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Wizard of the Coat

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Everything posted by Wizard of the Coat

  1. Heh! Thanks for the laugh. I suppose my end of semester does seem to be leading to a spectacular fireball.
  2. I suppose that speaks to how crazy my week has been and how sleep deprived I am. My apple watch tells me that I've averaged a little over five hours a night this month. I'll be so glad when this semester is over (just a couple more weeks!).
  3. Oh, hey, and I was kinda waiting for a reply (or an "ignored the kobold" response) before posting again.
  4. That's what I was worried about. Apologies to all for further delays. I've got a big faculty meeting that will run well past 5 and then I've got a long drive to pick up my wife at an airport. I doubt I'll get a post out today. I should be good to post tomorrow.
  5. I need to check something before posting in the IC. Is Sirona back at the spaceport in the Banshee waiting for us or did she drop us off with plans to come back when we signal?
  6. I thought D'Art was our early warning system. I smiled at the thought of Yopine watching the dog, and the dog watching the hare quarters, occasionally looking to Aly (or whoever is cooking) in anticipation of being fed.
  7. FYI, Nina wears an earbud comlink and all the PCs have access to it (they know her comm channel or comm number or whatever).
  8. Sorry to lose you, Alterangel. Hope your home situation improves.
  9. Hades (and everyone else), I don't want Nina to come across like she's taking charge. Nor do I want to limit the other PCs' choices. I've tried to post IC details trying to make clear that she's not wanting to do that. So if those efforts are not working, let me know and we can retcon the scene or whatever.
  10. Just wanted to double check that something. Red Knell is hiding from the guards on deck, not from Ms. Blueblood. I'm assuming Red and Blue can see each other because they don't have cover/concealment from each other in which to hide. Is that correct?
  11. I think I'm good with the briefing scene with Racine. I don't have any more questions. Does anyone else have any questions for her? Moving forward, it looks like we need to purchase supplies from the black marketeer guy, and get advice from the Clockwork King. If the rest of you are ready to move on, let's let Billy know.
  12. Wait... what? He revealed his true identity? Did this happen in a side conversation or in the main thread when Ragz was present (and I somehow missed it)?
  13. For some strange reason, I thought we were in combat rounds, so I only posted one round worth of action. But after seeing your post, I realized my mistake--and that going to combat rounds so soon would only slow the game to a crawl. Consequently, I added a couple of additional sentences to my post, leaving Red Knell at the top of the foremast yard arm, in position to do her thing.
  14. Ragz feels a sudden warm tingling sensation as Aly's disembodied controller thinks of him as a tank.
  15. Ragz The black dog seemed to resist the glow of the campfire, her coat clinging to the deepening shadows. She looked to where Aly pointed as if she understood common, but then cocked her head at the human woman, confused. A moment later, she'd turned her attention back to the hares sitting her rump down and staring--a clear canine signal that she was waiting patiently to be fed without begging. Ragz made a rumble in his throat, perhaps the elderly kobold equivalent of ahem. "It seems to Ragz that a stray black dog only partakes of meat if the kill was... merciful. Even then, a dog avoids offal. A stray black dog is much trouble." Both kobold and mastiff remained at the cookfire, watching as Aly busied herself with the hares and the remainder of the food prep, Ragz offering to help in any way possible, the mastiff eyeing the hare quarters impatiently.
  16. - Even-Keeled Beauty with a Bad Reputation... and Dark Magic Troubles Passive Perception 19 (darkvision 120 ft)| Athletics +8 | Insight +6 | Intimidation +6 | Investigation +4 | Languages Common, Thieves Cant, Deep Speech attractive | 5'9" | athletic female build | dark red hair | grey-green eyes eye patch | jewelry | elegant traveler's clothes | rapier| two throwing knives | belaying pin | hat | bandana |gloves | thieves' tools AC 17Mage Armor: 13 Dex +4 (18Dual Wielder feat +1 to AC when wielding two weapons) | HP 38/51 | INIT +7 | Move 30 (40 swim) | Inspr. 0/1 | Spells 2/2 | HD 6d8/6d8 Knell was stuffed and warmed by the cook's snacks, she again had a dagger, and now she found herself doing what she did best--a skullduggerous boarding action. All in all, her dismal evening was looking to end on a high note. She had a smile on her face as she melted into shadow, disappearing from the dark waves at Mary Rose's prow, only to reappear a heartbeat later up above atop the gunwale. Of course, no one would see the smile, her face covered by the bandana, eyepatch and wide-brimmed hat. Red Knell immediately slinked down onto the deck of the forecastle, crouching well out of sight of the gambling guards seated below on the main deck. Quietly, she padded barefoot across the rain-slicked deck to a spot between the bowsprit brace and the anchor wheel--so as to be hidden should a patrol climb up to the forecastle. Satisfied with her concealed position, the redhead looked around her, fearful of possible familiars--rats, birds or other small creatures--spying on her, then turned her attention to the foremast and rigging, considering the best concealed climbing approach up to the yard. Given her ability to instantly move through shadows up to a distance of some ten paces, Knell's climbing approaches were not constrained by details such as easy reach or access points. The one-eye'd pirate again faded into shadows, appearing some thirty feet above in the rigging. With a combination of climbing and moving through shadows, she reached a position atop the yard where she could conceal herself from the gamblers below, but still survey the deck below. OOC Equipped Main hand: empty Off Hand: empty Actions Bonus Action: Move Through Shadows (teleport 30 feet) up to gunwale of prow. Move & Standard Action: Stealth check to move quietly a couple of squares from the gunwale down to the forecastle deck, then to the hidden spot between the bowsprit brace and the anchor wheel. Passive Perception: 19 (I described her looking around, but that's just fluff. I'll go with her passive perception rather than spend an action. Stat Block Human (Variant) Female Swashbuckler (3)/Fathomless Warlock (3) Pirate (Bad Reputation) STRSAVE +2 Athletics +8 14 | DEXSAVE + 7 Acrobatics +7 Slight of Hand +4 Stealth +7 18 | CONSAVE +3 17 | INTSAVE +4 Arcane +1 History +1 Investigation +4 Nature +1 Religion +1 12 | WISSAVE +3 Animal Handling +3 Insight +6 Medicine +3 Perception +9 Survival +3 16 | CHASAVE +3 Deception +3 Intimidation +6 Performance +3 Persuasion +3 16 | Death Saves -3 | Feat Dual WielderYou master fighting with two weapons, gaining the following benefits: You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand. You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light. You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. Tavern BrawlerAccustomed to rough-and-tumble fighting using whatever weapons happen to be at hand, you gain the following benefits: Increase your Strength or Constitution by 1, to a maximum of 20. You are proficient with improvised weapons. Your unarmed strike uses a d4 for damage. When you hit a creature with an unarmed strike or an improvised weapon on your turn, you can use a bonus action to attempt to grapple the target. Actions Attack with Rapier of Gambling +10 (1d8+7 piercing) Attack with Pact Weapon Whip +7 (1d4+4 slashing) Attack with Shadow Blade +7 (2d8+4 psychic) Cast a Spell (Blade WardAbjuration cantrip Casting Time: 1 action Range: Self Components: V, S Duration: 1 round You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks., Chill TouchNecromancy 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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8)., Protection from Evil and Good1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (holy water or powdered silver and iron, which the spell consumes) Duration: Concentration, up to 10 minutes Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect., Spider Climb2nd-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a drop of bitumen and a spider) Duration: Concentration, up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.) Create Pact of the BladeWarlock class feature You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it (see chapter 5 for weapon options). You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. Weapon Activate Magic Item: Rogue's Mantle Willful EnmityRogue's Mantle feature Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can't cast the spell again until the next dawn. ANTAGONIZE 3rd-level enchantment Casting Time: 1 action Range: 30 feet Components: V, S, M (a playing card depicting a rogue) Duration: Instantaneous You whisper magical words that antagonize one creature of your choice within range. The target must make a Wisdom saving throw. On a failed save, the target takes 4d4 psychic damage and must immediately use its reaction to make a melee attack against another creature of your choice that you can see. If the target can't make this attack (for example, because there is no one within its reach or because its reaction is unavailable), the target instead has disadvantage on the next attack roll it makes before the start of your next turn. On a successful save, the target takes half as much damage only. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d4 for each slot level above 3rd. Bonus Actions Two-Weapon Fighting Bonus Attack with Pact Weapon Whip +7 (1d4 piercing) Two-Weapon Fighting Bonus Attack with Shadow Blade +7 (2d8 psychic) Cast a Spell (Hex1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. or Shadow Blade2nd-level illusion Casting Time: 1 bonus action Range: Self Components: V, S Duration: Concentration, up to 1 minute You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage. If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand. At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.) Cunning Action (Dash, Disengage, Hide) Activate Magic Item: Rogue's Mantle Move in ShadowsRogue's Mantle feature While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn. (teleport 30 feet) Fathomless Warlock class feature Tentacles of the DeepYou can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Reactions Opportunity Attack with Rapier of Gambling +10 (1d8+7 piercing) Opportunity Attack with Pact Weapon Whip +7 (1d4+4 slashing) Rider Effects Fancy FootworkSwashbuckler class feature During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn., Rakish AudicitySwashbuckler class feature You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you., Sneak AttackRogue class feature Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll., Equipment Not on Person boots and stockings, cross-body bag[This is a refluffed pouch] thieve's tools (1 lb) half-pint flask of rum (1 lb) 10 feet of silk rope (1 lb) tinder box (1 lb) empty sack (.5 lb) perfume (-) make-up kit (.5) steel mirror (.5) soap (-) Perfume of Bewitching
  17. Ragz Ragz returned from his nightly hunt with two hares draped over his shoulders, the black dog close on his heals. He stopped in his tracks when he saw the boiling pot, the meat cuts, the remains of the butchered gazelle. His shoulders drooped back down to their usual position. The black dog barrelled passed the kobold, suddenly at the campfire, sniffing about, tail wagging. She checked out Aly's boiling pot and meat cuts as if searching for a new toy. Then she moved to the butchered gazelle, still sniffing about. But her tail suddenly stopped wagging. She lifted her head and scanned the camp, sniffing, searching, not finding. Abandoning her search, she trotted back to the kobold, who had moved to the campfire. He held the two hares up for Aly's inspection. "Should Ragz let two hares ripen for a day or should a dog have them?"
  18. Copper - Upbeat Urchin of Mirabar (Human Arcane Trickster) AC 13/16with Mage Armor | HP 24/24 | Init +3 | P Percptn. 13 (Pooka 15 smell) | Spells 1/2 (1st) | Inspr. 0/1 | Darts 4/4 | Arr. 20/20 | CP 12 SP 5 GP 5 Copper was twirling her knife--not the nervous twirl, but the impatient twirl. At the next adequately lengthy lull in the conversation, she asked, "So if we're gone for a week or more, will that get us in trouble with the powers that be here in the city? I mean, they know where we live and I get the impression our cover story doesn't include disappearing for days or weeks at a time." Mechanics Main Hand: Off Hand: Status Effects: none Active Spells: Mage Armor (8 hrs) Copper Free Action: -- Action: -- Move: -- Statblock Female Human (Varient) Rogue (Arcane Trickster) 3 Languages Common, Sylvan, Thieves' Cant Background Urchin Background Feature City SecretsYou know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow. StrSave -1 Athletics -1 8 DexSave +5* Acrobatics +5 | Sleight of Hand +7 (E) | Stealth +5 16 ConSave +2 No skills associated. 14 IntSave +3 Arcana +3 | History +1 | Investigation +3 | Nature +1 | Religion +1 13 WisSave +3 Animal Handling +1 | Insight +1 | Medicine +1 | Perception +3 | Survival +1 12 ChaSave +0 Deception +5 (E) | Intimidation +1 | Performance +1 | Persuasion +1 12 ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Armors: Light Bonus +2 Saving Throws Dex, Int Speed 30 (60 w/Cunning Action Dash) Actions Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). Scimitar +5 to hit for (1d6+3) slashing damage. | finesse, light Small Knife +5 to hit for (1d4+3) piercing damage. | finesse, light, thrown (20/60) Dart +5 to hit for (1d4+3) piercing damage. | finesse, thrown (20/60) Shortbow +5 to hit for (1d6+3) piercing damage | ammunition (80/120), two-handed Bonus Actions Small Knife +5 to hit for (1d4+3) piercing/slashing damage. | finesse, light Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: >You can stow one object the hand is holding in a container worn or carried by another creature. >You can retrieve an object in a container worn or carried by another creature. >You can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.) Reactions Opportunity Attack (with additional Sneak Attack) Spell Save DC: 11 | Spell Attack Mod: +3 Cantrips Booming BladeEvocation cantrip Casting Time: 1 action Range: Self (5-foot radius) Components: S, M (a melee weapon worth at least 1 sp) Duration: 1 round You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8). | Mage HandConjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can't attack, activate magic items, or carry more than 10 pounds. | MessageTransmutation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a short piece of copper wire) Duration: 1 round You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings. | Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | PrestidigitationTransmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: >You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. >You instantaneously light or snuff out a candle, a torch, or a small campfire. >You instantaneously clean or soil an object no larger than 1 cubic foot. >You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. >You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. >You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Spells Disguise Self1st-level illusion Casting Time: 1 action Range: Self Components: V, S Duration: 1 hour You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. | Find FamiliarCasting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Additional animal form choices may be available at the DM's discretion. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. | Mage Armor1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. | Sleep1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
  19. I'm with you on that point! I'm a commuter cyclist. Here's my ride: Fuji Absolute 1.9
  20. Yeah, I figure we'll most likely use them out of combat because of that. Also, Copper is NOT going to ask why they're viscous or what they're made out of that makes them viscous. She's afraid it's somehow related to the lab we all first appeared in.
  21. If we do that, we could have a paladin capable of healing, and each of the other PCs with a means of healing--in case the paladin goes down.
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