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
"Those damn orcs, pathetic beings! The worshippers of a pathetic low life demon, calls himself a god, ha! If that is a god then anyone can be, you, what's your name again? Amber? Ember, Ember! You look more like a god than Gruumsh! Ah, if your floors weren't new I would have spit all over the floor." He didn't actually know much about Gruumsh, but he was a god, a god of evil that allows them to do evil things. It made his blood boil thinking of how much influence "it" had over the orcs, they may not have attacked if it wasn't for "it" and "it's" zealots.
Control Undead (Inactive)
Dreadful Aspect (Inactive) Actions 1
Trusting that Tivadar has the newcomers handled, Haaliryl turns her attention back to Kate and her device. She looked in disbelief and surprise as she repeated the movements Kate demonstrated, getting the hang of how the gauntlet worked. She had grown fond of her shape-shifting blade, conflicted about losing this part of it's function, but this was definitely an upgrade. She practiced a bit with the blade, retracting and expanding it, then repositioning the blade. When she was finished, she retracted the blade and looked at Kate.
"Kate, I was doubtful at first look, but you've outdone yourself. It's perfect."
As Kate recited Dantas' whole routine, she raised an eyebrow while staring at her. At Tivadar's comment, she responded, frowning at him with a smirk underneath her cowl.
"Maybe I should fire you, and hire her instead, then."
At the mention of Sakura company, she turned her attention to the newcomers, approached them, and suspiciously questioned them with an eyebrow raised, her eyes the only visible feature of her face.
"What business do you have with the Sakura company?"
__________________ "CARPE DM: SIEZE THE DUNGEON MASTER."
Last edited by MasterMind007; Jan 23rd, 2020 at 03:03 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
The rapid speech of the satyress and the questions from Nyx are a bit difficult for Anastrianna to follow. Especially when she isn't entirely sure of the answer. To the hound, the elf gives only a slight raise of her left right shoulder in a half shrug. When she catches herself in the rather childish gesture, she casts a wondering glance at Aerith. Perhaps the youthful exuberance of the fey was rubbing off on her. To ground herself, Anastrianna reaches out and puts her hand on Nix's head in response.
"I do not know for certain if there is a connection here, but if Nix believes it to be true, then I will investigate. I trust him and his instincts with my life. To the best of my knowledge, and the knowledge of my companions, no undead remain within the confines of the keep.
"I believe an oyster is some sort of creature from the sea, but that is far from here. I have never seen one.
"He is not a wolf. He is a blink hound. He comes from the Feywild. Have you never seen one of his kind before?" Now Anastrianna is a bit skeptical of the satyress, although she does not know exactly how common blink hounds are in the Feywild. Nix is the only one she has ever seen.
That, and the mention of the bow, puts Anastrianna on her guard a bit. "I am not familiar with the tree from which the wood that made the bow came. It is also of the Feywild. It chose me to be its keeper," she replies as her fingers tighten around the weapon.
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
The hooded person came their way, intrigued by the mention of the group she was in, she was well hidden, her eyes the only thing that he could see of her. He smiled as she got closer, he thought of how to ask about their old Paladin, in the end, the direct approach seemed wise.
"I wish to know more about your friend with the eye patch and the symbol of the great Platinum Dragon Bahamut. Did you know much about her? I ask because I have a particular issue that I believe she can help me with. Or, by how well you knew her, you could maybe help me with. Simply, the issue is that I have lost my way into the light of the divine and my powers don't work as they should. I ask for guidance into possibly getting blessed by hers, Bahamut's I mean, but she does not seem to answer my call." He explained as his head began to point down and he looked at the floor for a bit, before regaining his composure.
"Your friend might have been able to help me, but I hear that she is gone now. Not dead of course, but physically left the group to travel somewhere else. Where to I do not know, and no one I ask seems to know either. Very frustrating I tell you." He continued to say, then waited to see what kind of response he would get.
Control Undead (Inactive)
Dreadful Aspect (Inactive) Actions 1
Haaliryl crossed her arms and stared at the dragonborn in front of her, sizing him up. There was something unnerving about her, something almost predatory hiding behind those jade eyes. The look invoked an uneasy feeling, as if Haakom was somehow in front of a judge deciding whether he lives or dies.
Finally, after a long pause, she answered, never breaking eye contact.
"Information is valuable. It is not something I give out for free, especially not if it's about someone dear to me. Unfortunately for you, I don't trust you. Which makes your job that much more difficult. If you really want this information, you have to persuade me."
She raised her right palm in the air, it's back facing the dragonborn. "I can count the people I trust on one hand. What makes you one of them?"
She lowered her hand, crossing her arms again, awaiting an answer.
__________________ "CARPE DM: SIEZE THE DUNGEON MASTER."
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 moved back to his spot leaning against the bar just watching the interaction between those gathered. These two were apparently looking for someone that Haaliry new and was not so willing to divulge her whereabouts. He doubted anything physical was going to take place but it was his job to be ready in case it should. So he watched the newcomers closely especially the Firbolg.
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 continues walking towards the strange scene keeping Moonbrook busy. He wasn't in a rush, he hadn't sensed any danger from the scene. He is enjoying his stroll through the castle. His dagger clutched at his side. It feels like old times with his friend.
"It's funny this. Usually, you are in the position of power. I wouldn't say the tables have turned yet, but it's nice being on this side of our conversation for once. My answer is the same response that you always counter with. Everything has a price. What do you have to offer me for this first hand viewing you so desire?"
Belkas reaches the door he has been searching for. "My friend, we will have to continue this later. I have something odd to check out. It's too bad we haven't worked out a price yet, your input could have been interesting. Oh well."
With that, Belkas slides his dagger into the sheathe. He pauses for a moment to withdraw his pipe from his pack. He packs it quickly, and steps outside into the cool air before lighting it. He continues his approach towards Moonbrook, pipe in hand.
__________________
Everyone has a plan, until they get punched in the face. ~Mike Tyson
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
He was staring into the eyes of the jaded eyed person in front of him as she requested to know why he should be trusted and be given the information about her paladin friend. The stare down was not uncommon from where he came from, but often was lead quickly to violence and bloodshed, but that was back in the cult, that was when your loyalty was questioned. This world didn't work like that, at least around civil people it didn't. He wondered, was she civilized? She had to be if she was in this place. He looked calmly at her jade eyes, as much as he didn't want to divulge into his past, he was desperate, the pain of using his powers with his own life force would eventually take a toll on him and he felt that Bahamut was his only answer to heal himself of this pain. He put down his shield, and held up his hand with an open palm.
"Not pulling out a secret weapon, just opening my coat to show you something." He said as he started to unbutton his coat, he then pulled down his shirt, and on his chest, over his heart was the brand of Tiamat, the area around it scarred from trying to deface it.
"What would persuade you? Paying for your drinks? I don't think so. Would a tale of my past that I would normally like to keep to myself show you that I am honest and can be trusted? Fine, I was born into a cult, one that worshipped the five headed dragon Tiamat. I was loyal to them, would have died for them if I was told, but then I was given the mission to kill a child, a child of all things, what god makes a dragonborn do that? So instead I killed my commander, took the child, hid him away, found him a home. I then had no meaning, nothing to live for, so I continued to rescue other cultists, take them to a safe place and have them try to live normal lives, tried to restart my own life. I fight where I can in order to try and redeem myself for what I did in the past. But it has come at a cost, my powers, they drain my life force when I use them now, a sick punishment for breaking my oath with it. I truly wish to join the ranks of Bahamut's Paladins and gain her faith, regain the fire of the divine with her, fight for the side of good. I had begged, pleaded, done all that I could in order to gain a sign that she might be listening." He closed his coat as he felt that, that point was made. "Then at the ceremony where your company was praised, I saw her, your friend, in all her devoted divine glory. In that moment I felt a hint of the divine's presence again, so I wished to speak to her, learn from her and find a way to be blessed again. That is why I'm here, well also to help Blackroot find his contact, but I ask for help." He said as he kept his eyes on hers, he picked his shield back up.
"And to show you I am not lying about my powers, I'm willing to do this to myself. Sorry Ember, but I hope that you're wise, my friend, I wouldn't normally do this to someone that didn't deserve it. It won't hurt, just put the fear in you for a minute." He quickly said as he placed his right hand onto his chest.
He began to chant in draconic and as he did, his eyes turned dark, and he pointed to Ember (Fear, Wisdom Saving Throw DC 13), his skin darkened as if his life essence was being sapped out of him. Instead of fighting the feeling, he let it take from him. His dark eyes flowed blood from his tear ducts, his nose and mouth followed, he gasped in pain, when it passed he began to cough, the colour of his scales faded back to their natural colour. He didn't take his eyes off her's though and made sure she saw what happens.
"Good...enough?" He asked.
Control Undead (Inactive)
Dreadful Aspect (Inactive) Actions 1
Move: Action: Channel Divinity - Dreadful Aspect (Automatically Fail my own saving throw, 3/4 HD left) Bonus: Action Time Elapsed:
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 Looked towards the dragonborn as he told his story. When he turned to face him and apologized, stating he normally would not do this but it would only put the fear into him. Ember stood straight no longer leaning against the bar. His feet shifting ever so slightly to the untrained eye as he moved into a defensive stance. Watching the dragonborn closely to determine his intent. As he did he felt the fear spread in his body, and he stepped slightly away from the dragonborn and the gruesome visage that appeared. While he understood the intent he still did not appreciate the effect, as it chilled him to the core.
When the feeling passed he looked to the dragonborn, as he eased his stance. "Next time you wish to make an example I would appreciate you doing so in another way. Fortunately I read your intent correctly otherwise it might have led to violence."
Rowan can’t help but laugh at Waugh’s observation, "It is quite wet at this time of year, but usually it turns to snow. It’s relatively mild today, so just icy rain. By the time night rolls around we’ll likely see it turn to snow flakes."
Turning in his saddle to consider the half-orc, Rowan continues, "The way you speak of your homeland is… evocative. So many people on this side of the range, especially if you’re dwarven, believe it is a land of worthless wastes and barrenness that is more oppressive than our sensibilities would allow. But there is life there… beyond the orcs I imagine. I like to believe if there is life, then hope exists, no matter how bleak it may be."
Rowan can’t help but sheepishly laugh and rubs the back of his head self-consciously, "But who am I to say, I’ve never been there. I apologize if I spoke out of turn Waugh. Brand? What about you? What’s your home like?"
Aerith nods as she listens to Anastrianna speak, "Yes, it’s good to trust a friend and ally, most definitely. Trust is hard to come by, there is much that must be earned first. And yes! Of course! A blink hound… of course I’ve seen blink hounds. Yeah… they’re all over back home, for sure. Yep, they uh… just prance around, like ponies really. Lots of ponies… essentially blink dogs… hounds…. lots of wolves too. You know, I think I’m confused because blink hounds are usually so much BIGGER, like ponies, you see? So you’d understand how I could be mistaken."
Anastrianna’s unease does not go unnoticed by the Satyress who holds up her hands and waves them towards you, "Hey, come on now, there’s no need to get antsy. I’m just extremely curious is all. Look, I’ve been watching you for months now, and I bet you never noticed, didja? So if I wanted to harm ya, I would have done it and taken yer bow already. So no, I think your bow is a lovely treasure that would be suitable for any dragon’s hoard, but I really just wanted to introduce myself for the conversation. You know? Cause lady, it seems like you need someone to talk to. You keep growling at that dog like yer carrying on a conversation and it just feels like you’ve run out of people to confide in, right? Am I right?!"
The wind shifts, and blows towards you through the trees. It catches you off guard a bit at first as the tree doesn’t seem to react right away to the wind… as though the force of it hit your face a moment before the trees… oddly.
Nix sniffs at the air subtly, and gives his now trademarked side-look to Anastrianna, "Ana, what metal leaves weird mouth taste drink kitchen bowl Greta leaves? Looks red, looks shiny warm but not? Haaliryl hates discs made red metal, prefers shiny warm metal instead. Green when rain. Hate words." The last phrase is accompanied by a whimper from the blink hound.
Traveling through the garden from the Castle, Belkas approaches Anastrianna’s position near the catacombs entrance. The weirdest site greets him… it’s odd to explain. From above, he saw a visual disturbance that seemed to look like a giant sheet was hung in mid-air, but from this vantage, approaching from the castle on the ground, he swore it looked like there was a “cut-out” of the forested area, like a painting of the area directly behind it, and it include the tree behind it, the sky and ground, and the image moved! It was rather impressive actually, it odd.
Belkas was fairly certain if he stood roughly where Moonbrook was, he probably wouldn’t be able to tell from that perspective that there was any visual disruption. Quite clever actually.
But that also meant that whoever made this magic happen was also quite clever, and would require caution…
Kate nodded to Hakoom, "Oh yes, it’s only 8:30 in the morning, I’d say. Assuming you aren’t killed in this tavern before then, I’d say you have plenty of time." The words are spoken with no hint of threat in tone or delivery, just merely stating a fact as it were. Turning her attention to Blackroot, Kate nodded emphatically, "Yes indeed! That’s Hinami Castle, home and fortress of the New Rivenroar Lord, Baron Dantas Rocannon!"
It was around this time that Ember’s firmness seemed to click in with the… well… dense firbolg, and Tommen was dropped to the ground, where he managed to land on his feet with a hop. Adjusting his collar, he chuckled and motioned for the two new comers to head towards the bar, "Ale! I’ve got some lovely local ale from Brindol you might like, as well as some local wine that isn’t half bad either. That or there’s some imports from Overlook if yer used to that! Take yer pick and I’ll pull the draught for ye."
As he approaches the bar he nods to Ember with a relieved look on his face, and then hops over the bar with what seemed like little effort, despite is diminutive size.
Listening to Hakoom begin cursing Gruumsh up and down the bar, Tommen tilted his head, as did Tivadar, and Kate who watched the rant with some interest… to whatever degree each potentially had with the extensive cursing. Tivadar was the first to speak after, "So… good thing no Gruumsh worshippers here, eh? Hehe…"
Kate observes Haaliryl go through the motions with the device and claps excitedly at the elven rogues compliment. Bowing low, she smiled and then stood up, "Well, on that note I’ll take my leave. Remember to be on the lookout for more blueprints! I’ve got some equipment to build for Lord Hallal, and hopefully I’m not late to see Dantas."
The half-elf blacksmith stands up and whistles as she leaves the tavern, pulling her green hair back and tying it into a ponytail in preparation for her work at the forge it seems. While she’s lithe in form, Hakoom and Blackroot certainly take notice that her musculature is extremely toned and defined. While she isn’t billed out, her musculature looks as thought it’s rightly wound to spring with every fiber of muscle in her limbs.
Tivadar was engrossed listening to Hakoom’s request to speak with the member of Sakura Company who most recently left. Glancing to Haaliryl, he was curious to judge how she’d react. He’d known her to do some rather outrageous things for less motivation…
However, his eyes seemed to widen and state as he saw the symbol of Tiamat on Hakoom’s chest. Leaning on the counter from behind the bar, Tivadar said to Tommen, "I’m going to need a shot of Fireforge whiskey when you get the chance… today is going to be a long day…" The halfling nodded, "You got it boss…"
The room grew silent as Hakoom’s powers manifested… and their consequence. Tivadar places a hand over his face and sighs, "Tommen, please make it a double… and get the mop to clean up that blood please…"
"You foolish redscale! There was no need to hurt yourself for these outlandish folk," Blackroot rebuked Hakoom. "Look, you made the scrawny He is refering to Embertwig wet himself." The firbolg began twiddling his fingers, in preparation to cast a spell. "Do you need healing?"
Blackroot glared at Haaliryl. His countenance of childish wonder was replaced by a more dangerous demeanor. "You've some nerve asking for trust when you haven't even shown us your face. I'll bet your as pale as the moonlight. A little sunshine might do you some good." A low growl rumbled from his chest as he spoke, "So far I ain't been impressed with this human town. We come in here and for no good reason we're treated like some ne'er-do-well outlaws. We're heroes, I told you! We two fought off all them orcs."
He looked over at Tivadar. "I was wanting to try your home-brewed ale, but it's clear we aren't welcome here." And back to Hakoom, he added, "Let's go up to that stone hut. That pretty blacksmith girl said that Lord fellow ... wazzhisname? Doofus Rockhead? He's one of the Sakura folk too, ain't he? That pile of stones is his house. We'll just go and ask him about your eye-patched friend. Those lordly folk got manners, unlike these ragamuffin."
Blackroot started for the door, but waited for Hakoom, should he need healing or rest before continuing.
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 glared at the firbolg the creature certainly seemed to lack manners of any sort, and continued to try and press his buttons. "Maybe your friend is the only one of the two of you with any sense. Seems like he has the job of cleaning up the messes when you make them. I've never met one of your kind before and I have to say, thus far the only impression I have is of a brutish ruffian with no manners or courtesy in his body.
I am sure you behave similarly at the Lord's and you will get an even less warm welcome. The door is right there be sure to not let it hit you in the backside on your way out. Maybe go find a wild animal to rut with they seem more up to your speed. If it wasn't for your red scaled friend here I imagine you would be quite unwelcome most places you go."