Features: Monk:While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.Unarmored Defense | While you are unarmed or wielding only monk weapons and you aren’t wearing heavy armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.Martial Arts | You can spend Ki Points to fuel ki features. You have 4 points per short rest and your Ki save DC is equal to 8 + Prof Bonus + Dex Modifier. Ki | After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.Flurry of Blows | You can spend 1 ki point to take the Dodge action as a bonus action on your turn.Patient Defense | You can take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.Step of the Wind | Your speed increases by 10 feet while you are not wearing armor or wielding a shield.Unarmored Movement | You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +7. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.Deflect Missles | You gain a special ranged spell attack with a range of 30 ft. that uses your DEX modifier and deals radiant damage equal to your Martial Arts die. We can use our martial arts to make a bonus action attack with this feature when we take the attack action on our turn, in addition, once we gain the stunning strike feature, we can use that feature when we hit a creature with this special attack.Radiant Sun Bolt | You can use your reaction when you fall to reduce any falling damage you take by 20.Slow Fall | Racial:You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.Fey Step
Ember had been half watching the scene unfold at the bar, the half-elven woman seemingly very excited about her latest work, the customer on the other hand seemed less enthusiastic to say the least. When the canvas was finally opened it revealed a finely crafted gauntlet, which Ember guessed had taken serious effort to create, even though the customer seemed confused by the item completely. The half-elven smith beaming as she named the item, a moment before the other asked for a drink.
Just then two other figures came in a Dragonborn and a Firbolg an unusual pairing. Tommen looked to Ember telling him to keep an eye on the pair as he jumped up and asked what he could do for the pair. Ember chuckled softly he had been working as a bouncer long enough to recognize the people who could easily cause trouble and was wise enough to keep an eye on them. Ember said nothing in response standing stoically by the bar, half interested in the blacksmith and her customer, and the other half looking towards the new arrivals.
Hexblade Curse (Inactive)
Vow of Enmity (Inactive) Actions 1
[B]Move[B]:
[B]Action[B]: Bonus: Action Time Elapsed:
Spells:Attack: +6 Damage: +4 when applicableSpell Attack, 14Spell Save DC, 1st: 4 | 2nd: 3Spell Slots Known: Cantrips: Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1dlO force damage.
The spell creates m ore than one beam w hen you reach
higher levels: two beam s at 5th level, three beam s at
11th level, and four beam s at 17th level. You can direct
the beams at the same target or at different ones. Make
a separate attack roll for each beam.Eldritch Blast,
Enchantment Cantrip
CAST
At Will
Customize
Casting Time:
1 action
Range/Area:
Self
Components:
S, M(a small amount of makeup applied to the face as this spell is cast)
Duration:
Concentration, up to 1 minute
Source:
PHB, pg. 244
For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn’t hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM’s discretion), depending on the nature of your interaction with it.
This spell’s damage increases by 1d8 when you reachFriends, Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dismiss it as an action. The hand vanishes if it is
ever m ore than 30 feet away from you or if you cast
this spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out of a vial. You can
move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry
m ore than 10 pounds. Mage Hand, Conjuration cantrip
CAST
At Will
Customize
Casting Time:
1 action
Range/Area:
30ft.
Components:
V, S
Duration:
1 minute
Source:
PHB, pg. 256
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.
5th level (2d10), 11th level (3d10), and 17th level (4d10).Mage Hand, Transmutation Cantrip
CAST
At Will
Customize
Casting Time:
1 action
Range/Area:
10ft.
Components:
V, S
Duration:
1 hour
Source:
PHB, pg. 267
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Prestidigitation, Necromancy Cantrip
CAST
At Will
Customize
Casting Time:
1 action
Range/Area:
Touch
Components:
V, S
Duration:
Instantaneous
Source:
PHB, pg. 277
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.Spare the Dying, 1st-level enchantment
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round
You speak a one-word com m and to a creature you can
see within range. The target must succeed on a Wisdom
saving throw or follow the com m and on its next turn.
The spell has no effect if the target is undead, if it
doesn’t understand your language, or if your com m and
is directly harmful to it.
S om e typical com m ands and their effects follow. You
might issue a com m and other than one described here.
If you do so, the DM determines how the target behaves.
If the target can’t follow your com m and, the spell ends.
Approach. The target moves toward you by the
shortest and most direct route, ending its turn if it
moves within 5 feet of you.
Drop. The target drops whatever it is holding and then
ends its turn.
Flee. The target spends its turn moving away from
you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn’t move and takes no actions.
A flying creature stays aloft, provided that it is able to
do so. If it must move to stay aloft, it flies the minimum
distance needed to remain in the air.
A t Higher Levels. W hen you cast this spell using
a spell slot o f 2nd level or higher, you can affect one
additional creature for each slot level above 1st. The
creatures must be within 30 feet of each other when
you target them. Command,
TransmutationCantrip
CAST
At Will
Customize
Casting Time:
1 action
Range/Area:
30ft.
Components:
V
Duration:
1 minute
Source:
PHB, pg. 282
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy 1st Level: 1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within
range. Until the spell ends, you deal an extra 1d6
necrotic damage to the target whenever you hit it with
an attack. Also, choose one ability w hen you cast the
spell. The target has disadvantage on ability checks
made with the chosen ability.
If the target drops to 0 hit points before this spell
ends, you can use a bonus action on a subsequent turn
o f yours to curse a new creature.
A remove curse cast on the target ends this spell early.
At Higher Levels. W hen you cast this spell using
a spell slot of 3rd or 4th level, you can maintain your
concentration on the spell for up to 8 hours. W hen you
use a spell slot of 5th level or higher, you can maintain
your concentration on the spell for up to 24 hours. Hex, 1st Level Evocation
Regain 1d8+4 Hit Points
Customize
Casting Time:
1 action
Range/Area:
Touch
Components:
V, S
Duration:
Instantaneous
Source:
PHB, pg. 230
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.Cure Wounds, Casting Time:
1 hour
Range/Area:
10ft.
Components:
V, S, M(10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration:
Instantaneous
Source:
PHB, pg. 240
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.Find Familiar, Healing Word
1st Level Evocation
Regain 1d4+4 Hit Points
(Unaffected: constructs, undead)
Customize
Casting Time:
1 bonus action
Range/Area:
60ft.
Components:
V
Duration:
Instantaneous
Source:
PHB, pg. 250
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.Healing Word, Shield
1st Level Abjuration
Casting Time:
1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area:
Self
Components:
V, S
Duration:
1 round
Source:
PHB, pg. 275
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.Shield Level 2: Hold Person
Concentration
2nd Level Enchantment
Casting Time:
1 action
Range/Area:
60ft.
Components:
V, S, M(a small, straight piece of iron)
Duration:
Concentration, up to 1 minute
Attack/Save:
WIS 14
Source:
PHB, pg. 251
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.Hold Person,
Mind Spike
Concentration
3d8 Damage
Customize
Casting Time:
1 action
Range/Area:
60ft.
Components:
S
Duration:
Concentration, up to 1 hour
Attack/Save:
WIS 14
Source:
XGtE, pg. 162
You reach into the mind of one creature you can see within range. The target must make a Wisdom saving throw, taking 3d8 psychic damage on a failed save, or half as much damage on a successful one. On a failed save, you also always know the target’s location until the spell ends, but only while the two of you are on the same plane of existence. While you have this knowledge, the target can’t become hidden from you, and if it’s invisible, it gains no benefit from that condition against you.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.Mind Spike
Characteristics:
Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.Favored by the Gods,
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.Hexblade's Curse,
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon’s type.Hex Warrior, 60 FeetDarkvision, At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.
Pact of the Chain
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction.Pact of the chain,
AV on ST vs charm, cannot be put to sleepFey Ancestry,
When you attempt to recall lore, you know exactly where to find it.Researcher, When you kill enemy, gain temp hp cha+Warlock LevelDark Ones Blessing, add Cha mod to EBAgonizing Blast, EB push 10 FeetRepelling Blast, Use sorc points for a bonus spell slot or vice versa: 1=2 2=3 3=5 4=6 5=7Flexible Casting , Common, Elvish, Dwarvish, Abyssal, Infernal, Draconic Languages, simple weaponsWeapon Proficiency, Light ArmorArmor Proficiency,
Inventory: , Platinum = 0
Gold = 9
Silver = 0
Copper = 0 Gold, Backpack, Common Clothing - 1 setClothes, Crowbar, Hammer, 10Piton, 9Torch,10Food Rations, 50 FeetHemp Rope, Black Ink, Quill, 10 FeetString, Tinderbox, Waterskin, Small Knife, Letter from an dead colleague posing a question, Arcane FocusWand, Wondrous item, uncommon (requires attunement) While wearing these gloves, climbing and swimming don't cost you extra movement , and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.))Gloves of climbing and Swimming
Belkas stared longingly at his soon to be tower for a moment longer. He turns and heads towards the interior of the castle. The wind blows open his coat, exposing his newly forged breastplate, he tightly grasps the wicked looking dagger. As he walks, he speaks to his old friend out of habit. "I guess we should go find out what Moonbrook and that pet of hers are up to. There's not much to do here yet."
He glances over his shoulder back towards the ruined tower once more. "Not Yet."
He makes his way towards the clearing, more out of curiosity and boredom than anything else.
__________________
Everyone has a plan, until they get punched in the face. ~Mike Tyson
Last edited by Spizzow; Jan 9th, 2020 at 12:38 PM.
Features: Half-Orc:When you score a critical hit, roll one of the dice an additional time and add it to the extra damage.Savage Attacks Bard:You can add half your proficiency bonus, rounded down ( +1 ), to any ability check you make that doesn’t already include it.Jack of All Trades | If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.Song of Rest
Orc When you are reduced to 0 HP but not killed, you can drop to 1 HP instead once per long rest.Relentless Endurance [ ]
Bard As a bonus action, a creature (other than you) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.Bardic Inspiration | A creature that has a Bardic Inspiration die from you can roll that die and add the number rolled to a weapon damage roll, or, when an attack roll is made against the creature, it can use its reaction to roll the die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.Combat Inspiration [ ][ ][ ]
Spell Slots 1st [ ][ ][ ][ ] 2nd [ ][ ][ ]
Waugh hunkered down against the freezing rain sluicing down his cloak. The horse's body was warm beneath him, and he took a moment to consider the changes in his life. Orcs were not great equestrians, preferring the taste of horseflesh to its other uses. When the tribesmen did ride, they preferred mounts with a little more bite to them, not that Waugh had been important enough to merit such a thing in any case. Now he rode an animal whom he had become increasingly fond of over the past few days, at the head of a column of marching soldiers.
He was not so naive to think that his position had much to do with himself, not nearly so much as it had to do with his two... companions? He supposed the word was as good as any. Friendship was a reasonably new concept he had encountered among the humans and other races, but he was fairly certain it did not apply in this case. Certainly not yet, if it ever would. But he respected these two, at least. An odd sensation to feel towards non-orcs.
He considered Rowan's words as they rode onwards. The road was new? The orc tribes had never constructed much beyond simple shelters and fortifications. They moved too much to make permanent structures worth the effort. But apparently this newly reclaimed castle justified so many resources.
Hakoom | Male Red Dragonborn: Paladin (4) | Level 4
HP: 43/43 (Temp: 0)| AC: 21 (23 with shield of faith) | Speed: 30' | Hit Dice: 4/4d10 | Lay on Hands: 20/20 | Status: Fire Resistant Languages: Common, Draconic
Str 10 (+0) | Dex 20 (+5) | Con 16 (+3) | Int 8 (-1) | Wis 15 (+2) | Cha 16 (+3)
Initiative +5 Inspiration No Proficiency Bonus +3
Saving Throws All +1 due to cloak Wis +5, Cha +6 Skill Proficiencies Deception +5, Insight +4, Persuasion +5, Stealth +7, Thieves Tools, Dice. Passive Perception: 12 Darkvision: Don't have
Features: General:Resistant to fire damage, dragon breath.Draconic Ancestry | You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Criminal Contact Paladin:The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end o f your next turn, you know the location o f any celestial, fiend, or undead within 60 feet o f you that is not behind total cover. You know the type (celestial, fiend, or undead) o f any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence o f any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.Divine Sense | Your blessed touch can heal wounds. You have a pool o f healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number o f hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool o f healing to cure the target o f one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use o f Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.Lay on Hands | Starting at 2nd level, when you hit a creature with a melee w eapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the w eapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum o f 5d8. The damage increases by 1d8 if the target is an undead or a fiend.Divine Smite | While you are wearing armor, you gain a +1 bonus to AC.Fighting Style: Defense | By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health | When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath o f Devotion, the Oath o f the Ancients, or the Oath of Vengeance, all detailed at the end o f the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list o f associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number o f spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.Sacred Oath (Vengeance) | As an action, you can target one undead within 30 ft. to force a WIS saving throw (DC 13). On failure, the target must obey your commands for 24 hours, or until you use this feature again. An undead with a CR equal to or greater than 4 is immune.Channel Divinity: Control Undead | As an action, each creature of your choice that can see you within 30 ft. must make a WIS saving throw (DC 13). On failure, the target is frightened of you for 1 minute. If it moves more than 30 ft. from you, it can attempt another saving throw.Channel Divinity: Dreadful Aspect
Spell Stats
Spellcasting Ability: Charisma
Spell Save DC:13
Spell Attack Bonus: +5
Cantrips: 0
Spell Slots Level 1: Paladin: 3/3
Hakoom walked along the path towards the tavern, he took everything in, but you wouldn't see any emotion of joy and wonder fill his face. His body was still a little sore from the internal damage that had been dealt to him during the fight. The lack of a god to channel his divine spells forced him to use his own life force, sometimes it would pass through like it would if he were connected to a god, but others, it would eat away at him, take a piece of him within the spell, those who saw him in battle knew.
When he fought the orcs, he would seek out those who were of the faith of Gruumsh, and strike at them, when they were close to death, he would make sure by casting death touch on them. It made him bleed from his mouth, nose and eyes, but he didn't care, the death of a worshipper of an evil deity was more than worth it, some may say that he smiled at their deaths and enjoyed the pain it brought. He couldn't lie, he did enjoy it.
He would have probably died in that fight, but fortunately he was blessed with a partner, a Firbolg known as Blackroot, who aided him when he needed it. As well as kept up with him in battle and seemed to enjoy it as much, if not more than himself.
When the battle had ended and the ceremony began for the victors he noticed someone and wished to speak with her, but he had found out that she had left shortly after. He learned of the party that she was a part of and decided that they would be the best to speak to.
The group was named Sakura Company, he made note of that and wished to find them. He had asked Blackroot to come with him, turned out he was looking for someone as well and they agreed to go together. He learned during the orc fight that the towering creature may be crazier than he even expected and wondered what he was like out of combat, in a normal setting. Because in combat, they seemed like a good pair, but that, he found out, was where it ended. They were complete opposites in a normal setting, often having Hakoom shake his head and argue with Blackroot's comments. Deep down, he liked it though, it made him feel normal and was a good distraction for him.
They now stood at the front of the tavern, it looked as if it was still being worked on, but there were people wandering about in and out of the place, so he assumed it was open. He looked over to Blackroot.
"Alright, we made it, now remember, this place looks new, don't be wrecking anything and scare off the people in there. Our goal is to find, uh, um, oh for hells sakes what was her name again!? She had an old woman's name, started with a G, something like Grendal, Grenna? Grupple? Gloria? Why didn't they right it down for us? Blasted names, I hope you remembered, and she better have what you need. We've been walking forever, and no sign of that Sakura group, nine hells!" He said, his voice high pitched and gravelly (think early cartoon Cobra Commander).
He stood there and waited for him to reply before going in.
Control Undead (Inactive)
Dreadful Aspect (Inactive) Actions 1
Move: Action: Bonus: Action Time Elapsed:
Last edited by The Dark Star; Jan 10th, 2020 at 01:59 PM.
Haaliryl was at a loss for words at the package in front of her. She was expecting something... longer, thinner and less bulky. What she got was anything but.
Valanthe
Upon hearing that name, she turned her head almost instantly towards Tivadar. If she was staring at Kate with her death glare, this stare was easily ten times worse. Only her eyes were visible from under the hood and the cowl, but it was more than enough. Tivadar knew better than to use her child name, and yet he consistently did so.
Seemingly unfazed by the stare, Tivadar opened the package and ordered a drink, and Haaliryl looked at the metal gauntlet, somewhat irritated.
She raised her eyebrow and looked at Kate.
"Kate? Uhh, I don't know how to tell you this, but... This isn't a sword. What am I supposed to do with this? I can't stab anyone with a gauntlet."
__________________ "CARPE DM: SIEZE THE DUNGEON MASTER."
Last edited by MasterMind007; Jan 9th, 2020 at 05:40 PM.
Str 16 (+3) | Dex 14 (+2) | Con 15 (+2) | Int 10 (+0) | Wis 11 (0) | Cha 19 (+4)
Initiative +2 Inspiration No Proficiency Bonus +2
Saving Throws Wis +2. Cha +6 Skill Proficiencies Animal Handling +2, Athletics +5, History +2, Perception +2, Persuasion +6 Passive Perception: 12
Dantas woke with a start, hair plastered on his forehead and face dripping in sweat. Ice, the mastiff, nuzzled his hand and whined. As his breath calmed, he slumped back into bed. This wasn't the first time he had had this particular dream. Barely a night went by without seeing his family's chessboard blown up to massive proportion. This was the farthest he'd ever gotten though, the only time he'd heard Vecna speak since before he was granted the castle Rivenroar.
That was when he saw him, illuminated against the window by a flash of lightning. Dantas sat up again, ready to heave the covers from the bed. "Who-"?
Lightning flashed again, and he blacked out.
~ ~ ~ ~ ~
"Mmmm, Greta," Dantas mumbled, shielding his eyes. He stifled the rebuff on his tongue. Even disowned, he could hear Cal's voice counseling him. You are a lord now, Dantas. Act like it."Thank you."
Dantas waited for her to leave before moving, enjoying the last remnants of comfort before another busy day. Once, he had fled to escape his brothers' shadows. The time since had been some of the happiest of his life. He had explored ancient ruins, fought in great battles, made lasting friends. He had lived a story, just like he wanted. None of it had been as taxing as the months since coming back to Rivenroar, a Baron instead of an adventurer.
Sighing, he rolled from the bed, shaved, and dressed in a shirt the color of ripe olives and a woody brown overcloak. Last of all, he attached Stormbringer to his waist. Before leaving, he stopped once more by the bed and rested a hand on Twinkle's wrinkly head. Scratching between the folds of extra skin, he mused, "Who's Spardos, boy?"
He ventured out alone, nodding to a guard or two on patrol but otherwise keeping to himself until he entered the dining area where his uncle sat waiting. For a time, he had barely been able to look at his uncle. The grim face reminded him of how much he had lost and how quickly. Now, he was used to it. He felt only the slightest pang of regret when he opened the door. "Uncle," Dantas said in greeting.
The blond-haired warrior pulled up a seat near his uncle and pulled a portion of the midwinter pudding towards him. At the same time, he held up a hand, halting his uncle before he could jump directly into business. "Do know you where Belkas is? I need to speak with him."
Last edited by Nasrith; Jan 10th, 2020 at 05:32 PM.
Str 12 (+1) | Dex 19 (+4) | Con 14 (+1) | Int 16 (+3) | Wis 18 (+4) | Cha 9 (-1)
Initiative +4 Inspiration No because Montage NEVER GIVES IT OUT Proficiency Bonus +3
Saving Throws Int +5, Wis +6 Skill Proficiencies Animal Handling +6, Athletics +3, Nature +5, Perception +6, Survival +6, Herbalism Kit, Pan Flute Passive Perception: 16 Darkvision: 60'
Features: General:Advantage on saving throws vs charmed, and magic can't put you to sleep.Fey Ancestry | You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance | You can attempt to hide even when you are only lightly obscured.Mask of the Wild | You learn two cantrips of your choice from the wizard spell list (infestation and thunderclap. You learn one 1st-level spell from that same list (find familiar and can cast it at its lowest level once per long rest. Feat: Magic Initiate (Wizard) Druid:You can cast prepared druid spells using WIS as your spellcasting modifier (Spell DC 14, Spell Attack +7) and prepared druid spells as rituals if they have the ritual tag. You can use a druidic focus as a spellcasting focus.Spellcasting | As an action, you can magically assume the shape of a CR 1/2 beast that you have seen before and does not have a flying speed twice per short rest. You can stay in beast shape for 2 hours before reverting back to your normal form (or as a bonus action earlier or if you fall unconscious, drop to 0 hit points, or die).Wild Shape | You learn to speak, read, and write Sylvan, and beasts can understand your speech, and you gain the ability to decipher their noises and motions.Speech of the Woods | As a bonus action, you can magically summon a spirit to a point you can see within 60 ft. that lasts for 1 minute (or until you're incapacitated). The spirit creates an aura in a 30-ft. radius around that point and can be moved up to 60 ft. as a bonus action. The spirit's aura effect depends on its type: Bear, Hawk, Unicorn
Bear Spirit.*The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain*advantage*on Strength checks and Strength saving throws while in the aura.
Hawk Spirit.*The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have*advantage*on Wisdom (Perception) checks while in the aura.
Unicorn Spirit.*The unicorn spirit lends its protection to those nearby. You and your allies gain*advantage*on all ability checks made to detect creatures in the spirit’s aura. In addition, if you cast a spell using a spell slot that restores hit points to any creature inside or outside the aura, each creature of your choice in the aura also regains hit points equal to your druid level.Spirit Totem
Spell Stats
Spellcasting Ability: Wisdom
Spell Save DC:14
Spell Attack Bonus: +7
Cantrips: 5
Spell Slots Level 1: 4
Level 2: 3
It had been months since Anastrianna last spoke to the Eladrin general Laucian Liadon. More than enough time for her to internalize and reflect on his words. She knew there was truth to what he had said, and yet, the anger she felt for so long was not so easily suppressed. Still, she was trying, and so at the mention of the half-orc Arius, Anastrianna's face remained impassive; the internal conflict apparent only from the clenching of her left hand into a fist.
She was trying, but she wasn't there yet.
"I should have a backpack made for you. Then you could carry your own snacks," she replied to the blink hound, but she unslung her pack all the same. The only surprising part of Nix's request was that it took him that long to make it.
With a shake of her rain-soaked head, Anastrianna pulled out the dried venison and then winced against the sudden cold. The voice drew her attention and she looked up toward it. As if in a daze, but really just in shock, she reached up and pulled back her hood, as though the act gave her a better view of the creature.
A satyress? she thought to herself as she threw Nix a questioning look. The hound knew more about most fey than she did, given where he was from.
"Yes," she called back, her voice guarded. "We have been here before. Many times, as you say. My friend believes this area has a strong connection to the Feywild." Perhaps the presence of the satyress explained why.
"We have travelled much of this land, from here to the mountains, far to the west, but we have never seen one of your kind. As you can see, and as I am sure you already know, you do not need to travel to see new wonders in the world."
Last edited by G in Japan; Jan 11th, 2020 at 12:49 AM.
Blackroot had never been to a human settlement before. He gawked at the sights, straining his neck left and right at every new thing. The houses were so small. And the castle, he had never seen a building made of stone. What a strange place this was.
It had been a long long road to get here and he had fought his way thought every mile. There were gnolls and wild beasts in Duskwood forest. Brigands and more fell creatures harassed him in the plains of Elsir. And more recently, he battled the orcs. In the midst of that battle, he met Hakoom. The dragonborn warrior was on a seemingly suicidal mission to stamp out the orcish shaman. Hakoom had an overwhelming hatred for the gods. Blackroot saw a kindred spirit, for he had been spurned by the god of the firbolgs. So he healed and blessed Hakoon with the powers of the sea goddess, Melora. Together, they were unstoppable.
And now Blackroot was stuck with the guy. The odd couple worked their way through the village, searching. Blackroot was looking for a long lost friend, a girl named Rohana. Word on the street was that the person to ask was a woman named Greta Copperworth. And where better to find her than at the local tavern.
Hakoon had already forgotten the woman’s name. Some help he was. "Greta Copperworth is who we are looking for," Blackroot said in a smooth deep voice (think Barry White). " Let’s go in here and ask around."
Blackroot entered the inn. It was small and cramped, especially if you were a ten foot tall half-giant. Blackroot immediately felt claustrophobic. Firbolg structures rarely had walls, much less ceilings. He instinctively grasped his warhammer. "This place could use some fresh air. Maybe I should knock down a few of these useless walls." he grumbled to himself, but loud enough for the whole place to hear.
His destructive thoughts were interrupted by a very tiny creature who hopped over the bar and greeted them cordially. Blackroot bent almost in two to look the little fellow in the eye. "Tommen, is it? I’m looking for someone. A woman named Greta Copperworth. Is she here?"
Blackroot looked at the women in the bar, assuming one of them would announce herself as the person in question.
Last edited by Huhart; Jan 12th, 2020 at 12:11 AM.
Hakoom | Male Red Dragonborn: Paladin (4) | Level 4
HP: 43/43 (Temp: 0)| AC: 21 (23 with shield of faith) | Speed: 30' | Hit Dice: 4/4d10 | Lay on Hands: 20/20 | Status: Fire Resistant Languages: Common, Draconic
Str 10 (+0) | Dex 20 (+5) | Con 16 (+3) | Int 8 (-1) | Wis 15 (+2) | Cha 16 (+3)
Initiative +5 Inspiration No Proficiency Bonus +3
Saving Throws All +1 due to cloak Wis +5, Cha +6 Skill Proficiencies Deception +5, Insight +4, Persuasion +5, Stealth +7, Thieves Tools, Dice. Passive Perception: 12 Darkvision: Don't have
Features: General:Resistant to fire damage, dragon breath.Draconic Ancestry | You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Criminal Contact Paladin:The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end o f your next turn, you know the location o f any celestial, fiend, or undead within 60 feet o f you that is not behind total cover. You know the type (celestial, fiend, or undead) o f any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence o f any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.Divine Sense | Your blessed touch can heal wounds. You have a pool o f healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number o f hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool o f healing to cure the target o f one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use o f Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.Lay on Hands | Starting at 2nd level, when you hit a creature with a melee w eapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the w eapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum o f 5d8. The damage increases by 1d8 if the target is an undead or a fiend.Divine Smite | While you are wearing armor, you gain a +1 bonus to AC.Fighting Style: Defense | By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health | When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath o f Devotion, the Oath o f the Ancients, or the Oath of Vengeance, all detailed at the end o f the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list o f associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number o f spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.Sacred Oath (Vengeance) | As an action, you can target one undead within 30 ft. to force a WIS saving throw (DC 13). On failure, the target must obey your commands for 24 hours, or until you use this feature again. An undead with a CR equal to or greater than 4 is immune.Channel Divinity: Control Undead | As an action, each creature of your choice that can see you within 30 ft. must make a WIS saving throw (DC 13). On failure, the target is frightened of you for 1 minute. If it moves more than 30 ft. from you, it can attempt another saving throw.Channel Divinity: Dreadful Aspect
Spell Stats
Spellcasting Ability: Charisma
Spell Save DC:13
Spell Attack Bonus: +5
Cantrips: 0
Spell Slots Level 1: Paladin: 3/3
Hakoom shook his head as Blackroot entered the tavern, with his large stature, he felt that he would hit the roof if he wasn't careful. But he held in his words and walked behind him into the place. He nodded to the others that were inside, placing his hands together and giving them all a silent apology for the large creature entering the establishment.
When Blackroot gripped his hammer and spoke of taking down some of the walls. He grew nervous in that moment, as he had seen him bash orcs with that thing and could see this place crumbling to the ground. He ran up to his front and raised his hands in the air.
"Ah! You will do no such thing! Let go of your hammer, or the only people we'll be speaking to is the guards in a cell you hairy oof." He pleaded to Blackroot, luckily a small figure had appeared behind him, distracting his friend from doing any damage. He turned around, looking at normal height, but when he didn't see anything he looked down and saw it.
"Tommen! Thank you for coming over here, don't mind his words, he's just joking, a real kidder, hehehe, he wouldn't actually bash down the finely crafted, expensive wooden walls of your fine place." He looked back at Blackroot, "Isn't that right Blackroot? *in a whisper - put it away, put it away*" He asked, still looking back at his friend, then without letting him respond he turned back to the halfling.
"But like he said, we are looking for Greta Copperworth, it is important to my friend that we talk to her. Please, for your buildings sake tell us that she is here. I'll even order some ale, or wine, whichever you prefer to serve us, as well as this, on top of the cost for the drinks." He said as he was about to slide a gold coin onto the table, but realized who he was speaking to and instead held it out in his hand for the halfling to take.
Control Undead (Inactive)
Dreadful Aspect (Inactive) Actions 1
"Huh? What's that? What won't I do?" Blackroot told Hakoom, not quite understanding what the dragonborn was going on again. Then it dawned on him. "Oh, he he, I must have been thinking out loud. Sorry." He shrugged his shoulders as if it was no big deal.
"Oh, Look Hakoom. This here is Tommen," Blackroot took hold of the halfling and lifted him up so the barkeep was eye to eye with the tall dragonman. (assume Tommen allows it). "Ain't he cute? He's going to help us!"
Features: Monk:While not wearing armor and not using a shield, your AC equals 10 + DEX modifier + WIS modifier.Unarmored Defense | While you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield, you can use DEX instead of STR for the attack and damage rolls, you can roll your Martial Arts damage die in place of the normal damage, and when you use the Attack action on your turn, you can make one unarmed strike as a bonus action.Martial Arts | You can spend Ki Points to fuel ki features. You have 4 points per short rest and your Ki save DC is 14.
Flurry of Blows - After you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action.
Patient Defense - You can spend 1 ki point to take the Dodge action as a bonus action on your turn.
Step of the Wind - You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.Ki | Your speed increases by 10 feet while you are not wearing armor or wielding a shield.Unarmored Movement | You can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 +7. If you reduce damage to 0 and have a free hand, you can spend 1 ki point to make a ranged attack (as with a monk weapon) with range 20/60.Deflect Missles | You gain a special ranged spell attack with a range of 30 ft. that uses your DEX modifier and deals radiant damage equal to your Martial Arts die. When you take the Attack action, you can spend 1 ki point to make the special attack twice as a bonus action and you can use this attack as any of the attacks using the Extra Attack feature.Radiant Sun Bolt | You can use your reaction when you fall to reduce any falling damage you take by 20.Slow Fall | Racial:You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a short or long rest.Fey Step
Ember had been watching the goings on as the Dragonborn and Firbolg came in hearing the half orc talk of breaking down walls. His eyes watching them closely, so long as they did not cause trouble they would be fine. However when the Firbolg picked up Tommen Ember moved away from the bar with graceful speed as if his feet had barely touched the floor as he moved.
"I suggest you put Tommen down and learn some manners, that or find another place to seek your acquaintance."
Hexblade Curse (Inactive)
Vow of Enmity (Inactive) Actions 1
[B]Move[B]:
[B]Action[B]: Bonus: Action Time Elapsed:
The two magically created mastiffs, Twinkle and Ice, padded along behind their master as he descended the stone steps towards the kitchen and small dining area.
Hallal Rocannon
As he entered, Lieutenant Barnes saluted Dantas, and returned to his guard position by the door. It wasn’t a month into construction of the Castle that Dantas found himself with a few dozen folks at his slowly constructed walls, greeting him with a familiar face: Barnes Ambergem, the deserter from Bordrin’s Watch, who Sakura Company decided to let go on his way with armor and some provisions, with the promise that he’d see to his family and then turn himself into authorities.
Well, it would seem the authorities of whichever town nearby heard about Rivenroar being reconstructed and the new Baron on its throne, and whether as a sign of… acceptance in some strange way, decided to send “laborers”.
Hallal wasn’t opposed to the idea of indentured servants mind you, but he liked the idea of letting people work at where their skills could benefit the whole. Barnes had apparently stayed true to his word, and honor was a quality not found in many these days, so Hallal recommended these men form the first guard of the castle.
Barnes, eager to prove himself worthy of the second chance given to him months before, was clearly more than capable of encouraging, disciplining, and leading the growing contingent of recruits who sought to serve the new Baron of the region.
As Dantas sat at the table, his Uncle was indeed about to speak when you cut him off. Slightly annoyed, he shakes his head. "Unfortunately I do not have the luxury, or inclination to be honest, of tracking your companions whilst there is so much work to be done. I believe he may have headed towards the South-West tower after eating, not more than 15 minutes ago. Whether he is still there or not, I care less than what I’m about to tell you."
Moving a few parchment papers around to spread them out, Hallal clears his throat and begins to read through what appear to be progress reports, "The keep’s initial reconstruction has been completed, with the first two floors completed to your request, and leaving the third level in a safe, but incomplete state, in order to erect a defensive wall around the surrounding structures outside the immediate courtyard, thus providing added protection to the workers and their families currently engaged in construction at Hanami Castle. This has also included the requested Cherry Blossom Tree landscaping as requested, at a rather hefty expense I should add, although your friend Anastrianna has helped that process go much smoother than it likely would have otherwise."
Flipping a parchment sheet, he looks at another piece of paper, "The Rose and The Thorn, your friend’s establishment, is about a third complete. It has 2 functional rooms, but the taproom and kitchen are in fair working order. Perhaps another month in a half for that construction to be completed. Anastrianna and her… dog… are currently searching for their desired location to establish a grove to her preference. There are minimal workers involved with that, but some landscaping will be required I am told. Mister Falzaren has already begun the process of considering the South-West tower for his purposes, and will likely be one of the last projects for us to complete."
Finally he pulls another sheet out behind them all and takes a sip from his tankard, before placing it down and reading the last paper, "Barnes has done an excellent job of training the guard here, and the training of the fresh recruits with bows has been going marginally well. None of them have seen combat, but they mostly hit their targets. Currently that leaves our upkeep for maintaining the two units as 34 gold pieces a season, which payment is due tomorrow after the holidays, generally."
Placing the paper down, Hallal looks to Dantas as the new Baron begins eating his fill of pudding and bacon, "I would like you to consider a few expenses if you would. The way I see it, we are woefully equipped to defend this castle, let alone this region. There are a number of improvements we can make quickly, some will take more time, but can be done. First, each unit should increase in size, as we only have maybe 2 dozen soldiers in each. Second, their equipment should be upgraded. All we have them in are light arms and armor. Third, nothing replaces experience earned in battle, but I feel like some intensive training may help both units perform a little better. I’d appreciate your thoughts on how you’d like this to proceed? Oh, there was one more thing…"
Hallal grabs another parchment and reads over it quickly, "There was a dispute between some workers… I think the context was some competition about who would court the blacksmith, and it devolved into a fisticuffs. Both men have been arrested by Barnes’ Watchmen, but we await a final sentence by you for the two laborers. So far they’ve just spent the night in some cells we’ve retrofitted in the catacombs. Judgement will need to be passed by you before anything else can be done."
As Dantas finishes a first portion of pudding, he can see through one of the entrances to the kitchen that Belkas just passed through in the direction of the gardens and catacombs exit.
Rowan Driscoll
Rowan turns towards Waugh and smiles gently, "Not much. We’re traveling much quicker than I expected. Which at this point is a blessing I believe. I’m not sure how much work needed to be done to get the castle rebuilt. The catacombs were in a bit of a state the last time I was here… I hope there weren’t anymore unread to clear out. We were quite thorough when we left…"
Waugh glances ahead along the road, and can actually see, rising on a hill through the sparse trees, a castle looming over the surrounding region, nestled in front of mountains that towered beyond into very snow-capped peaks. It seemed highly defensible… if it was in good condition.
It brought to mind the walls and fortress of Bordrin’s Watch. The orcs mercilessly slammed against the battlements, hoping their Warchief would sneak through hidden paths and break the walls from within.
It didn’t turn out the way, but Waugh was still very surprised to be seeing the lands on this side of the mountains, regardless of losing that war.
"What is your home like, Waugh?" The question may have caught the half-orc off guard in his reverie, but as he looked to the question asker, he realized it was Rowan with his same gentle smile, a look of genuine interest on his face.
"Oh, I’ll also ask that after I deliver the warning to Dantas and the others, that you tell them what you told Brand and I about the meeting Tusk had with the Emissary. It was here that Sakura Company first dealt a blow to his operation, and I suspect if we survive the coming battle, they’ll likely want to put an end to him as well."
"Why make new thing. Complicated. Want snack. Give snack. Simple."
As the back and forth between Anastrianna and the satyress played out, Nix was trouble at how caught off-guard he was. The fey creature kicks its hooves listening intently to the recent Druid convert, "Oooooo, the Feywild. How exciting! You think it’d be around here where there was so much undeath? Are there still undead below? You should be careful you know. My parents always told me NOT to wander out this way, but these days I’m old enough to do what I want, when I want. Ya know what I mean? World is my oyster as the humans say… although not sure what an oyster is. Do you know?"
The rapid fire questions are dizzying, not to mention your eyes are having a difficult time focusing on this satyress. She’s definitely in focus to you, but you find your highly tuned eyes habitually trying to see in the background, where you’re pretty sure she’s be sitting, but then have to refocus closer to where she is actually in focus. It’s imperceptible at first, but due to your familiarity with judging distances it becomes irritating.
"What’s your wolf’s name? Why do you talk to him like a wolf? That’s pretty strange… ooooh! Are you one of those people who talks to trees and stuff? Animals talk to me too you know? They say, “Aerith…” oh- my name is Aerith by the way, what’s yours? They say, “Aerith, you’re pretty awesome. Can we hang out with you?” And sometimes I’ll be like, sure, you know, if you really want to, but other times I can just be like, “Get out of my lair before I eat you!!! Rrrawr!” Ya know? By the way, that’s a gorgeous bow! What’s it made of?"
Nix gives a side-look to Anastrianna and tilts his head, "Ana, why Satyress no listen? You listen. Satyress Fey… Fey listen."
Belkas passed by the kitchen are he had grabbed a bite to eat earlier, and continued down the hall, Dispater continuing to whisper in his ear.
"Listen Belkas, I think we can both agree it’s only a matter of time before you find yourself dipping back into my… what was Rufus’ metaphor? Ah yes, before you dip back into my “soil”." There is a moment where the Archdevil chuckles at such a sentiment. "I think we should open ourselves up to the possibility that perhaps you can keep me “out” more often, you know? Allow me to get the lay of the land, to ensure you have another set of eyes keeping watch for you. Let’s face it, our relationship has been even more terse than usual now that you can just slip some blinders on me. Don’t get me wrong, I could keep myself entertained for centuries with the thoughts swirling around up here… but where’s the fun in that when all-new stories and follies can be witnessed first hand!"
Belkas had made it all the way towards the back entrance of the keep, exiting through a smaller courtyard and out into the garden terrace, heading in the direction of the catacomb’s entrance and where Anastrianna was exploring with Nix, and that strange visual phenomenon he’d seen in front of them. Wouldn’t be much longer now before he arrived.
Kate Utarefson
Kate Utarefson became giddy with excitement, "You’re right. This isn’t a sword. It’s better! Listen, those blueprints you found for this, they were fascinating, but incomplete. Whatever gnomes or dwarves were working on this had a lot of ideas and innovative mechanics, but not a lot of finesse or proper materials to work with. Your original weapon had a nice little illusion effect on it to make it look however you liked. It was nice, don’t get me wrong, but not practical for you. Well, this is optimally practical for you specifically! Here, put it on!"
Kate begins helping you to slide the gauntlet on your main hand. It is surprisingly light. Given the structure, you’d expect it to way at least twice as much as it does. "Now, admittedly, this is a bit of a spin on what you gave me, I took some creative license, but I think you’ll find it fits you better this way. The construction called for adamantine or heavy reinforced steel to achieve a functional weapon. But, a specialty of elven metalcraft is the folding of steel ingots with Mithras ingots in the heating and forging process, and that particular blend affords comparable strength with remarkably less weight. This should allow you to achieve the same level or finesse while accommodating for the mechanics apparatus within. Now, you have to curl your pinky into your palm like so…"
After demonstrating a few gestures you must learn, and then replicating the motions herself, while turned away with enough space, Haaliryl watches in fascination as the interlocking plates and links of the glove seem to shift on their own and reform into a strange version of a short sword which seems to reform within the palm of Haaliryl’s hand. With a slight gesture of your ring finger, the shortsword spins away from you and repositions itself in a downward angle, as though you held it in that positioning. Kate claps her hands.
"Excellent. I managed to work the melee weaponry you’re proficient with into the control matrix. There’s room to improve, I’m sure, but I’d need new blueprints to figure out how to tweak the matrix. I’m good with making adjustments to something I can see works, but I’m not quite good enough, yet, to make those adjustments on my own without risking the weapon’s integrity. I hope you like it!"
Kate turns at the entrance of the new comers, and what an entrance it is. Tommen barely moves as he’s lifted from the ground and simply smiles, very self assuredly, and uses a thumb to gesture towards the half-eladrin with red hair that almost appeared to be a ferocious flame, "I’da watch what yer doin’ next fellah. My friend Ehm-ber here, he don’t like it when I get treated aggressively. It disagrees wit’ ‘im, gives him heart-burn, if ya catch m’drift. Tougher folk gone ta healers, an’ they asked what fire they were pulled from, hehe."
With a side eye and quick word from Haaliryl, Tivadar raises his hands to get everyone’s attention, "Alright, tough bunch cocks you all are. How about instead of setting back construction, and all the time and money that cost me, we instead let cooler head prevail, have a drink, and I’ll be happy to direct you on your way, yeah? I think you’ll find Greta at the Baron’s Keep."
Kate at this point looks over to Tivadar, "Definitely, she has to wake Lord Rocannon up around half past 8, cause he usually likes to train in the courtyard by 9 after Lord Hallal has briefed him. Then he’ll usually go about his cardio for the next hour which takes him by the blacksmith shop at close to 9:45 where I can offer him a drink of water. Usually I’ll have a large bowl for Ice and Twinkle there too so they can rehydrate. Then he’ll take his well-toned body back to the keep where Greta will have set out his clothing to go about the duties that day and then help prepare lunch for him by noon. It’s around 2 or so that she’ll stop by my shop and we’ll have tea and biscuits she sneaks out from the kitchen. Dantas at that time usually spends time discussing matters with Lord Hallal anyways. I think he is quite stressed with his new duties. He’s been a lot less carefree since becoming Baron of Rivenroar. I think he needs someone to talk to, like a confidant more than an advisor. It must be hard to be responsible for everyone in the Barony."
Those in the tavern are quiet and just stare at the blacksmith. Tivadar turns to Haaliryl, "Are you sure she’s a blacksmith and not one of yours? ‘Cause I didn’t even know half of that and I’m sort of supposed to…"
Alright, there might be some mechanical / cost questions out there. Feel free to ask me anything you’re unsure of.
Hakoom | Male Red Dragonborn: Paladin (4) | Level 4
HP: 43/43 (Temp: 0)| AC: 21 (23 with shield of faith) | Speed: 30' | Hit Dice: 4/4d10 | Lay on Hands: 20/20 | Status: Fire Resistant Languages: Common, Draconic
Str 10 (+0) | Dex 20 (+5) | Con 16 (+3) | Int 8 (-1) | Wis 15 (+2) | Cha 16 (+3)
Initiative +5 Inspiration No Proficiency Bonus +3
Saving Throws All +1 due to cloak Wis +5, Cha +6 Skill Proficiencies Deception +5, Insight +4, Persuasion +5, Stealth +7, Thieves Tools, Dice. Passive Perception: 12 Darkvision: Don't have
Features: General:Resistant to fire damage, dragon breath.Draconic Ancestry | You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.Criminal Contact Paladin:The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end o f your next turn, you know the location o f any celestial, fiend, or undead within 60 feet o f you that is not behind total cover. You know the type (celestial, fiend, or undead) o f any being w hose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance).
Within the same radius, you also detect the presence o f any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.Divine Sense | Your blessed touch can heal wounds. You have a pool o f healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number o f hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool o f healing to cure the target o f one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use o f Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.Lay on Hands | Starting at 2nd level, when you hit a creature with a melee w eapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the w eapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum o f 5d8. The damage increases by 1d8 if the target is an undead or a fiend.Divine Smite | While you are wearing armor, you gain a +1 bonus to AC.Fighting Style: Defense | By 3rd level, the divine magic flowing through you makes you immune to disease.Divine Health | When you reach 3rd level, you swear the oath that binds you as a paladin forever. Up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath o f Devotion, the Oath o f the Ancients, or the Oath of Vengeance, all detailed at the end o f the class description.
Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.
Oath Spells
Each oath has a list o f associated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number o f spells you can prepare each day.
If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.
Channel Divinity
Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.Sacred Oath (Vengeance) | As an action, you can target one undead within 30 ft. to force a WIS saving throw (DC 13). On failure, the target must obey your commands for 24 hours, or until you use this feature again. An undead with a CR equal to or greater than 4 is immune.Channel Divinity: Control Undead | As an action, each creature of your choice that can see you within 30 ft. must make a WIS saving throw (DC 13). On failure, the target is frightened of you for 1 minute. If it moves more than 30 ft. from you, it can attempt another saving throw.Channel Divinity: Dreadful Aspect
Spell Stats
Spellcasting Ability: Charisma
Spell Save DC:13
Spell Attack Bonus: +5
Cantrips: 0
Spell Slots Level 1: Paladin: 3/3
Hakoom couldn't believe that Blackroot was just thinking out loud and also, that's what he was thinking when he entered here!? He shook his head again and wiped the side of his face with the hand holding the coin, as he did his eyes closed for a moment. When they opened again he was looking at Tommen's feet. He looked up to see the eyes of the little one straight at him, was he levitating? He then looked further up to see his shirt being held by Blackroot. His reptilian eyes grew very wide.
"Ah! Put him down!" Was all that he was able to say, as he was interrupted by another man that seemed to float towards them. He looked over, his face turning from worry to stern as the man told them to let Tommen [dice]go.
[/dice] "Listen here bud..." He began to say, but when he took a good look, he recognized him as being a member of the Sakura Company! He then smiled, but before he could say anything Tommen spoke up. Threatening himself and Blackroot, using Ember as his muscle. Another spoke up about having drinks and the location of Greta.
"Hey, I recognize you from the ceremony, we fought as well against the orcs, listen we are just here to speak to Greta and maybe have a drink, then I can find someone from this group called Sakura Company about one of their members." He pleaded as he raised his hands to show he means no harm.
"Let's sit, drinks all around here please, just ale though. Miss, you said that you have tea and biscuits with her at 2? I'm not keen on time, but is that close to now? If not, it seems we have some time to waste and it might as well be in this fine, lovely, no, beautiful establishment and talk like civil people. By the way, is there a member here? " He asked Ember, he looked around and noticed the elf's armour and clothing. "There is!" Bahamut be praised, she must be listening!
Control Undead (Inactive)
Dreadful Aspect (Inactive) Actions 1
Move: Action: Bonus: Action Time Elapsed:
Last edited by The Dark Star; Jan 16th, 2020 at 02:22 AM.