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
Funny thing that. Maybe the satyress really was watching Anastrianna for months and didn't do anything to harm her. Or maybe she wasn't actually watching and using the 'I didn't hurt you' line is just a way to make Anastrianna believe her.
"His name is Nix," she replies. "He is my friend. He is not simply a dog, or a hound. He understands me and I, somehow, understand him. Lately I have found myself longing for time to myself. The crowds of the town are a bit overwhelming."
As Belkas approaches, Anastrianna turns her attention away from the satyress to look at the warlock.
"Belkas," she calls out in greeting, motioning toward the satyress with her empty had. "This is Aerith. She is from the Feywild."
She then turns back toward the satyress, eyeing her strangely because of the odd behaviour of the wind. She has seen lots of people act strangely, she has even seen strange wind, but she has never seen it act unnatural like that.
Haaliryl watched intently as Hakoom showed his power. She finally turned her head towards Ember, to observe the effect, and back to Hakoom. As he finished, she stayed silent, contemplating what she had just seen.
She finally broke the silence with a chuckle, in response to the firbolg's words, obviously amused by something.
Turning her head towards him, she spoke in a cold, calculated manner.
"Two strange, dangerous men... creatures? Walk in. One of them talking about knocking down walls, the other branded with a symbol of Tiamat, looking for a friend of mine. Now, even a normal person would be a bit suspicious about that. Unfortunately, you're dealing with me. And seeing as how you're asking me for help, it would seem I hold all the cards."
"So yes, I do have the nerve to ask for trust. Maybe in your world, trust is freely given. But in my world, it has to be earned. My face is mine to reveal to whom I wish, and that won't be either of you two."
At this point, she turns back towards the dragonborn.
"Which brings me back to you. Sure, you could do as your companion says and look for Dantas. But I can tell you this. Even if I did trust you, and I don't, I couldn't tell you the location of my friend. None of us can. She never told us where she was going."
She walked back to the bar and leaned against it, facing the two. Crossing her arms, she spoke again.
"And if you do manage to find her, I hope for your sake that your story is true. I've seen what she's capable of, and I wouldn't want to be on the other side of her blade."
__________________ "CARPE DM: SIEZE THE DUNGEON MASTER."
Last edited by MasterMind007; Feb 17th, 2020 at 06:39 PM.
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 of 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 breathed again for a moment and the colour of his scales finally came back, he looked over to Blackroot that offered to heal him, he shook his head. The pain was subsiding, he wiped the blood from his mouth and eyes with a cloth that he pulled from a pocket.
"No need to use up one of your spells this time my friend, I will be alright." He said to him, he then caught the words of ember, he looked over and let out a low growl.
"Shut it candlestick, quit trying to start something that you'll regret." He said to him, he then looked back to Haaliryl, she talked to him as if she was playing a game with him, it angered him some, he told her the truth about the situation and yet, she still wouldn't tell him where she could have gone, could it be that she truly doesn't know? Would she have just left the group without telling anyone? Was she truly the one that he was looking for? The little bit of hope drained from him.
"I've been trying to get rid of this brand since the day I left the cult that indoctrinated me when I was only a child. But it curses me, stays with me as a constant reminder of what I once was and what it wants me to become again. I am no longer of that life, I've done everything in my power to right the wrongs of my past and yet all you see me as, is one of them? We fought on your side, we helped your side win, and what do we get? Not even an ounce of common respect as a warrior. Trust is earned in a great deal of ways, and for you, it seems would only trust me if I were to plunge myself into the mouth of a dragon. You won't even show your face, instead hiding it from the world. You're right Blackroot, we're done here, we're just creatures after all." He said, as he reached into his pocket grabbed 5 gp and placed it on the table.
"Sorry for the trouble, this is for the drinks, they can have them, or give them to the construction crew. And I hope it will cover the cleaning of my blood, I meant it when I said this place looked nice and do not wish to stain the wood with my cursed blood." He concluded as he walked to join Blackroot in leaving.
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:
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
As Belkas approaches and realizes realizes how strange the scene is he decides to experiment. He stops and looks. Takes a few steps closer. Backs up a few steps. He does this for a minute or two until he finds the line between seeing the entire backdrop. Once he finds that spot he calls out. "Hey Moon, who is your friend there. I really think you should join me over here for just a moment. I would like to have a quick word with you."
He marvels at the scene a moment longer, and speaks seemingly to himself. "What in the nine hells is going on here."
__________________
Everyone has a plan, until they get punched in the face. ~Mike Tyson
Gathered in the grand hall of Hanami Castle’s banquet hall, newly appointed Baron Dantas Rocannon sits upon his gilded chair at the head of a circular table where his compatriots, old allies, and new faces have all gathered for this meeting with their dear friend Rowan.
Standing just behind Dantas’ right shoulder is his uncle, Hallal Rocannon. With a grim countenance, he silently watched the proceedings, taking the mental notes he was accustomed to maintaining like a steel trap.
Rowan was standing at the table, almost directly across from Dantas, "Our investigation into The Emissary had bore some promising leads. Warehouses, gambling dens, safe-houses, and barracks: all part of a massive organization involved in mercenary sell-swords and underworld dealings. We figured his reach must have been substantial, given The Emissary’s connection with both the remnants of the Red Hand of Doom, and Tusk’s Warband. One of the half-orc captives we took from Tusk’s forces was present at a meeting between Tusk and The Emissary. We’ve managed to confirm a name, Sarashan, and that uncovered even more linked locations within Overlook. The Fireboars lead the investigations in Overlook, and managed to shut down every business venture The Emissary, or Sarashan, handled in the city."
Sighing as he stood, Rowan shook his head and looked down at the table, "Unfortunately, this had the unintended consequence of galvanizing the remaining troops and allies to attack the ones they feel spurred this unwanted attention. There’s a small army on their way to Rivenroar, composed of the remaining Sinruth forces from the remnant Red Hand of Doom, and some of Tusk’s leftover patrols who fled through the mountains. There isn’t much time, otherwise you’re going to find yourself overwhelmed by the enemy forces. I managed to secure a unit of elite dwarven infantry, and a unit of my guardsmen. I believe you currently have 1 unit of guards, and whoever in the community wishes to fight. That… will not be enough to face what is coming. Perhaps we can request aid from Brindol… maybe there are elves Anastrianna knows who can come to our aid… I am sorry our investigations got you into this mess."
Sitting down at his seat, Rowan looked positively crestfallen. Hallal cleared his throat from behind Dantas and looked around the room, "Sincere appreciation for your report Sergeant Driscoll, along with the martial aid you’ve brought with you from Overlook. We obviously have quite the battle ahead of us. We have a reliable defensive position here at Hanami castle, and what laborers are here can certainly be mobilized to aid in the defense of our lands. However, I’m afraid we find ourselves lacking some much needed support. We may be able to muster an archery unit, but if Lady Moonbrook can request aid from the elves of her homeland, that may be of greater aid. I know I’d feel better about our chances with some cavalry, but where we could find that I am uncertain. At this point any idea is a good idea, and I’d be happy for any and all. We’ve got our backs to a wall with little information at hand."
The room grew quiet with some shifting in seats, as the compulsion to speak grew more and more tense over the many moments of silence.
Does anyone have an idea of what they’d like to do to recruit some folks? Basically right now, for an upcoming warfare rule set from MCDM, you’ve got 3 infantry units, a basic artillery unit (although Moonbrook might be able to request aid from the elves), and potentially The Freeriders as a unit which is a Tier 3 unit. So you’d need to get another unit to unlock The Freeriders.
I’ll post the rules for warfare to the discord and we can discuss any questions you have there, otherwise post IC if you’re interested in playing still.