“We are here, missy.” The words of the peasant pulled her down to earth, forcing her wandering thoughts to the here-and-now. She turned her silvery eyes with a blue glint off the horizon and refocused on the smoke rising from the chimneys and the clump of roofs seen huddled from above the protective wall. The wall was dotted with unimpressive towers and the gate directly in front of them, about 800 meters away. The wagon stopped. “I have to do turn here, so you can walk the rest.”
Nyx turned her face to the man next to her and gave him a simple smile. The arrangement they had was simple, she was to protect the stocky man and his cargo from Dessarin River, where she came off the boat, up to Scarfell, in exchange for the ride. “Thank you.” She said simply, stood up, and gracefully jumped down on the ground. “Farewell.” She added when she retrieved her stuff from the back of the wagon. While the wagon began rolling again, leaving her and turning into a side, forest track, Nyx put on the backpack and began walking toward the village.
Scarfell wasn’t anything impressive if you lived most of your life in Waterdeep. She wondered why Prudy came here. Would she even be here? Nyx returned to Waterdeep few weeks back and it took her some time to catch up with father and old friends but she just missed Prudy. As the time passed Nyx was getting a bit concerned about Prudy gone and it wasn’t a norm for her to be away from Waterdeep for so long. On the other hand, Nyx felt restless. Experiences of past few years made Waterdeep, seemingly timeless, somewhat unappealing. Therefore, Nyx decided to go after her friend to surprise her.
The tall and skinny Half-Elf Nyx with long legs and pale skin, caught the attention of the guards at the gate from affair. She was beautiful and she was used to such attention. She continued on, even burdened by the pack, crossbow and daggers, she was walking confidently and gracefully. Dressed with taste and class, though functionally, with her long straight white hairs flowing loosely and femininely in the wind, she had certain voluptuous aura, extended with gentle makeup and soft perfumes.
The guards observed her, or more like ogled at her, as she approached but obviously had no courage to do anything else. Passing them, almost like an afterthought, she stopped and turned to them. “Say boys, have you seen a purple tiefling around here recently?” Nyx asked warm and sensual voice, making gentle motion around her head imitating horns.
'Slow Down!' was said silently to the large mastiff over and over again as the small, tan-skinned halfling bounced on the mount's back as she tried her best to hang on with her fingers gripping the fur folds tightly. The large dog had taken off for whatever reason, panting happily as it raced through the trees and bushes of the forest, seemingly having caught the scent of something, but was too distracted to acknowledge its rider's words.
Ducking under one leafy branch, it was the druid's mistake of looking back in amazement at the size of it, thinking, 'That would have taken me out,' before turning back to see another, just slightly smaller leafy branch a moment too late to dodge it. As the massive, relatively speaking, leaf smacked her in the face, the halfling had finally had enough and yelled out, "STOP!" It also happened to be the exact moment that the mastiff had decided he was going to stop, anyway, so he took the angrily-yelled order very literally.
Being sent flying forward over the massive head of her mount, as Lorna twisted in the air, she was about to yell curses at the animal before becoming suddenly distracted by the sight of a very large, red-haired man that there was no way any halfling would miss. Crashing to the rough, hard earth and having all of the air thrust from her lungs, the Ghostwise Halfling let out a low, strained, "Owww…" as she relented herself to lay there flat in the middle of the road just entering Scarfell.
It was moments like this where Lorna was forced to wonder how she'd gotten herself into this situation. She knew exactly how: she'd ventured too close to Waterdeep and realized those were not the kind of people she wanted to deal with, and had decided to take the scenic route back East into the forests of the Sword Coast. Initially following the river, something had gotten into her friend what she felt was a mile back, even though it was probably closer to a quarter-mile. From there he'd taken off relentlessly to the source of his distraction.
After taking a few heavy breaths, she reached up to pull off the old, worn, horned skull that covered most of her head and half of her face in an intimidating visage. As she did, she heard the tiny footfalls above her and quickly rolled over to snatch at the tiny creature that had emerged from the skull-cap. With her outstretched hand only finding dirt as she watched the wiry tail of a rat quickly rush off to cover, she cursed, "Dammit!" before turning over to push herself up on her elbows.
The woman's dingy, brunette hair hung down to mid-chest in near-dreadlocks around her angular, tattooed face. She had more tattoos covering her arms and shoulders that extended beneath the unique, wooden breastplate she had covering her torso. Almost angry, hazel eyes came up to spot the man she'd been distracted by just moments ago. Taking in the full breadth of his size immediately put the halfling on edge as she quickly scrambled to her feet to a slightly-crouched, threatening posture with a curled hand extended out. Long claws extended off her hand that dripped a liquid from them that caused the dusty dirt to sizzle and smoke.
As she looked at the man, though, starting at his feet and slowly working her way up his rather massive frame, the woman seemed to slowly relax with each impressive foot taken in. By the time her gaze had reached the crown of his head and come back down to meet his eyes, the claws that had once extended from her hand and drawn back, leaving a rather average-looking hand, save for the jewelry upon her fingers. Standing up straight at nearly three feet tall, Lorna seemed to gain some kind of recognition of the man before her. While she didn't know him, she could identify the type by his appearance...and also the smell.
"You smell like Death,"(Druidic) the druid said with a slight smile pulling at the corners of her mouth as she picked up her skull-cap and walked over to next to her mastiff that had been standing, smiling, with his tongue hanging and tail wagging, staring at the other mastiff as if to say 'Hi!'. She had a very good idea of what this man was, and what area of the world he specialized in. Fungi were often attributed to only death, but she knew they both knew better. Just as her training as a midwife helped her help others with the miraculousness of bringing new life into the world, fungi were just another step on the 'Wheel of Life', when the elements of the dead are getting broken down to become food for just another aspect of life.
She hoped her attempt at humor, despite being fairly dry, would go over well with the large man.
Reaching up to put a hand on the shoulder of the mastiff that stood maybe a river-pebble's height taller than she, Lorna nodded with her chin towards the man's dog, "What's his name?" she asked before motioning with her own mutt, "This is Hooch, or at least that's what he said his name was. He's a rescue," she said with a self-praising nod. Waving a hand in greeting but not actually stepping any closer to the large druid, she offered her own, "I'm Lorna. Lorna Thistlewood. And who might you be, fellow child of the wild earthen realm?"
Lorna Thistlewood, Ghostwise Halfling Level 2 Moon Druid, Level 1 Life Cleric HP: 27/27; AC: 18 (Darkwood Breastplate + Shield); Initiative: XX (+2); Speed: 25ft; Senses: Passive Perception 16 Saving Throws Str +0, Dex +2, Con +3, prof-Int +3, prof-Wis +6, Cha +1 Abilities: Str 11(0), Dex 14(+2), Con 16(+3), Int 13(+1), Wis 18(+4), Cha 12(+1) Features:Reroll a 1 on an Attack, Ability Check, or Save and Keep New ResultHalfling Luck; Advantage on Saves vs. being FrightenedHalfling Bravery; Move through the space of any creature larger than herHalfling Nimbleness; Can speak telepathically to One Creature within 30 feet that shares a language with herGhostwise Silent Speech; Can always recall the general geography, including settlements, of the land around her. Can also find food and water for up to 6 persons as long as the environment can provide such.Wanderer; Adds 2+Spell Level HP to any Magical Healing caused by a Leveled Spell.Disciple of Life; Bonus Action to Transform into a Beast of CR 1 or Lower; Bonus Action Spend Spell Slot to heal 1d8 Hit Points per Spell Slot Level; Preferred Form: Dire WolfCombat Wild Shape 2/2;Temp: Proficiencies: Nature +3; Perception +6; Stealth +4; Survival +6; Bone Flute +3; Herbalism Kit +6; Halfling, Sylvan, Druidic, CommonLanguages Notable Gear:As Hat of Vermin 2/3 Charges, renewed at DawnGreat Uncle Roscoe's 'Skull-Helmet',
Lorn'a Mastiff Pet, Mount, and Closest Friend
'Hooch', Life Tree Wand(Druidic), Amber Amulet of the Life Tree(Holy Symbol)Spellcasting Foci, Herbalism Kit, Explorer's Pack, Antitoxin, Heals 4 Hit Points Each; Cast at Bed TimeGoodberries 10/10 Spellcasting (Wisdom): Attack Mod +6, Spell Save DC 14; Ritual Casting; Spell Slots: 1st-4/4, 2nd-3/3 Cantrips: Cleric- Guidance, Sacred Flame, Toll the Dead; Druid- Primal Savagery, Produce Flame Cleric Spells Prepared: Bless(Domain), Cure Wounds(Domain), Detect Magic(Ritual), Guiding Bolt, Healing Word, Sanctuary, Shield of Faith Druid Spells Prepared: Animal Friendship, Entangle, Faerie Fire, Goodberry, Speak with Animals(Ritual), Thunderwave Notes:
Large Beast; Appearance AC: 14 (Natural) - HP: 37 - Speed: 50 ft Abilities: Str 17(-3); Dex 15(+2); Con 15(+2); Saves: Str +3; Dex +2; Con +3; Int +3; Wis +6; Cha +1 Skills as Lorna; Specials:Has Advantage on Wisdom (Perception) checks that rely on hearing or smellKeen Hearing and Smell; Has Advantage on Attack Rolls against a creature if at least one of her allies is within 5 ft. of the creature and the ally isn't IncapacitatedPack Tactics Melee Attack: Bite: Attack +5; Damage: 2d6 + 3 Piercing. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
__________________
So long, and thanks for all the fish~Douglas Adams
On the outskirts of Scarfell, Hugh had been kneeling down at the base of a dying oak tree, inspecting a curious patch of mushrooms that looked to resemble the tail-feathers of a chicken. They were a common sight on hardwoods at this time of year, and Hugh made a point to gather some of them into his bucket to cook up later.
"See these, Truffles? These are Hen-of-the-Woods, and they're delicious when cooked up. But we don't want to take all of them, now do we? No, it's important to just take what you need and leave the rest. Someone else may need this to live someday." He patted the dog and adjusted the bucket on his side. Nature had provided the materials, but the bucket and the strap that held it at his side were of his own make. He'd used a chunk of a fallen log and a sharp stone to make the bucket itself, then bound together some thin, ropy vines to make a strap for it. In hardly any time, he had a bucket for gathering. He blew a kiss to the earth.
"We say thank you to nature, Truffles, for providing us with what we need, and to the Earthmother Chauntea, for this delicious harvest. It's important, you see. Even you - yes you, Truffles - you were provided to me by nature as my new friend." He ruffled the dog's fur and gave it a big hug, before the two set off back toward the trail through the woods. The dog, a stray he'd found days before wandering, had been gaunt and hungry, with matted fur. It had been growling when he'd found it, seeming distrustful of the human, but some calming words from Hugh had eased it's temperament, and now the two were quite fond of one another.
Something was coming, however, for Truffles had shook out of Hugh's grasp and was now standing at attention, staring into the woods. And suddenly Hugh could hear what Truffles' strong nose had smelled. Barking. Coming closer, and quickly. Too quickly, as it turned out. A large mastiff came barreling into the clearing, ridden by a small humanoid figure wearing a skull of some sort. The humanoid let out a high pitched "STOP!" - and the dog did just that, sending the small figure flying like a large sparrow, right toward Hugh.
"Oh my!" he exclaimed, seeing the small humanoid totally eat dirt as it hit the ground with a lung-emptying thud. He winced, and moved closer to the figure to lend a hand. On the ground, moaning in pain, the small humanoid was lying spread out, looking dazed, before quickly reaching in vain for a small rodent that had, for some reason, been in her skull-cap.
"Dammit," the figure said, before suddenly becoming conscious of the taller bearded man who had reached down to offer a hand up. Hugh heard the high-pitch of the voice and surmised this short humanoid must be a female. She instead got to her own feet, eyeing Hugh with suspicion that seemed to fade as she looked him in the eyes. She sniffed, and gave him a small smile, before surprising him a bit with her next few words. "You smell like death," she said in the secret language of the druids, and he gawped a bit, before getting the joke and chuckling to the woman who stood before him, all three towering feet of her.
"Death, and life, and death again," he said, I was told that the yellowgreen was a tough readswitching to the common tongue. "Well met, Lorna Thistlewood. Hello, Hooch," he said, giving a friendly wave to the new dog who was sniffing Truffles curiously. "My name is Hungus Mungus the Fungus Lord, Hugh for short. The dog is Truffles, and he is also a rescue. A real shame that someone would have given up on such a good boy, but I am happy to walk the road with him now." Hugh suddenly looked concerned. "Are you alright, Lorna? That was a nasty fall you took. Here, I have some mushrooms that can help with swelling," he said, holding up a few bright white oyster mushrooms. A thought seemed to strike him, and he suddenly appeared apologetic. "Oh no, I hope my dog wasn't the reason your Hooch was running so fast - I would feel terrible to be the reason why you were injured. Please, let me accompany you along the path, it would make me feel better to know you and Hooch are not alone in your travels."
Hit Points: 25/25 | AC: 11 (armor) +2 (shield) +4(Dex)17 | Speed: 30 | Initiative: +4 Saves:STR +3 | DEX +4 | CON +3 | INT +3 | WIS +6 | CHA +0 STR 16 (+3) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 18 (+4) CHA 11 (+0)
Weapons: Versatile (1d8), bonus action with other end for 1d4, AoO when another creature enters reach (Polearm Master feat)Quarterstaff +5, 1d6+3/1d4 | Ammunition, Range 30/120Sling +6, 1d4+4
Spell Attack: +6 | Spell Save DC: 14 | Spells Slots1st: 4 2nd: 2 Cantrips: | Source: Player's Handbook
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Chill Touch (Link) | Source: Player's Handbook
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Produce Flame (Link) | Source: Player's Handbook
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. Shillelagh (Link) 1st Level: | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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 (Link) | Source: Player's Handbook
1st-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.Entangle (Link) | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.Faerie Fire (Link) | Source: Player's Handbook
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.Speak with Animals (Link) | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Thunderwave (Link) 2nd Level: | Source: Player's Handbook
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Blindness/Deafness (Link) | Source: Player's Handbook
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.Gentle Repose (Link) | Source: Player's Handbook
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.Pass Without Trace | Link
Race/Class Abilities, Feats, etc. (feat): You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. (from variant human bonus feat)Polearm Master | -Tool proficiency: Herbalism Kit, pan flute; -Weapon and Armor Proficiencies (class): Light armor, medium armor, shields (no metal). Clubs, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spearsProficiencies, various | (class): You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. Druidic | (class): At 1st level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Cantrips | Spellcasting: Preparing and Casting Spells: The Druid table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Druid Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of Druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of Druid Spells equal to your Wisdom modifier + your druid level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level ar 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Druid Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.; Spellcasting Ability: Wisdom is your Spellcasting Ability for your Druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one. (Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier) (Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier); Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.; Spellcasting Focus: You can use a Druidic focus (see "Equipment") as a Spellcasting Focus for your Druid Spells. Spellcasting Wild Shape:
Starting at 2nd Level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or Long Rest. Your druid level determines the Beasts you can transform into, as shown in the Beast Shapes table. At 2nd Level, for example, you can transform into any beast that has a Challenge Rating of 1/4 or lower that doesn't have a flying or Swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die. While you are transformed, the following rules apply: Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them. When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious. You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense. You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form. Wild Shape | At 2nd Level, you choose to Identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level. Druid Circle | (circle): Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. 2: Chill Touch, 3: Blindness/Deafness, Gentle Repose, (5th: Animate Dead, Gaseous Form), (7th: Blight, Confusion), (9th: Cloudkill, Contagion)Bonus Spells | (circle): Starting at 2nd level, you are surrounded by necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use a reaction to infect the creature with these spores. The creature must make a Constitution saving throw against your spell save DC. On a failure, the spores infect the creature, dealing 1 necrotic damage each round and poisoning the creature for a number of rounds equal to your Wisdom modifier. The damage per round increases to 2 at 6th level, 3 at 9th level, and 4 at 14th level. Halo of Spores | (circle): At 2nd level, you gain the ability to take on a special fungal form with your Wild Shape feature. When you use your Wild Shape feature, you transform into a fungal-infested form instead and gain the following benefits. Your type is plant, instead of humanoid. You gain 5 temporary hit points for each level you have in this class. When you use your Halo of Spore feature while in your fungal form, the creature takes twice as much damage per round for the duration of their infection. Your unarmed strikes are magical and use a d8 damage die, and you can use Wisdom instead of Strength for attack and damage rolls with your unarmed strikes. Your melee weapon attacks and unarmed strikes deal an additional 1d6 poison damage to any target they hit.These benefits last for 10 minutes, until you lose all temporary hit points granted by this feature, or until you use your Wild Shape again. Fungal Form
Languages: | Common | Dwarvish | Undercommon | Druidic
Equipment
Backpack
Mess Kit
Bedroll
Pan Flute
Blanket
Piton, x10
Bucket
Poorly Wrought Maps of Sword Coast
Bullets (sling) x80
Pouch
Chalk x5
Quarterstaff
Cook’s Utensils
Rain Catcher
Crampons
Rations, 10 days
Danton Signet Ring
Rope (hemp), 50 feet
petrified mushroom embedded in stone, on a necklaceDruidic Focus
Shovel
Grappling Hook
Sling
Hammer
Tinderbox
Healer’s Kit (10 uses)
Traveler’s Clothes x2
Herbalism Kit
Waterskin
Leather Armor
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.Wooden Shield of Expression
Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages –
Challenge 1/8 (25 XP)
Special Traits
• Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
• Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
About
Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Nodding along with the other druid in his description of the life cycles commonly discussed amongst the druids of various Circles, Lorna couldn't stop herself from looking a bit shocked at the name, but that was almost immediately turned to amusement as she muttered the commentary to herself, "I couldn't see anyone calling you 'short.'"(Halfling)
As for the introduction to the man's dog, however, the halfling seemed to relax at the idea as she stepped forward to shove Hooch back maybe two steps before getting right up in front of the newly met mastiff to reach up and scratch him right under his jowls. Her voice immediately took on a softer tone as she babied the beauty, I've heard the same thing, but I just picked something real quick for the needed momentthis time in Common to match Hugh, "Hello, Truffles. You are such a pretty boy. Are you taking good care of 'Hungus Mungus the Fungus Lord'? Yeah? Yes you are, such a good boy."
Taking an almost unconscious step back as the large man stepped forward with a handful of mushrooms, Lorna's pride kicked in as she tried to nonchalantly wave off the offered aid, "I am fine, thank you. When you are small like me, you have to get used to such things. Hooch is a good friend, but he still needs much training." By now the woman's own mastiff had propped his head on his shoulder, which seemed to be something he did often based on how Lorna didn't react at all to it.
"I will take your offer for accompaniment, though. I figure, if there are two of us here, there must be a reason for it." Turning towards town, Lorna finally reached up to push Hooch's maw off her, only to cringe slightly as she pulled her hand back covered in slobber. Reaching around her back, she pulled her fur-lined cloak around to wipe her hand on it as she continued, "But can you really consider one's self alone when you travel with another like Hooch or, in your case, Truffles? I do not think so. I have always found a certain comfort in knowing that Hooch has my back."
Glancing back at the dog as it followed along only a couple of steps behind her, she looked up to the much taller human and almost whispered, "I will tell you something, since he cannot understand right now, but I do not think 'Hooch' is such a fitting name. I took him as trade for helping a man's wife deliver his son. When I went to collect payment for my services, they were in the tavern, drinking foul-smelling wine and giving it to my friend there saying, 'How you like that, Hooch?'" she said, mimicking a gruff-sounding man. "I have heard others refer to such liquids as 'Hooch', but I dare not question my friend when he was so sure that was his name. This Common tongue is a very curious language sometimes, even though it was not as hard to master as the language of the fey or druids, for instance."
Having run out of conversational anecdotes, and having resettled her skull-cap back upon her head now that they were traveling again, Lorna had to ask, "What brings you two to Scarfell? I was just passing through on my way East, but if we have crossed paths here, there must be a reason. I do not believe the 'Life Tree' would allow such a coincidence on my path."
Lorna Thistlewood, Ghostwise Halfling Level 2 Moon Druid, Level 1 Life Cleric HP: 27/27; AC: 18 (Darkwood Breastplate + Shield); Initiative: XX (+2); Speed: 25ft; Senses: Passive Perception 16 Saving Throws Str +0, Dex +2, Con +3, prof-Int +3, prof-Wis +6, Cha +1 Abilities: Str 11(0), Dex 14(+2), Con 16(+3), Int 13(+1), Wis 18(+4), Cha 12(+1) Features:Reroll a 1 on an Attack, Ability Check, or Save and Keep New ResultHalfling Luck; Advantage on Saves vs. being FrightenedHalfling Bravery; Move through the space of any creature larger than herHalfling Nimbleness; Can speak telepathically to One Creature within 30 feet that shares a language with herGhostwise Silent Speech; Can always recall the general geography, including settlements, of the land around her. Can also find food and water for up to 6 persons as long as the environment can provide such.Wanderer; Adds 2+Spell Level HP to any Magical Healing caused by a Leveled Spell.Disciple of Life; Bonus Action to Transform into a Beast of CR 1 or Lower; Bonus Action Spend Spell Slot to heal 1d8 Hit Points per Spell Slot Level; Preferred Form: Dire WolfCombat Wild Shape 2/2;Temp: Proficiencies: Nature +3; Perception +6; Stealth +4; Survival +6; Bone Flute +3; Herbalism Kit +6; Halfling, Sylvan, Druidic, CommonLanguages Notable Gear:As Hat of Vermin 2/3 Charges, renewed at DawnGreat Uncle Roscoe's 'Skull-Helmet',
Lorn'a Mastiff Pet, Mount, and Closest Friend
'Hooch', Life Tree Wand(Druidic), Amber Amulet of the Life Tree(Holy Symbol)Spellcasting Foci, Herbalism Kit, Explorer's Pack, Antitoxin, Heals 4 Hit Points Each; Cast at Bed TimeGoodberries 10/10 Spellcasting (Wisdom): Attack Mod +6, Spell Save DC 14; Ritual Casting; Spell Slots: 1st-4/4, 2nd-3/3 Cantrips: Cleric- Guidance, Sacred Flame, Toll the Dead; Druid- Primal Savagery, Produce Flame Cleric Spells Prepared: Bless(Domain), Cure Wounds(Domain), Detect Magic(Ritual), Guiding Bolt, Healing Word, Sanctuary, Shield of Faith Druid Spells Prepared: Animal Friendship, Entangle, Faerie Fire, Goodberry, Speak with Animals(Ritual), Thunderwave Notes:
Large Beast; Appearance AC: 14 (Natural) - HP: 37 - Speed: 50 ft Abilities: Str 17(-3); Dex 15(+2); Con 15(+2); Saves: Str +3; Dex +2; Con +3; Int +3; Wis +6; Cha +1 Skills as Lorna; Specials:Has Advantage on Wisdom (Perception) checks that rely on hearing or smellKeen Hearing and Smell; Has Advantage on Attack Rolls against a creature if at least one of her allies is within 5 ft. of the creature and the ally isn't IncapacitatedPack Tactics Melee Attack: Bite: Attack +5; Damage: 2d6 + 3 Piercing. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
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Last edited by Saratek; Apr 19th, 2021 at 02:46 AM.
The question really ought to have been, "Who hasn't seen the purple Tiefling?" You know, the one who literally flung herself out of a third story window one early morning, around five days ago, from The Prancing Otter's upstairs Inn. Glass cascaded down like glistening shrapnel of shards; each piece, big and small, caught the morning light beautifully, each became a prismatic splinter. They are still cleaning the mess up. The fine citizens of this small town found themselves in absurd chaos. That purple Tiefling with the abyss-black eyes who landed on the ground, bowed, and introduced herself to the whole damn city while a guard yelled 'thief' from where the window once stood. She could've run, but instead she challenged Maud, you know...Maud the old Halfling who runs the Otter, to a fiddle duel to see if the window had to be paid for or not. Guards were showin' up. Maud took out her fiddle. That 'Tempest' Tiefling took out her fiddle, and they played as though their lives depended on every note was worth a silver - and the thundering, and the light show...magic and music. And then the guards caught the other odd 'guard' who they executed yesterday. So, yes, everyone has seen the Purple Tiefling, who is only in the company of her very sturdy looking 'bodyguard'. Egg something. Igan? Honest lookin' Merc. Met'm in the Otter.
If someone had not yet had the pleasure of seeing a true Infernal creature, Prudence Tempestchaser would be a fine example of such an exotic being. Respect, fear, desire, or hate her, a collective conclusion about this woman is that she has an allure about her. Her presence can be delightful for one to bask in, or horrifically confusing if one were inclined to such prejudice against her sort. This morning, a concerned expression played on the Tiefling's fine lavender face and she grinned at Igan, otherwise known as 'Egg'. She was examining a slim dagger that she held up to the sunlight. "This just doesn't match the other four as much as I wanted it to. Perhaps .." The twenty-something, usually confident young woman considered her words as she continued to examine the blade before slipping it back into the leather strap that crossed her tailored studded leather corset - utility and fine craftsmanship. "Igan, do I keep the hood up for travel and wear the length of daggers, or is that too …threatening? I heard someone say the 'a' word that fateful day, and...I find that rather judgmental on my fashion sense. Granted, I have no qualms stabbing someone in the throat, but to be paid for such is not the business I am in, as it is uh um…yours." Pru was, more or less, raised on the high seas. The forest, streams, dirt roads that line the Sword Coast are still quite confusing and alien to her. Adventuring? Never - not in the way those on the land adventure; going here and there, starting campfires, and sleeping under trees. Investigating strange things, the magical and mystical, with the ability to define the weavings of enchantments, layered and simplistic, is part of her business. Such business takes place indoors, in cities and towns, under mostly controlled circumstances. The forest is not an environment to be controlled, nor a place she has been in for more than an hour or two, if that.
Prudence turned her dark gaze back to the gates of the Scarfell, almost longingly, because secretly, deep down, walking to this next destination is frightening. She is not going to charm a bear (Except the roasted chicken she gave to Egg to carry in his pack - that will distract a bear or wolf by tossing it, of course. It's wrapped in wax papers and fabric and such. It's fine.), though a bandit would be in her wheelhouse, easily so. Out of habit, her tail, glinting with baubles between black leather ringlets of armor, curled around the sheath of her swept-hilt rapier that rested at her side. The sword's existence peeked out from the interior of a black and blue swallowtail coat, more protective leather against heavy velvet brocade. The Tiefling tilted her head as she watched Nyx, not recognizing her just yet, gather her belongings from the carriage and head towards the gates. "Huh." She narrowed her eyes, watching the form, but was soon distracted by the curious Owwww… that carried not too far down the road.
"Igan...is that a person on the ground? Are they...are there...two wolves? Dogs? Foxes? Are they trying to Eat that...child?" Pru said with some alarm to her voice, wondering again why she agreed to go near woods again, away from the city. Ah! The Carnival. That will be fun. She gave Egg a steady look and then gestured towards whatever was going on. "There's someone else Igan. What if they are attacking that ...I don't see a face. I...should get help? Indeed. Yes. You go do your rescuing thing and I will get you backup." Pru said with such bravery in her voice, keeping her wits about her and strode quickly with her mission towards the gates, hand resting on her rapier. "Why can't I be on a ship. Or home. Or in a carriage. Even a horse.."
As the lavender Tiefling approached the gate, stating in a firm tone. "I believe one of you may want to see about a possible altercation. I just sent my friend to check on it right down there. I'm on business for your Captain. A less dangerous road would be preferable than not. It would be quite appreciated. Please.." And Pru smiled adoringly, wedge-shaped fangs bared as is par for the course when she smiles. Then her eyes darted to the one standing there who is not a guard; the woman known to her as "Nyx", partner in crime business and pleasures. "No. No, no no." Pru breathed her repeated word, and gave the woman a sideways glance, half-grinning as bewilderment cast itself over her features. Even after five years, some things just don't change, especially a Half Elf. She stood there as though she's seen a phantom that has haunted her for quite some time. Whether or not Pru was upset or happy was rather up in the air for a beat or two. She's not one to admit to a broken heart, therefore she wickedly grinned and her tail actually swatted about for a moment with excitement. "Tell me you're no ghost."
Egg was, as a well-established fact, a "sturdy-looking bodyguard". Bald as an eagle and beaming like a schoolboy who'd just heard there won't be class on the morrow, the heavilly-armored Waterdeep mercenary was in high spirits on the way back from gathering petals for one of Maud's ailing friends. It wasn't because they had just done a good deed - though Igan wasn't opposed to stuff like that, of course - but particularly because he had just earned ten gold for such an easy job. Easy jobs were simply the best, for Egg. You get them rarely enough, not to mention his most important job, his unfinished business, his offer that he could not refuse, was the opposite of easy. So you cherish easy jobs as much as you can.
Yet he was still no closer to finding Sdoke.
All in good time, Egg thought. Good thing Floaty hasn't sent any goons down here, too... Yet.
So Egg smiled as he half-listened to Pru prattle on again as usual, nodding at appropriate moments and sometimes at inappropriate ones, like when she mentioned "the A word." To be honest, Pru wasn't bad company; she was capable, surprisingly warm, if at times a bit... odd. Egg didn't mind odd, though. At least she seemed more... dare he say it? Trustworthy than his usual company.
"Hm? Oh, right, uh." He struggled to recall what it was they were talking about. Or more accurately, what she was talking about. Egg was about to reply something about someone saying that "If you got it, flaunt it," but then the tiefling suddenly said, "Huh," as she looked ahead.
"Uh, what?" Egg was situationally aware; it was part of his job description. But what Pru had just observed and what he confirmed with his own eyes was...
Odd.
Egg approached cautiously, his hands still free of the greathammer strapped to his armored torso. The two mastiffs seemed to be only doing some friendly, if unacquainted, smelling, and their owners - if the merc's guess was correct - seemed to be doing something similar.
"Ho there, friends," Egg said, trying his best to say the words with a congenial tone. He wasn't really good at talking. Where was Pru when you needed her most?
"Everything alright? We heard... noises," he finished lamely.
Feats & Class Features:Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.Weapon Bond | You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.Heavy Armor Master | Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style | On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once/short or long restSecond Wind, 1/1 | On your turn, you can take one additional action. Once/short or long restAction Surge, 1/1
A big weight fell off Nyx’s heart. Prudy was safe and sound. She could see by the reaction of the guards that the Tiefling already made himself famous around here. Both of the men were about to spill their guts, wanting to impress Nyx no doubt, and tell her everything they knew, but Prudy’s arrival interrupted that.
Nyx’s eyes softened seeing her friend. At the sight of swatting tail, Nyx lips broke in a wide smile, showing up her perfect teeth. It took her back into memories. There were times this tail made Nyx crazy, and at others, she enjoyed getting Prudy’s attention by pulling on it. How long was it… five years? Something about that. It felt a bit like a different lifetime. Nyx was far more untamed and wild back then. The troubles she was getting Prudy in, the fun she had with her, teasing at her musical talents only to enjoy them afterwards. Nyx loved to listen to Prudy play. All that and more flashed in front of Half-Elf’s eyes.
Nyx also noticed some conflicting emotions in Prudy’s face when the Tiefling greeted her. Nyx wasn’t the gentlest one in the way she broke up with Prudy. Although technically they weren’t together, she knew how Prudy felt and it played its weight in accepting Bardag’s offer to learn from him and eventually visit the Shadowfell. Nyx thought it was one of the best decisions in her life, so in some weird way, she felt thankful Prudy for that, even if Nyx had hurt the Tiefling.
Gracefully in her near unmoving pose, Nyx didn’t answer immediately, dramatically holding the moment with the silence in the air. However, as her lips curled all the way, Nyx threw her hands in the air, her palms twisted like talons over her head, in the silly gesture one could do to scare off a little child. “I am a ghost of your past! I am here to haunt you!” She said playfully before she paused theatrically as if she was considering something and added keeping the silly tone. “At least for a bit of time!”
With the last one, she jumped forward, dropped the backpack on the ground, and hugged Prudy. “How are you my dear?!” Unable to keep up the playful charade any longer, Nyx just let the friendly emotions out and planted a big long kiss right on Tiefling’s lips. “Long time no see! Tell me you missed me.”
Covered as he was in heavy dark robes, Vossk was unable to disguise his prodigious size of more than seven feet from those who would observe him. From a distance, or in the woods where he usually travelled, it did not matter much; but when entering a town such as Scarfell for instance, the quaggoth's beastly form was one that elicited... varied responses. It would not be the first time for him to be given dark, suspicious looks at best, though he nodded and smiled and greeted all whom he met with the utmost civility, and pitchforks and militia swords at worst. It was a blessing from Corellon that it had never come to blows; Vossk always excused himself promptly.
As the Seldarine would have it, when he had managed to scrounge some gold pieces for trade, a passing peddler had a most curious needle for sale. The old lady said it was good for "hiding from those who are blind." The cursed quaggoth thought her mad, but bought the thing anyway, sensing it held true value. Eventually, he came to see her meaning.
Vossk was just about to activate the ink etched on the back of his right palm in order to disguise his "monstrous" visage, yet what he saw on the outskirts of the town gave him pause. At the edge of the forest, there stood a human male who had the smell of the Underdark about him. Vossk recognized some of the mushrooms woven in his unkempt and filthy hair; Toad had told him of wonderful myconid varieties and species in his homeland, and the quaggoth himself had seen them in his months of incarceration. The smell alone sent a shiver down his dense spine, though it was not from the pungent odor. How long had he escaped from Renor Che'el now? More than a tenday? The memories and the wounds, both physical and mental, were still all too fresh. The stranger's fragrance reminded him of everything he hated about that part of Vossk's life. A low growl even escaped his throat, before he cut it off so as not to give away his presence until he knew the man was not an agent for Issarae. Would the drow use surface hounds to hunt? The man's companion lacked to viciousness he had been accustomed to among the thralls and slaves of the dark elves. Still, it was prudent to wait and see.
Vossk did not have to wait long. Another stranger suddenly appeared seemingly from thin air, sailing above the grass and landing on the earth with a soft thump. Elvish: Definitely not a drow...Nesh col Al'Daer'Quess... he thought to himself, as he observed a female of short stature sporting the skull of some beast on her head. She too had a hound, and the pair were now sizing each other up, strangely enough, without violence. A good sign...Thar tengwë, the quaggoth mused. For so long, Vossk had traveled alone; it was always safer, more convenient, less... complicated. Yet a part of him, as always, longed for companionship; something he had always cherished in Muskaash and Toad to the point that he was willing to die for them, if that was what it took to find them and protect them from their former captors and present hunters. They offered him something precious, something that could not be found anywhere in the Underdark, something that was ironically elusive even here in the sunlit lands.
They offered him friendship.
In these strangers however, even with the appearance of the bald-headed man, Vossk saw more of a potential to increase his odds for survival. If Issarae and her lecherous males were still out for his blood and the blood of his lost friends, it made sense to look for a group to ally himself with; people who would be capable of defending themselves from danger, and potentially, those who would welcome and trust Vossk enough to come to his aid when needed. The problem was so far, most of the responses Vossk received from offering his furry hand in friendship was a brandished torch.
Would this encounter be any different?
"Thoughts are workers, dreams are dancersSanwë nar mótaro, lórë nar liltawë," the Lady Silverhand always used to say. It was time to simply roll the dice and face the odds.
"Good morrow, land-walkers," Vossk began in jilted Elvish. He stepped out from the treeline and out into the clearing, instinctively snapping a hand up to cover his already-hooded head from the light of the sun. Was it always this bright? Vossk was still unused to life aboveground. "I mean you no harm. I am Vossk."
Vossk, BugbearQuaggoth Level 3 Mystic HP: 33/33; AC: 17 (AC=10+Dexmod+ConmodImmortal Durability); Initiative: XX (+3); Speed: 30ft; Senses: Passive Perception 13, DV 60' Saving Throws Str +4, Dex +3, Con +4, prof-Int +4, prof-Wis +3, Cha +2 Abilities: Str 18(+4), Dex 16(+3), Con 18(+4), Int 15(+2), Wis 13(+1), Cha 15(+2) Features:+5' reachLong-Limbed; You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build; If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.Surprise Attack;Can always recall the general geography, including settlements, of the land around him. Can also find food and water for up to 6 persons as long as the environment can provide such.Wanderer; Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.Mystical Recovery; You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.Telepathy; At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.Psionic Resilience Proficiencies: Atheletics +6; History +4; Perception +3; Stealth +5; Survival +3; Viol +4; Goblin, Elvish, CommonLanguages Notable Gear: wooden staff, shortbow, Explorer's Pack, Masquerade Tattoo, Headband of Intellect Psionics (Intelligence): Attack Mod w/ Headband+6, Save DC w/ Headband14; Psi Points: 14/14, Psi Limit: 3 Talent:As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Mind Thrust Psionic Disciplines: Giant Growth, Bestial Form, Brute Force, Psionic Weapon Notes:
It was nice, being out here on such a nice day, Hugh thought. He liked Lorna immediately, liked listening to her voice and the talk about her dog. He knelt and offered his hand for Hooch to inspect, which also served to bring him down closer to Lorna’s eyeline. With his other arm, he makes a sweeping gesture toward the land around them.
”This is what brings Truffles and I here – the land, the open road. I’m on a mission, of a sort – to spread my love of mushrooms throughout the land, as well as to study the varieties which don’t grow below, in the Underdark.” His eyes are still squinting a bit in the sunlight, and he adjusts his head until the canopy of the nearby trees can block out the sun’s rays. ”Though I must say, it has been an adjustment getting used to how bright the sun is again. When I first came up to the surface, I had to basically travel by night because my eyes weren’t used to the light.” He fishes in his pack and pulls out a small pouch of what turns out to be dried mushrooms and walnuts, which he offers to his new friend.
”I’ve been away for a long time, living with the Myconid and learning about their culture. They are fascinating beings – the entire Underdark is fascinating, but I started to feel the pull of the topside, and now here I am. As for traveling together, I can’t wait! But, erm… whereabouts are you going?”
It is at that point that they are interrupted by another voice, this one male. Hugh looks up to see a bald man with a curious expression on his face. The man wore a thin smile, and his tone was a mixture of cautious, curious, and friendly. "Ho there, friends, everything alright? We heard... noises,"
We? thought Hugh. There is only himself about.
”Hello, stranger. Er, we are fine, the noise was likely my new friend falling from her mount, though I’ve only just met her. Do you live nearby?” Hugh turns about, looking along the path to see if he could spot an abode, and realized they were actually fairly near to a small town. As he was looking about, something caught his nose, and he sniffed the air, suddenly wary.
”Danger,” he said in a undercommonguttural voice, just as there was a rustling of branches, followed by the appearance of a towering robed figure. A quaggoth! Hugh’s hand instinctively reached out for the quarterstaff at his side, the other hand shoving the pouch of trail mix back in a pocket and reaching to grasp his shield. The tall creature had its hands up and was approaching slowly. It began to speak in a language Hugh did not understand, something flowery but… choppy, and certainly strange when spoken through the quaggoth’s mouth. Hugh eyed the monster warily as it spoke its strange, honeyed dialect.
”Speak plain, beast. Words not make sense.” The growled tone was so unlike the soothing druidic language he had spoken only a few moments before, and Hugh could not believe there was a quaggoth on the surface world. My own eyes burn, and I am but a human. How does one such as this feel? Still, this one’s body language was so much different from the few roving quaggoth he had seen below, and those had been nothing more than marauders, killing any who happened to be within sight. He also knew from “speaking” with the Myconid that they were often enslaved by the stronger races of the Underdark – the drow and duergar. And it wore robes – robes! Now that Hugh thought about it, he had never seen a clothed quaggoth, had never even heard of one wearing clothes. And curiously, despite what he knew of the beast’s race as a whole, he went with his instincts… and removed the hand from his weapon.
Hit Points: 25/25 | AC: 11 (armor) +2 (shield) +4(Dex)17 | Speed: 30 | Initiative: +4 Saves:STR +3 | DEX +4 | CON +3 | INT +3 | WIS +6 | CHA +0 STR 16 (+3) DEX 18 (+4) CON 16 (+3) INT 12 (+1) WIS 18 (+4) CHA 11 (+0)
Weapons: Versatile (1d8), bonus action with other end for 1d4, AoO when another creature enters reach (Polearm Master feat)Quarterstaff +5, 1d6+3/1d4 | Ammunition, Range 30/120Sling +6, 1d4+4
Spell Attack: +6 | Spell Save DC: 14 | Spells Slots1st: 4 2nd: 2 Cantrips: | Source: Player's Handbook
Necromancy cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Chill Touch (Link) | Source: Player's Handbook
Conjuration cantrip
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
A flickering flame appears in your hand. The flame remains there for the duration and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 1d8 fire damage.
At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).Produce Flame (Link) | Source: Player's Handbook
Transmutation cantrip
Casting Time: 1 bonus action
Range: Touch
Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff)
Duration: 1 minute
The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. Shillelagh (Link) 1st Level: | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
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 (Link) | Source: Player's Handbook
1st-level conjuration
Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.Entangle (Link) | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice).
Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.Faerie Fire (Link) | Source: Player's Handbook
1st-level divination (ritual)
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM’s discretion.Speak with Animals (Link) | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Thunderwave (Link) 2nd Level: | Source: Player's Handbook
2nd-level necromancy
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: 1 minute
You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Blindness/Deafness (Link) | Source: Player's Handbook
2nd-level necromancy (ritual)
Casting Time: 1 action
Range: Touch
Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration)
Duration: 10 days
You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead.
The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead.Gentle Repose (Link) | Source: Player's Handbook
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.Pass Without Trace | Link
Race/Class Abilities, Feats, etc. (feat): You gain the following benefits: When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage. While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon. (from variant human bonus feat)Polearm Master | -Tool proficiency: Herbalism Kit, pan flute; -Weapon and Armor Proficiencies (class): Light armor, medium armor, shields (no metal). Clubs, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spearsProficiencies, various | (class): You know Druidic, the Secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a Message. Others spot the message's presence with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic. Druidic | (class): At 1st level, you know two Cantrips of your choice from the druid spell list. You learn additional druid Cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table. Cantrips | Spellcasting: Preparing and Casting Spells: The Druid table shows how many Spell Slots you have to cast your Spells of 1st level and higher. To cast one of these Druid Spells, you must expend a slot of the spell's level or higher. You regain all expended Spell Slots when you finish a Long Rest. You prepare the list of Druid Spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of Druid Spells equal to your Wisdom modifier + your druid level (minimum of one spell). The Spells must be of a level for which you have Spell Slots. For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level Spell Slots. With a Wisdom of 16, your list of prepared Spells can include six Spells of 1st or 2nd Level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level ar 2nd-level slot. Casting the spell doesn't remove it from your list of prepared Spells. You can also change your list of prepared Spells when you finish a Long Rest. Preparing a new list of Druid Spells requires time spent in prayer and meditation: at least 1 minute per Spell Level for each spell on your list.; Spellcasting Ability: Wisdom is your Spellcasting Ability for your Druid Spells, since your magic draws upon your devotion and Attunement to Nature. You use your Wisdom whenever a spell refers to your Spellcasting Ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when Making an Attack roll with one. (Spell save DC = 8 + your Proficiency Bonus + your Wisdom modifier) (Spell Attack modifier = your Proficiency Bonus + your Wisdom modifier); Ritual Casting: You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.; Spellcasting Focus: You can use a Druidic focus (see "Equipment") as a Spellcasting Focus for your Druid Spells. Spellcasting Wild Shape:
Starting at 2nd Level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or Long Rest. Your druid level determines the Beasts you can transform into, as shown in the Beast Shapes table. At 2nd Level, for example, you can transform into any beast that has a Challenge Rating of 1/4 or lower that doesn't have a flying or Swimming speed. You can stay in a beast shape for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You can revert to your normal form earlier by using a Bonus Action on Your Turn. You automatically revert if you fall Unconscious, drop to 0 Hit Points, or die. While you are transformed, the following rules apply: Your game Statistics are replaced by the Statistics of the beast, but you retain your Alignment, Personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw Proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours. If the creature has any legendary or Lair Actions, you can't use them. When you transform, you assume the beast's Hit Points and Hit Dice. When you revert to your normal form, you return to the number of Hit Points you had before you transformed. However, if you revert as a result of Dropping to 0 Hit Points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn't reduce your normal form to 0 Hit Points, you aren't knocked Unconscious. You can't cast Spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn't break your Concentration on a spell you've already cast, however, or prevent you from taking actions that are part of a spell, such as Call Lightning, that you've already cast.You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can't use any of your Special Senses, such as Darkvision, unless your new form also has that sense. You choose whether your Equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn Equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of Equipment, based on the creature's shape and size. Your Equipment doesn't change size or shape to match the new form, and any Equipment that the new form can't wear must either fall to the ground or merge with it. Equipment that merges with the form has no Effect until you leave the form. Wild Shape | At 2nd Level, you choose to Identify with a circle of druids, such as the Circle of the Land. Your choice grants you features at 2nd Level and again at 6th, 10th, and 14th level. Druid Circle | (circle): Your symbiotic link to fungus and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the chill touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you. 2: Chill Touch, 3: Blindness/Deafness, Gentle Repose, (5th: Animate Dead, Gaseous Form), (7th: Blight, Confusion), (9th: Cloudkill, Contagion)Bonus Spells | (circle): Starting at 2nd level, you are surrounded by necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use a reaction to infect the creature with these spores. The creature must make a Constitution saving throw against your spell save DC. On a failure, the spores infect the creature, dealing 1 necrotic damage each round and poisoning the creature for a number of rounds equal to your Wisdom modifier. The damage per round increases to 2 at 6th level, 3 at 9th level, and 4 at 14th level. Halo of Spores | (circle): At 2nd level, you gain the ability to take on a special fungal form with your Wild Shape feature. When you use your Wild Shape feature, you transform into a fungal-infested form instead and gain the following benefits. Your type is plant, instead of humanoid. You gain 5 temporary hit points for each level you have in this class. When you use your Halo of Spore feature while in your fungal form, the creature takes twice as much damage per round for the duration of their infection. Your unarmed strikes are magical and use a d8 damage die, and you can use Wisdom instead of Strength for attack and damage rolls with your unarmed strikes. Your melee weapon attacks and unarmed strikes deal an additional 1d6 poison damage to any target they hit.These benefits last for 10 minutes, until you lose all temporary hit points granted by this feature, or until you use your Wild Shape again. Fungal Form
Languages: | Common | Dwarvish | Undercommon | Druidic
Equipment
Backpack
Mess Kit
Bedroll
Pan Flute
Blanket
Piton, x10
Bucket
Poorly Wrought Maps of Sword Coast
Bullets (sling) x80
Pouch
Chalk x5
Quarterstaff
Cook’s Utensils
Rain Catcher
Crampons
Rations, 10 days
Danton Signet Ring
Rope (hemp), 50 feet
petrified mushroom embedded in stone, on a necklaceDruidic Focus
Shovel
Grappling Hook
Sling
Hammer
Tinderbox
Healer’s Kit (10 uses)
Traveler’s Clothes x2
Herbalism Kit
Waterskin
Leather Armor
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.Wooden Shield of Expression
Medium beast, unaligned
Armor Class 12
Hit Points 5 (1d8 + 1)
Speed 40 ft.
STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)
Skills Perception +3
Senses passive Perception 13
Languages –
Challenge 1/8 (25 XP)
Special Traits
• Keen Hearing and Smell: The mastiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
• Bite: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.
About
Mastiffs are impressive hounds prized by humanoids for their loyalty and keen senses. Mastiffs can be trained as guard dogs, hunting dogs, and war dogs. Halflings and other Small humanoids ride them as mounts.
Hearing the language of the drow provoked a low growl in the hulking quaggoth, especially when the Underdark spore-smelling human began reaching for his staff and shield.
"Dos telanth saph ilythiiri lu'ph'fridj 'zil myar!Undercommon: You speak the words of the drow and are just as uncouth!*" Vossk snarled, brandishing his own quarterstaff in anger. "Usstan telanthi'wiles d'gre'as, dos yutsu verin!Undercommon: I spoke words of peace, which you return with scorn!*"
The quaggoth then looked to the others, watching their every move as well. He could very well defend himself, more than they probably imagined, but Vossk was used to this kind of reception. He merely waited for a sign of unanimous sentiment, before he moved on to the next town.
Vossk, BugbearQuaggoth Level 3 Mystic HP: 33/33; AC: 17 (AC=10+Dexmod+ConmodImmortal Durability); Initiative: XX (+3); Speed: 30ft; Senses: Passive Perception 13, DV 60' Saving Throws Str +4, Dex +3, Con +4, prof-Int +4, prof-Wis +3, Cha +2 Abilities: Str 18(+4), Dex 16(+3), Con 18(+4), Int 15(+2), Wis 13(+1), Cha 15(+2) Features:+5' reachLong-Limbed; You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build; If you surprise a creature and hit it with an attack on your first turn in combat, the attack deals an extra 2d6 damage to it. You can use this trait only once per combat.Surprise Attack;Can always recall the general geography, including settlements, of the land around him. Can also find food and water for up to 6 persons as long as the environment can provide such.Wanderer; Immediately after you spend psi points on a psionic discipline, you can take a bonus action to regain hit points equal to the number of psi points you spent.Mystical Recovery; You can telepathically speak to any creature you can see within 120 feet of you in this manner. You don't need to share a language with the creature for it to understand your telepathic messages, but the creature must be able to understand at least one language or be telepathic itself.Telepathy; At the start of each of your turns, you gain temporary hit points equal to your Intelligence modifier (minimum of 0) if you have at least 1 hit point.Psionic Resilience Proficiencies: Atheletics +6; History +4; Perception +3; Stealth +5; Survival +3; Viol +4; Goblin, Elvish, CommonLanguages Notable Gear: wooden staff, shortbow, Explorer's Pack, Masquerade Tattoo, Headband of Intellect Psionics (Intelligence): Attack Mod w/ Headband+6, Save DC w/ Headband14; Psi Points: 14/14, Psi Limit: 3 Talent:As an action, you target one creature you can see within 120 feet of you. The target must succeed on an Intelligence saving throw or take 1d10 psychic damage.
The talent's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).Mind Thrust Psionic Disciplines: Giant Growth, Bestial Form, Brute Force, Psionic Weapon Notes:
Last edited by Hundur; Apr 20th, 2021 at 10:42 PM.
"A phantom from my past! Shall I banish you? Nah, not yet." Prudence's lips curled into another grin, shedding that moment of concern she had for whatever was happening so close by on the worn road. Nyx's playfulness was welcomed and reflected in everything about the Tiefling's demeanor. She submitted to the kiss, to her summoned passion, remembering how she longed for this closeness, painfully so, in the months that passed after the Half Elf left Waterdeep. She didn't allow herself to become lost in the embrace, but did hold onto the other woman tightly for a moment. Then, as quickly as a surprise kiss, Pru decidedly let go of any hurt or anger that suddenly woke-up inside of her; Such negative, old and unvalid thoughts of a 20 year old were no longer welcome. As she pulled away from Nyx gently, Pru said in a quiet tone. "I missed you no less than the sun misses the moon, but alas, I did not chase you as they do one another." She paused and searched the other woman's eyes before she continued, "I also missed your dangerous habit of finding trouble." Sweeping open her angular-cut, swallow-tailed coat, the lavender woman gestured to a bandolier of daggers that was buckled from shoulder to hip. "See what five years have done to me? I now need to travel with an assortment of blades including my rapier as to ward myself against bandits or competition."Not that a show of weapons kept her from becoming a target once inside Scarfell.
Once she had pulled away from Nyx's embrace and stepped back, a lopsided smile formed on her lips as she thought further about the 'trouble' they had been involved in ranging from dares of thievery, to mischievous manipulations and pranks.
Trouble...Ooh, Igan. Pru's mood shifted to one that could almost be categorized as 'concerned' as she caught sight of more movement down the road. The Tiefling tucked a thick lock of dark blue-black hair behind her horn as she explained to her Half Elf friend. "Nyx, m'love, see that Human over there. The strapping, hairless one? He has wonderful shoulders, as you can see. He's with me." She squinted now. "Huh." the Bard breathed out and touched the arm of her tall shadowy companion as she asked. "What just came out of the woods? And...is that ...a skull covering the face of the small being? Is that a Halfling, perhaps? Next to the other person. With the ...hounds. Hounds? He's probably in trouble and I'm in charge of protecting him." Pru outright lies, looking absolutely amused with herself, and winks at Nyx. Prudence has her own code of honor, and if she were protecting someone, she would not allow herself such a distraction, though her former flatmate is quite an influential temptation. Perhaps her sway was not as strong as it used to be in the Tiefling's more innocent days, prior to when her arcane studies became more serious, and the world picked at her carefree nature and naïveté as would a wood carver whittle away at a tender branch. "We must go save him before something horrible befalls him; I'd feel awful about it. He has been quite good company since I arrived here on business, and we are still partners, so..I am extending an invitation for you, dear Nyx, to join us on a little adventure. First, let us go see if there is trouble brewing, or an opportunity."
Lifting her ringed hand before her face, she gracefully fanned her fingers then clenched them into a loose fist in the casting of a simple cantrip that the Sorceress has seen Pru craft many times before. Upon feeling the silken, ethereal threads of the Weave dance energetically into the confines of a whispered word, the dark-eyed devilish woman spoke into her curled hand that rested lightly against her lips; manicured pinky pointed in her bodyguard's direction. "Do not fret. We're on our way. You can reply to this message." The clearly spoken, petal-soft whispered words brushed their way into Igan's ears.
With the sunlit road and comfortable weather, Prudence, after a single tug on Nyx's sleeve, jogged with a rucksack on her back, in a somewhat hurried approach towards the fascinating mid-road impromptu gathering. She is glad she packed a whole roast chicken in Igan's backpack just this morning.
Abilities: Str 10 (0), Dex 18 (+4), Con 17 (+3), Int 14 (+2), Wis 12 (+1), Cha 20 (+5) Saves: Str 0, Dex +6, Con +3, Int +2, Wis +1, Charisma 7 Skills: *Perception (+3) |*Investigation (+6) |*Arcana (+4) | History (+2) | Acrobatics (+4) |*Stealth (+6) |*Insight (+3) |*Persuasion (+9) |*Performance (+7) | Intimidation (+5) |*Deception (+7) | Sleight of Hand (+4) | Proficiencies: Thieves Tools, Games: Cards.
Special Abilities: Hellish Resistance: Resistance to fire damage. Bardic Inspiration: 5x a day. Used: 0/5. The creature can roll 1d6check, attack roll, or saving throw it makes. Creature can wait until after it rolls the d20 and add the number rolled to one ability. Jack of All Trades | Song of Rest: | Cutting Words:
Spellcasting: Ability: +5 | Save DC: 15 | Attack Bonus: +7 Known Cantrips: Message, Vicious Mockery, Thaumaturgy| Spells (First level Slots: 5/5. Second level: 1/1): 1st Level: Identify, Detect Magic, Dissonant Whispers, Sleep, Feather Fall 2nd Level: Invisibility
Weapons: Rapier: [COLOR=”DarkSlateGray”]To Hit (+4) | Damage: (1d8+4) Too Many Daggers (5): (Thrown: 30/120ft): To Hit (+4) | Damage 1d4+4 Item (Attuned): Bracer of Flying Daggers
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Odd was this smelly old man and his dog friend and his short skull-girl friend and her dog friend who seemed to bump into one another but didn't know one another.
"Nearby?" Egg repeated, sounding dumb. "Yeah, you're at Scarfell. Welcome I guess," he said as he scratched his bald head with callused hands. He looked back at Pru to check if she'd alerted the guards, only to see that she was very, very close to some white-haired slip of a girl??!
"Um. What."
Then odd became even odder than odd at the sudden appearance of a towering figure covered in robes. Egg saw the stranger had sharp teeth and powerful - hairy? - hands, and spoke some wild language that he couldn't place. Did that sound... Elvish?
"Whoa, yer a big guy, huh? Slow down there-" All of a sudden the friendly fun old guy was all growling and snarling at the newest arrival and reaching for weapons. "What? You guys know each other or something? Hey! Can you stop talking funny like that? Hey take it easy-" Egg had both hands up now, trying to look placating. Where was Pru and her guards? Were they taking turns schnozzing now? Pfft. Tieflings, amiryt?
The two strange oddballs were still talking back and forth in a weird guttural language, and the tensions seemed to be rising. Egg sighed inwardly since he was being ignored, then suddenly clapped his hands together at which bright blue sparks suddenly flew from the point of meeting.
"OY!" That got their attention, he hoped. "Said take it easy. You guys speak Common? Can we calm down first? Hate ta bash new friends' skulls in."
Feats & Class Features:Weapon Bond At 3rd level, you learn a ritual that creates a magical bond between yourself and one weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. The weapon must be within your reach throughout the ritual, at the conclusion of which you touch the weapon and forge the bond. Once you have bonded a weapon to yourself, you can't be disarmed of that weapon unless you are incapacitated. If it is on the same plane of existence, you can summon that weapon as a bonus action on your turn, causing it to teleport instantly to your hand. You can have up to two bonded weapons, but can summon only one at a time with your bonus action. If you attempt to bond with a third weapon, you must break the bond with one of the other two.Weapon Bond | You can use your armor to deflect strikes that would kill others. You gain the following benefits: Increase your Strength score by 1, to a maximum of 20. While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical weapons is reduced by 3.Heavy Armor Master | Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.Fighting Style | On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once/short or long restSecond Wind, 1/1 | On your turn, you can take one additional action. Once/short or long restAction Surge, 1/1
Nyx giggled seeing Prudy’s reaction and she was glad to see that even if she held any ill will toward her, it faded away. At least for the time being. She glanced at the guards who seemed surprised and also mesmerized by the sight of two women kissing even if in friendly way. She thought it would be nice to liven up Scarfell a bit and give locals something to gossip for next few months. Nyx focused back on Pru when she showed off her blades, kept on her like one of the most precious possessions. “I am glad you didn’t chase me… these look pointy.” She commented and let the lavender tiefling off her embrace.
“You seem to be already known here, Prudy.” Nyx commented amused under her nose realizing that the guards were paying more attention to her friend.
When Pru turned her attention to the bald man, Nyx glanced at him, noticing that he wasn’t alone. Her steely eyes were on the man but she listened Prudy and she was enjoying Prudy’s torrent of words where you really needed to catch every third one to get the essence what she was saying. Nyx missed that too. Now that she met Prudy again, she realized she missed her more than she thought.
She picked her backpack, put it back on her shoulders and following Prudy’s tug on the sleeve, Nyx moved elegantly after her tiefling friend. The bald man looked like a warrior based on his pose, the armor and most of all, the big weapon he had, and so she was pleasantly surprised seeing him able to cast a spell. “Hmm… not bad. Does your ‘wonderful shoulders’ have a name and can I borrow him for the night?” Nyx purred mischievously.
Approaching the forming group, Nyx curiously taxed others in it and she decided that she would have a problem to say which one was the most bizarre: the Human with colorful mushrooms in his beard, a Halfling with too big helmet made of skull on her head, or an enormous Bugbear in heavy dark robes. “Those guys are awesometacular.” She commented, keeping half a pace behind Prudy and not breaking gracious stride as they both approached.