "She might know something."
Hopping down, she threaded her way through the crowd like a minnow through coral, seeking her friend out. Once Callie found her, she waited until the half-orc wasn't busy before moving in to chat.
"Hey, you doing okay?" she asked, partly by way of greeting, and partly because she was a bit worried about lingering bloodlust. She'd given that thug a near-fatal beating and didn't want to set her off again. "Lemme ask you something. Do you know anything about The Skewered Dragon? Or the Zhentarim?" she asked, pitching her voice to keep the conversation between them. The last thing they needed were prying ears.
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 11:10 PM.