Callie hadn't recognized any of the (un)lucky gang members in or on the street. She saw from the icy stares that the fools knew they were done for. Surviving the fight only delayed their deaths by a few days, long enough for a sham trial and either the hangsman or the headsman. They might get some help if they were connected well enough, or could afford a bribe, but otherwise they were dead men. Unfortunate, she sighed as she shuffled along, but less competition, I guess.
As she entered "Old Xoblob Shop", she was momentarily taken aback by the extreme purpleness of the place. Everything was purple! Obnoxiously so. As in "no matter how much you like purple, this purpleness is way purpler than even the purplest perp ever purpled" purple.
Callie wasn't exactly the investigative type. Linear thinking wasn't really her specialty, and she had little patience for logical deduction, process of elimination, image association, or connecting the dots. She was quite observant, highly sharp-eyed and very good at reading people, but drawing conclusions from her observations generally tended toward the direct and obvious.
However, even Callie knew that there was no way anyone could sell all this purple crap...okay, the pipe is pretty neat, she thought as she blew and giggled at the bubbles that floated away...and stay in business. It's almost like he doesn't want anyone shopping here, she realized as she picked up and skeptically eyed a petrified mouse before setting it back down and wiping her hands off on a nearby shelf.
A front? she wondered, unfolding a fan to see a picture of a sleeping cat. Fanning herself with a purple cat fan, she 19 on Investigationwondered what it could be a front for.
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 11:09 PM.
Growler doesn't break his stride, but he cranes his neck to get a look at the Watch's arrestees as he passes by. The Dock Ward can be a dangerous place - he knows that as well as anyone - but a half dozen corpses laid out in the street in broad daylight is extreme. He unconsciously leans away from the prisoners when one catches his eye, but logically, he doesn't expect anything to come of it. It's not like the thug is going to rush him just for making eye contact, and he very much doubts he'll see any of the prisoners again. Multiple murders isn't something you pay a fine for.
Maybe Volo was right, Growler thinks. This city is getting more dangerous.
Still, he's not a stranger to the streets, himself. While what he's seen
Dice Intelligence (Investigation) check:
1d20-1
(16)-1
Total = 15
lingers in his mind for the rest of the trip, his mood brightens when he sees the Old Xoblob Shop's stuffed beholder. There's a reason the shop's mascot is a creature with so many eyes; surely, they'll know something about Floon here.
"You sure have a lot of dragon bits in here," Growler says, holding up a vial of dragon blood - or so it claims - between one thumb and forefinger. He holds it up to the window and swishes it in the light. "Should I be worried, or encouraged? I can sell you some toenail clippings if you're interested!"
He puts the vial back where he found it, then picks up a smoking pipe. Turning, he makes eye contact with the gnome, mimicking his movements when they entered. "Well met, shopkeep," he says, then blows into the pipe. A stream of bubbles flows out the other end, floating through the air before popping. Growler pauses a moment, transfixed, then blows into the pipe again, producing more bubbles.
He takes the pipe out of his mouth and stares down at it. "I...like this," he says. "How much?"
AC: 16 || HP: 19 / 19 || Saves: Str +3, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Left hand: Chainmail || Right hand: Pipe that blows bubbles || 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
Ben’s face was a frowning, worried mask as they made their way through the Docks district. Despite growing up amidst all of it’s grime and crime, the artficer couldn’t help but feel a touch out out of place. He was never…quite as much of a scamp as the others tended to be. …And in fact could be a bit of a stick in the mud sometimes.
Nevertheless the corpses and the bandits being led away in chains was still an all-too familiar site. Ben knew enough to keep his head down and stay out of the Watch’s way as they did their business…yet…the sooty artificer made sure to keep the criminals' faces in mind as they passed each other…just in case.
The colorful mess of Xoblob’s store was a welcome reprieve from the grim spectacle outside. Ben was as familiar with the old gnome’s curiosity-shop as anyone had a right to be. He’d give the strange old gnome a nod of greeting, but mostly left the talking and potential favor-trading to folks that didn’t have a habit of being blunt almost to the point of rudeness.
…And then as he watched and listened, the artificer noticed a twitching mechanical spider out of the corner of his eye. Or did it? "I could have sworn that thing was moving when we came in here..." Ben muttered to himself as he tried to keep his mind on the task at hand.
...Still every few minutes or so the artificer kept finding himself glancing at the tiny construct, hoping to catch it in the act.
Barakas kept his head straight to not get the watches attention. But that didn't prevent him from watching the bloodbath in the street and the aftermath with the criminals under arrest.
::The docks haven't changed. Who knows if they are criminals, maybe they were just defending themselves. Doesn't matter to the watch they will just hang them all.::
They arrived at The "Old Xoblob Shop." It hadn't changed much over the years. Barakas made his way inside.
"Hail and well met! Come browse the shelves of the most curious curiosity shop in the world!"
Barakas nodded and replied, "Greetings" as he walked around the shop. He was going to leave the talking to the others In the meantime he walked around and
Dice Investigation Check:
1d20-1
(9)-1
Total = 8
viewed the merchandise. The shop was full of strange stuff and many oddities, well at least in his mind.
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 22nd, 2023 at 11:22 PM.
Tonny finds herself positively skipping with delight to be out in the city with her family. I can't believe after a year we're together again as if nothing had ever happened. she thought as they wound their way through the streets of her city. This is my city, my home.
Even the condensed and perilous streets of Dock Ward did little to diminish the bounce in her step. Turning to see cordoned off altercation Tonwen's eyes took in the scene, her mind racing as she processed the sight before her. It was only moments before she started to hum a little tune, quietly within the group.
In Waterdeep's streets, where shadows lurk,
Thieves and murderers oft do their work.
With dagger drawn and heart of stone,
They prey upon the unsuspecting alone.
But fear not, for the watch is nigh,
Ever vigilant to catch the sly.
With chain and lock, they bind the wrists,
And bring the criminals to justice's midst.
In court they'll stand, their fate to be sealed,
Their deeds recounted, their lies revealed.
No mercy shown to those who take,
Life and property, for greed's sake.
So beware, all ye who would stray,
From the path of virtue, night or day.
For in Waterdeep, the law doth reign,
And justice will prevail, time and again.
When Tonny saw Xoblob's shop, she remembered why she hadn't come this way recently, I wonder if Xoblob remembers me from last time when he had to ask me to leave for after I dropped that precious figurine of a ghastly necrotic dragon, like something from a nightmare. She shrugged as her family lead the way in. It was amazing, just as it always was. I will not pick up anything, I will not pick up anything. Tonwen repeated the mantra again and again under her breath. Then she saw it, the undead dragon idol, it's red haunting eyes peering into your soul from any angle. She stammered But.. but.. it broke.. She marvelled at the intricacies of the piece of art, not at all sure what it was made of. She had no idea how long the gnome had been looking at her when she finally looked up, her cheeks immediately turning red as she put the idol carefully back in its place.
Umm Xoblob, it's fixed, but how. You said it was irreplacable. Oh wow, look at that orb of smoke behind you, I am sure I just saw eyes peering out, red eyes like that dragon. Oh it's the reflection. Haha. she laughed, then remembering there was another reason for coming. She fished out her side belt pouch, making sure it jingled as she did, casting a furtive look at her family on either side.
We were
Dice to persuade +4:
1d20+4
(1)+4
Total = 5
hoping you may be able to help us. We're looking for a little information and were certain that you would be willing to come to an equitable agreement if you would help. We are looking for a gentleman who frequented the Skewered Dragon just a couple nights ago. Floon, a young man, with wavy red hair. Perhaps seen here that night with the one and only Volothamp. She places 1 gold onto the counter in front of the gnome
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.
As the family made their way through the streets, Volo's warning that the city had become more dangerous proved itself true. Three humans, survivors of a skirmish that resembled a bloodbath, were being taken by the city watch. Vera felt a goofy grin growing on her face when her eyes caught the gaze of the three humans, no doubt her bloodied sleeves drawing their attention. She mimed the tying of a hangman's knot, then put the invisible noose around her neck. She grabbed the invisible rope and yanked up above her head with one hand. She let her head go limp, dropping to the side, her jaw opening and her tongue lolling out to the side. She was quickly shooed away, Vera just snickered as she obeyed the guards, she stuck her tongue out at the dead men one last time before she was out of their sight.
As the family squeezed into the old shop Vera's lizard brain kicked into overdrive at the sight of everything. A rumble started in her throat as she began eyeing everything in the store, she'd heard of Old Xoblobs, but she'd never been. The first thing she picked up appeared to be a metal can, she held it up to her ear and shook it. Sand? she thought before dropping the can back where she found it. She darted past her family to the other side of the room and grabbed a small silver bell off the shelf. She went to shake it next to her head only for there to be no sound. Disappointed, she set the bell back down. She quickly switched attention and grabbed a hand fan from near the bell, she unfurled it revealing the image of a sleeping cat. She fanned herself as she looked around the room at what else there was her whole head moving with her gaze.
Her jaw dropped as she spotted something on the wall. She closed the fan and roughly passed it to Barakas without thinking about it. Her footsteps were heavy as she approached the wall. She stared in awe at a flag hanging across the purple wall, she reached up and gently caressed the corner of the fabric. It was a pirate flag, the jolly roger however wasn't the human you expect to see on many a flag, instead the skull and bones belonged to that of a dragon.
"I bet Callisto'd let me fly this on me birthday!" She muttered to herself, entranced by the rectangle of fabric. "This would be perfect for when I captain my own ship. Though I've never been one fer leadership.. Maybe co-captain? Yea that's a thing, oh I wonder if Callisto would co-captain a ship with me!" Vera excitedly fantasized about her future with that flag.
She peeled her eyes away from the many odds and ends offered by the gnome to see her musically inclined sister trying to gather information. Her success didn't seem to be very guaranteed however, while her words were largely fine, it seemed she had a history with Xoblob, and that they perhaps last left on less than favourable standings. Time for the Arabolt family charm. She thought as she made her way towards the proprietor. She had no frame of reference for if her bloodline had charm, and old gnomish man wasn't exactly on her list of attractions, but she was gonna give it a try anyway.
"Oi! There's no way this is the Old Xoblob I've heard so much about my whole life. This gentleman here is far too young to be called an "Old" anything! Surely ye must be his son." She grinned and leaned against the counter. "Now do let Xobby, is Xobby okay? Let him know that my dear sister here is terribly sorry for any trouble she may have caused you in the past. Ye know, I don't think I've ever seen a man quite so clean shav- hang on."She stopped her thought as she spotted something on the counter. "Now how did ye go and do this?" she picked up a card that appeared to be from some sort of fortune tellers deck, the artwork on the card depicted herself. Just as quickly as she flashed the card around to the party while displaying her own face she dropped the card back on to the table. "No, ye know what it's probly magic forget I asked. Anyways as my sister says we're here for information, and I'm sure sure we can make sure we both leave this transaction satisfied."
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
1492 DR, the Year of Three Ships Sailing
Autumn
Sunset
Old Xoblob Shop -
The Gnome behind the counter looks at Tonwen when she passes and says, "Now, you be careful. If I remember right, you've got slippery fingers.", and he smiles.
He look at the pipe Growler had and says, "For you sir. One silver. Now that's a deal. If you wish to pay more, I can tell you the things that pipe has seen, oh yes I could."
To Vera he says, "Oh, do tell. Now flattery will get you everywhere in here, so don't stop. Nice choice, that'll be one silver. "Just let me wrap that up for you."
As he's wrapping up the items for Growler and Vera he says, "Don't know the name, Floon, but now that I think on it, I certainly saw someone with that description. This fellow who was likely Floon by how ye describe him and a well-dressed fellow of similar appearance and bearing were walking past the front of my shop here when they were jumped rough-looking men in black leather armor. I think there were five attackers, but none of them looked familiar. One of them had a black tattoo of a winged snake on his neck.""
Callie saw Growler blowing bubbles on the pipe she'd just been inspecting, and realized that he hadn't wiped it before trying it...just like she hadn't wiped it before she tried it. Suddenly picturing a long line of slobbering browsers and imagining years of piled-on nastiness that she and Growler had just been sucking on, she felt a bit queasy, poking her tongue out and setting a hand across her tummy to calm it. Bleahhh! she thought, though it did make her feel a little better knowing that Growler was still clueless about her revelation. She'd definitely have to bring it up later, preferably during dinner. Of course, knowing Growler, he might not really care.
After Xoblob finished talking, Callie arched a brow at the description of the tattoo. "Winged snake, huh?" Turning to the others, she said, "That sounds like the ones we're looking for."
She turned back to the gnome and asked, "So you saw the guy get jumped...did they rob him and leave him, or drag him off somewhere? And which way did they go, did you see?"
Left Hand:+5 to hit, 1d6 dmgShort sword || Right Hand:+5 to hit, 1d6+3 dmgShort sword || Back: Pack, +5 to hit, 1d6+3 dmgShortbow || Belt:2 Short swords sheathes, quiver, pouch
Skills: Acrobatics +5 || Insight +4 || Perception +6 || Persuasion +4 || Slight of Hand +5 || Stealth +7
Special Abilities: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.Lucky You have advantage on saving throws against being frightened.Brave You can move through the space of any creature that is of a size larger than yours.Halfling Nimbleness You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.Naturally Stealthy You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.City Secrets At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Expertise Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.Sneak Attack During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.Thieves' Cant Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.Cunning Action
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Oh, after all the folderol and hauling over coals stops, what did I learn?
Last edited by The Rat Queen; Nov 22nd, 2023 at 11:10 PM.
Growler prods the end of the pipe around with his tongue, trying to find the most comfortable place for it to sit in his mouth. "Hm!" he grunts to himself. "I think I can taste the magic!"
He turns to the gnome. "I'll take it! And if the pipe has seen the things my friend is asking about, I'll pay for that, too! How much for those stories?"
He blows some more bubbles, then gives the others a look over his shoulder. "Did you hear what he said? Floon was walking with someone else that looked and acted a lot like him. You think he's got a twin? Maybe Volo will pay more if we bring him a pair!"
AC: 16 || HP: 19 / 19 || Saves: Str +3, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Left hand: Chainmail || Right hand: Claws || Mouth: Pipe that blows bubbles || Back: Dungeoneer's pack, Net || Belt: Cook's utensils (incl. knives, frying pan), pouch with money || Pockets: Letter of introduction from employer Claws: +3 to hit, 1d4+1 slashing || Knife: +5 to hit, 1d4+3 piercing || Frying pan: +3 to hit, 1d6+1 bludgeoning || Net: +5 to hit
1492 DR, the Year of Three Ships Sailing
Autumn
Sunset
Old Xoblob Shop -
The Gnome behind the counter responds, "They kept going down the street, to the left there. But if it's information on that winged snake symbol you're looking for, best bet is to ask around at the Skewered Dragon."
"Ha! If you want to end up on the menu, maybe!" Growler has never been accused of genius, but asking about the Zhentarim in a Zhentarim bar? He's smarter than that.
"I guess we've got to get going, huh?" Growler asks his family, then turns back to the gnome, idly blowing bubbles out of his new pipe. "No time for stories today. Maybe I'll come back for those later! Until then, you said one silver, right?"
He opens up his coin purse, but he has nothing but gold inside. He removes a golden dragon and places it on the counter. "You have change, right?"
AC: 16 || HP: 19 / 19 || Saves: Str +3, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Left hand: Chainmail || Right hand: Claws || Mouth: Pipe that blows bubbles || 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
Barakas looked uninterested in the shop as he surveyed the inventory. In truth he was taking a mental inventory to see if there was anything he could use. He overhead the gnome talk about the Skewered Dragon. He also wanted to keep them on track as some of his family tended to get easily sidetracked.
"They kept going down the street, to the left there. But if it's information on that winged snake symbol you're looking for, best bet is to ask around at the Skewered Dragon."
"I guess we check out the Skewered Dragon and get our answers"
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
As Ben kept his watchful vigil, information was traded, plans and purchases were made, and finally directions were given.
The plot had thickened. There was another Floon? And they'd both been assaulted by men in black! Was this a setup? Were they walking into a fiendish Zhent trap? They’d soon find out!
…In the meantime, the sooty artificer had popped up in middle of everything holding his newly acquired mechanical buddy. “...Say, how much for the spider?”
"No, I guess we don't!" Growler looks over at Barakas. "The flying snake, that's a Zhentarim thing! You want to go down to the Skewered Dragon and start asking questions about it? If we do that, we're gonna go missing next!
"We know where Floon went. That's why we're here! Let's go get him."
AC: 16 || HP: 19 / 19 || Saves: Str +3, Dex +3, Con +4, Int -1, Wis +1, Cha +2
Left hand: Chainmail || Right hand: Claws || Mouth: Pipe that blows bubbles || 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