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  1. Anne Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 The sounds she had been making did little to distract the thugs that tailed them, and upon hearing the conversation with Iymbryl, she understood why. Anne narrowed her eyes, hoping to see more of details on the two that came forward, but anger flared and hid the information she needed. Though she heard what she needed to hear. They were seeking out spellcasters. The attacks had stopped...rumors had been whispered. Ragesia had gained a foothold in her home. "You're looking in the wrong place, as my friend here said. Olvyn left our group...to be with more like him." Her best guess was that they were looking for her and her father. Anne grimaced, more reminders that people wished her ill for being who she was. Mechanics Main Hand: Empty Off Hand: Empty Action: prestidigitation, repeated Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Anne Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o +4 attack, 1d8+2 piercing o +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception* & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features , , , , , , , , Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o o Paint pots Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web
  2. Hachilah - Fire Genasi Barbarian 3 AC: 17 | HP: 30/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3 Upon arrival at the tavern, Hachilah scanned the room again, hoping to see some details that would imply there were not only mindless activities present, but they were quickly ushered to sit with Lapis once more. The deal concluded and new mission offered, the Fire Genasi's lips dipped in thought. Her mind reached out to the sword that hung at her hip. "Zespara...would you know the routes of dwarves in the Underdark?" She raised a brow and awkwardly motioned her head to her own mid-section, hoping to get her friends to have the same thought. But then she cleared her throat and thought to Racine instead. "What makes you believe we are capable of succeeding where dwarven warriors may have failed?" Hachi knew she and her party were skilled, but they were, for all intents and purposes, university graduates with little adventuring life experience. Why were they special? Why were they so special to be summoned back from the past? Mechanics Main Hand: Empty Off Hand: Empty Action: Straighten rod Bonus Action: ... Move: Put on gear and move to rod Manipulate: Your one free object interaction goes here. Reaction: Opportunity attack. Spells Casting Ability: Wisdom Spell Save DC: 11 Spell Attack Modifier: +3 Cantrip: Produce FlameCASTING TIME: 1 Action RANGE/AREA: 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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). One Use per Long Rest 1st: Burning HandsCASTING TIME: 1 Action RANGE/AREA: Self (15 ft ) COMPONENTS: V, S DURATION: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 2nd: Flame Blade (C) -no access till 5thCASTING TIME: 1 Bonus Action RANGE/AREA: Self COMPONENTS: V, S, M * DURATION: Concentration 10 Minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Stat Block Hachilah of the Wandering Sands Fire Genasi Ancestral Guardian Barbarian (3) Str 14 Dex 14 Con 16 Int 10 Wis 12 Cha 10 HP 35/35 HD 3d12/3d12 AC 17 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Primordial & Dwarvish Background Tribe Member: Wandering Sands Feature Wandering Sands HeritageYou have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Southwest. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle. • Handaxe +4 attack, 1d6+2 slashing damage • Javelin +4 thrown attack, 1d6+2 piercing • Moon-touched GreataxeMoon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. +4 attack, 1d12+2 slashing damage Proficiency +2 Saving Throws Strength, Constitution Skills Athletics, Insight, Perception & Survival Tools Cook's Utensils Instruments ... Weapons Simple weapons, martial weapons Armor All armor, shields Feats None Features DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray., Fire ResistanceYou have resistance to fire damage., Reach to the BlazeYou know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)., Rage (3)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: •You have advantage on Strength checks and Strength saving throws. •When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. •You have resistance to bludgeoning, piercing, and slashing damage. •If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again., Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit., Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn., Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated., Ancestral ProtectorsStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
  3. Yeah, I honestly couldn't remember exactly what we needed to do, which is why in my last post I was just "she does what needs be done". Lol
  4. Hachilah - Fire Genasi Barbarian 3 AC: 17 | HP: 30/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3 Hachilah nodded at Copper and moved to complete the task the Clockwork King had given them. "A place away from the others in this city would be welcomed. But let us finish one mission before starting another." The genasi thought back to their school days. They were often split into two, those who wished to stay the course and the others who wanted to push on to the unknown road. It made them better, question each other and find the ways that led them to be a successful adventuring party. She looked around the forge once more, gripping Zespara firmly. "We will return." Mechanics Main Hand: Empty Off Hand: Empty Action: Straighten rod Bonus Action: ... Move: Put on gear and move to rod Manipulate: Your one free object interaction goes here. Reaction: Opportunity attack. Spells Casting Ability: Wisdom Spell Save DC: 11 Spell Attack Modifier: +3 Cantrip: Produce FlameCASTING TIME: 1 Action RANGE/AREA: 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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). One Use per Long Rest 1st: Burning HandsCASTING TIME: 1 Action RANGE/AREA: Self (15 ft ) COMPONENTS: V, S DURATION: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 2nd: Flame Blade (C) -no access till 5thCASTING TIME: 1 Bonus Action RANGE/AREA: Self COMPONENTS: V, S, M * DURATION: Concentration 10 Minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Stat Block Hachilah of the Wandering Sands Fire Genasi Ancestral Guardian Barbarian (3) Str 14 Dex 14 Con 16 Int 10 Wis 12 Cha 10 HP 35/35 HD 3d12/3d12 AC 17 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Primordial & Dwarvish Background Tribe Member: Wandering Sands Feature Wandering Sands HeritageYou have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Southwest. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle. • Handaxe +4 attack, 1d6+2 slashing damage • Javelin +4 thrown attack, 1d6+2 piercing • Moon-touched GreataxeMoon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. +4 attack, 1d12+2 slashing damage Proficiency +2 Saving Throws Strength, Constitution Skills Athletics, Insight, Perception & Survival Tools Cook's Utensils Instruments ... Weapons Simple weapons, martial weapons Armor All armor, shields Feats None Features DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray., Fire ResistanceYou have resistance to fire damage., Reach to the BlazeYou know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)., Rage (3)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: •You have advantage on Strength checks and Strength saving throws. •When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. •You have resistance to bludgeoning, piercing, and slashing damage. •If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again., Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit., Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn., Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated., Ancestral ProtectorsStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
  5. Anne Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 If Bronn was right, there would be many useful ways to use the paint she had taken...been gifted. It was a bit of a blur, but as it seemed others were given items, it seemed likely the councilman had intended to give her something as well. Anne hadn't been paying much attention as they walked the debris ridden streets, more focused on feathers that taunted Iymbryl's face. They were insistent in their pestering of him and he was consistent in his attempt to push them aside. She contemplated painting on new feathers with her paints... But as the dwarf brought word of thugs tailing them, the sorcerer became acutely aware of their presence. He had pegged them correctly. Those that would take advantage of those recuperating from the attacks on the city. It was disheartening, and they were fools to misread the group. Anne looked at Bronn, Belfyr and Iymbryl, and felt confident even with the uneven numbers, they would have no trouble handling the would-be bandits. "Better we deal with them then others without the ability to protect themselves." As they continued to walked Anne began calling forth her magicks to create random sounds in the shadows. A cat hissed, a crate fell, a dog barked, a baby cried. She hoped it would provide the party a chance to get the jump on those that followed them. Mechanics Main Hand: Empty Off Hand: Empty Action: prestidigitation, repeated Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Anne Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o +4 attack, 1d8+2 piercing o +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception* & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features , , , , , , , , Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o o Paint pots Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web
  6. Peggy's reflex on keel hauling. Remember she had evasion, if that helps.
  7. Anne Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 The thick hand of the dwarf was comforting. A familiar warmth, a calloused hand patching a wound. Only this one was not caused her own carelessness. "I know. You're always the one I can count on. And you can count on me." Anne offered a forced smile. "Thanks..." There wasn't much more to say on it, unless she intended to wallow, but she knew that would do little for herself or those she traveled with. Instead she eyed the item Belfyr had claimed from the Councilman's collection. "What do you have there? I've some paint in oddly shaped pots, not sure exactly how its special, but it looks special. What about that stick, Bel?" Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Anne Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o +4 attack, 1d8+2 piercing o +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features , , , , , , , , Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o o Paint pots Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web
  8. Peggy Mae Stubbs AC: 22 | HP: 85/91 (-7) | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple | Fortitude: 8 (-1) | Reflex: 8 | Will: 9 | Speed: 50 ft | Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 "My dear Gilbert, I reckon you undersell your repurtwahr. But it seems to me we need to decide if we want to spend time claimin' the keels now or come runnin' back later." Peggy looked down at the wreckage. "You folk don't believe in providin' easy tasks, do ya? It'll probably take the better part of a day to salvage those, but Zen is right, they'd be worth a fine pretty penny. And we wouldn't be sharin' that with ol'Sal." She turned around and leaned her lower back against the railing. "Slim was not easy to put down, and we didn't let him loose with a stock full of firebombs. How could he have gotten here this fast is a might right question to ask. Seems I ain't the only one to ask pertinent questions." The mechanic winked playfully at her business partner. "What's the chance this was either set up to look like it was Slim...or some sort of message for Slim? Seems plausible he had enemies before joinin' Dirk's crew." Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: ... Move: .... Reaction: Your reaction goes here. Notes: ... Statblock Peggy Mae Stubbs Human Unchained Softstrike Monk (7) Str +4 (19) Dex +2 (14) Con +2 (14) (-1) Int +0 (10) Wis +4 (18) Cha +0 (10) Speed 50 ft Initiative +2 Languages Common Traits Heavy HitterYou gain a +1 trait bonus on damage rolls made with unarmed attacks., Bandit (Strength)Choose one Profession skill and one ability score other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill. • Unarmed Strike +13/+13 attack, 2d8+6 bludgeoning Skills Acrobatics (7) +12 Heal - +2 Sense Motive (7) +14 Climb (7) +14 Perception (7) +19 Sleight of Hand - +2 Disable Device - +2 Profession (Mechanic) (7) +16 Stealth - +2 Escape Artist (7) +12 Profession (Pilot) (7) +18 Survival - +4 Fly - +2 Ride - +2 Swim - +4 Weapons aklys, bolas, club, light flail, light mace, nunchaku, quarterstaff, sap, sling, and any weapon with the monk special quality that can deal bludgeoning damage Armor None Feats DodgeYou gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved Unarmed StrikeYou are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice., Stunning FistYou must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned., Weapon Focus - Unarmed StrikeYou gain a +1 bonus on all attack rolls you make using the selected weapon., Improved GrappleYou do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you., Combat ReflexesYou may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., Extra KiYour ki pool increases by 2., Deflect ArrowsYou must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected, Stand StillWhen a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity. Class Features Flurry of BlowsAt 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects., Non-Lethal StrikeA softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium monk). When dealing lethal damage with his unarmed strikes, his monk level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage. This alters unarmed strike., Feather TouchA softstrike monk does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage. In addition, he can use his stunning fist ability while making a nonlethal attack with a weapon., Tenet of LifeThough a softstrike monk accepts that death may happen in combat, he cannot abide killing in cold blood. If he slays an unconscious or helpless living foe, or merely stands by and allows such a killing to occur, he becomes shaken for 1 hour. In addition, the act disrupts the softstrike monk’s ki; if he has a ki pool, he loses a number of ki points equal to half his level, as if they had been spent., EvasionAt 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion., Fast MovementAt 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed., Ki Pool (9)At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive., Ki Strike (Magic)At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness., Ki Power - Zephyr Blow (1ki)At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Zephyr Blow (Su): By spending 1 ki point as a standard action, a monk with this power can disrupt the wind and create a sharp blast of air, as if using the spell gust of wind. The monk’s caster level for this effect is equal to his monk level., Still MindAt 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects., Purity of BodyAt 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases., Style Strike - Stomp FootAt 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes. Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike., Life Giving BlowsAt 6th level, a softstrike monk can force a piece of his life force into a nonliving creature to disrupt its animating essence. If he hits an undead foe with an unarmed attack, he can spend 1 ki point as a free action to remove the target’s immunity to nonlethal damage for a number of minutes equal to his Wisdom modifier. If, during this time, the target’s nonlethal damage exceeds its current hit points, it is destroyed. At 10th level, a softstrike monk can also use this ability against constructs. This replaces the bonus feats gained at 6th and 10th levels., Ki Power - Qinggong Power (Barkskin, 1 ki)Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power. Barkskin Duration 10 min./level Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0., Ki Strike (Cold Iron/Silver)At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. Equipment cash on hand $3,700 Handy HaversackA backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does., Eyes of the EagleThese lenses are made of special crystal and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round., Monk's RobeWhen worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. , Traveler's Any ToolThis implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls. Masterwork Mechanics Tools
  9. Hachilah - Fire Genasi Barbarian 3 AC: 17 | HP: 30/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3 She was glad Mara had taken up the questions. The curious woman in a sword was confounding the genasi's mind. There had been stories all her life of magicked weapons hidden in the sands of the desert, but those were old tales of treasure hunters, most who lost their lives on the fruitless endeavor to the heat and brutal winds. And yet, here she sat, cleaning a sword that resized itself to fit her hand and spoke into her mind, along with her companions. Hachilah glanced to Cassandra and wondered if she would be better to wield Zespara, though it seemed the blacksmith had made their choice. Perhaps it was because she was the one to reset the forge. After a few minutes, the Wandering Sands tribal member spoke up. "Zespara...you have been here for many years. Have you heard anything of what has happened to...well...everything everywhere?" Mechanics Main Hand: Empty Off Hand: Empty Action: Straighten rod Bonus Action: ... Move: Put on gear and move to rod Manipulate: Your one free object interaction goes here. Reaction: Opportunity attack. Spells Casting Ability: Wisdom Spell Save DC: 11 Spell Attack Modifier: +3 Cantrip: Produce FlameCASTING TIME: 1 Action RANGE/AREA: 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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). One Use per Long Rest 1st: Burning HandsCASTING TIME: 1 Action RANGE/AREA: Self (15 ft ) COMPONENTS: V, S DURATION: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 2nd: Flame Blade (C) -no access till 5thCASTING TIME: 1 Bonus Action RANGE/AREA: Self COMPONENTS: V, S, M * DURATION: Concentration 10 Minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Stat Block Hachilah of the Wandering Sands Fire Genasi Ancestral Guardian Barbarian (3) Str 14 Dex 14 Con 16 Int 10 Wis 12 Cha 10 HP 35/35 HD 3d12/3d12 AC 17 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Primordial & Dwarvish Background Tribe Member: Wandering Sands Feature Wandering Sands HeritageYou have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Southwest. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle. • Handaxe +4 attack, 1d6+2 slashing damage • Javelin +4 thrown attack, 1d6+2 piercing • Moon-touched GreataxeMoon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. +4 attack, 1d12+2 slashing damage Proficiency +2 Saving Throws Strength, Constitution Skills Athletics, Insight, Perception & Survival Tools Cook's Utensils Instruments ... Weapons Simple weapons, martial weapons Armor All armor, shields Feats None Features DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray., Fire ResistanceYou have resistance to fire damage., Reach to the BlazeYou know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)., Rage (3)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: •You have advantage on Strength checks and Strength saving throws. •When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. •You have resistance to bludgeoning, piercing, and slashing damage. •If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again., Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit., Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn., Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated., Ancestral ProtectorsStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
  10. Anne Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 Bronn's voice was reassuring, even if his words did little to settle her nerves. Anne had spent years building walls around her heart. He had found his way through the brick and mortar, never minding the color of her skin or the last name she was born to. Few she knew could say the same. The walls she had built protected her from hateful words and spiteful glances. They allowed her to brush off failed friendships and broken promises. Many believed she was too dim to understand how she had been used or too ignorant to know what was said behind her back. While she was not a scholar, nor was she an idiot. Anne had constructed walls to keep her safe. But there was no way to prepare a defense against her father. No masonry could be thick enough to guard her from the selfish desire of a loving family. And then there was Iymbryl. On another day she would have seen his armor of rainbow feathers as a gift of humor for her to enjoy. But today, as his hand gripped her shoulder, a wave of cool numbness washed through her. He was another who had whittled his way past those walls. The elf's allegiances, his explanations, over the last two days had caught her by surprise. Anne denied the truth they revealed, for the pain would not be blocked by a protective shield. The enemy of my enemy is my friend. But what is the enemy of my friend? It seemed to Iymbryl, the answer was an ally. She had no words to respond to him and let him pass to take the lead out of the estate, but to Bronn she finally spoke. "At least the rat is always a rat, and never pretends to be something else." And now they were four. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Anne Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o +4 attack, 1d8+2 piercing o +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features , , , , , , , , Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o o Paint pots Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web
  11. Yveran "Anne" Tallindor - Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 Before any could answer, their host returned from a private meeting with Olvyn. Of course her father had requested an individual audience, believing he was still someone with power. Anne turned with disgust as Erdan spoke. Her back was to them when the result of their conversation was revealed. She hated him, she wanted nothing to do with him, and yet, as she heard he would not be continuing on the journey... There had been so many possibilities when Olvyn came back into her life. Broken patches of a quilted blanket could have been sewn back into one. A loving family could have grown, healing the wounds of the past. But with each step since their reunion, the effort had become harder. Each offered olive branch scorched with the flames of his power hungry desires. Every seed of hope squashed under the weight of disappointment. Much to Anne's surprise, it was that hope that was now, once again, dashed. A slight laugh, a slight sigh, both escaped at once as she shook her head in her own disbelief. She felt him beside her before he spoke, and his empty words rattled inside her hollow heart. "If you're going to leaf again, at least do it with some troof." Her eyes met his, the pain evident. "You must do what you can to gain the power you crafe. The only thing you care about wiff the city is making sure you haff a place to control." It was easier to be angry than it was sad, it was a skill she had learned long ago and leaned on now. With each word, the venom in her voice increased. "I hope the council won't be surprised when the undead are risen to defend the Gate. Or that they suddenly only respond to one man's foice. You're finally getting your chance!" There was no pause or considerations for the others there. Whatever bottle had been containing her emotions was fully uncorked. "But you better leaf Dot and Cheese, and my other nannies out of whatefer plan you haff coming together. They are the ONLY family I have known and you WILL NOT take them. You'ff already stolen me a mom, do not steal them too." Anne grimaced with disgust. Erdan had spoken the plan just before her outburst, but she had already forgotten it. Her full attention was on her father. "I disown you." Her heart broke in a thousand pieces as the words fell from her lips. "I am no longer your daughter. I am an orphan. You abandoned me once and you abandon me again. You do not get a fird chance at hurting me." Anne turned away from him and headed to the door. She paused briefly, hoping silently he would change his mind, but nothing came. Without another word, the sorcerer made her way back to the foyer. Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Yveran "Anne" Tallindor Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o +4 attack, 1d8+2 piercing o +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features , , , , , , , , Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o o Paint pots Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web
  12. Peggy Mae Stubbs AC: 22 | HP: 85/91 (-7) | CMB: +13/+8+15/+10 to grapple | CMD: 2325 vs grapple | Fortitude: 8 (-1) | Reflex: 8 | Will: 9 | Speed: 50 ft | Conditions: None Stunning Fist: 2/2 | Ki: 9/9 | AOO: 3 Peggy busied herself on the ship, installing small improvements for the benefit of comfort for the group. They all saw it as furniture, a better couch, a larger table. But for the mechanic, these were items to be installed. Grey sat beside her toolbox, nudging the nuts and bolts that waited to be utilized. "Stop it." The woman slightly reprimanded, while tapping on the feline's paws, which only caused the animal to bat at her fingers instead. "Well, ya don't feel like bein' helpful today, do ya?" The cat's behavior usually indicated something was brewing on the deck, and as predicted, Grey was correct. Slipping out from under the newly acquired couch, Peggy hopped over railings and slid down poles to find the crew leaning over the bow. Kelly and Zen were rotating down to the surface. She looked out as well, to see what they were all inspecting. Her hand pointed out markings in the dirt. "There ain't a single point. Like a hornet's nest been kicked up. Lots of stirred up spots." She further around, spying further than the apparent kill zone. "Gilbert...you have any magicks that act like that?" Mechanics Main Hand: Empty Off Hand: Empty Free: Your action goes here. Swift: Your action goes here. Action: ... Move: .... Reaction: Your reaction goes here. Notes: ... Statblock Peggy Mae Stubbs Human Unchained Softstrike Monk (7) Str +4 (19) Dex +2 (14) Con +2 (14) (-1) Int +0 (10) Wis +4 (18) Cha +0 (10) Speed 50 ft Initiative +2 Languages Common Traits Heavy HitterYou gain a +1 trait bonus on damage rolls made with unarmed attacks., Bandit (Strength)Choose one Profession skill and one ability score other than Wisdom. You add that ability score’s modifier in addition to your Wisdom modifier on checks with the chosen Profession skill. • Unarmed Strike +13/+13 attack, 2d8+6 bludgeoning Skills Acrobatics (7) +12 Heal - +2 Sense Motive (7) +14 Climb (7) +14 Perception (7) +19 Sleight of Hand - +2 Disable Device - +2 Profession (Mechanic) (7) +16 Stealth - +2 Escape Artist (7) +12 Profession (Pilot) (7) +18 Survival - +4 Fly - +2 Ride - +2 Swim - +4 Weapons aklys, bolas, club, light flail, light mace, nunchaku, quarterstaff, sap, sling, and any weapon with the monk special quality that can deal bludgeoning damage Armor None Feats DodgeYou gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat., Improved Unarmed StrikeYou are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice., Stunning FistYou must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned., Weapon Focus - Unarmed StrikeYou gain a +1 bonus on all attack rolls you make using the selected weapon., Improved GrappleYou do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you., Combat ReflexesYou may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed., Extra KiYour ki pool increases by 2., Deflect ArrowsYou must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected, Stand StillWhen a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity. Class Features Flurry of BlowsAt 1st level, a monk can make a flurry of blows as a full-attack action. When making a flurry of blows, the monk can make one additional attack at his highest base attack bonus. This additional attack stacks with the bonus attacks from haste and other similar effects. When using this ability, the monk can make these attacks with any combination of his unarmed strikes and weapons that have the monk special weapon quality. He takes no penalty for using multiple weapons when making a flurry of blows, but he does not gain any additional attacks beyond what’s already granted by the flurry for doing so. (He can still gain additional attacks from a high base attack bonus, from this ability, and from haste and similar effects). At 11th level, a monk can make an additional attack at his highest base attack bonus whenever he makes a flurry of blows. This stacks with the first attack from this ability and additional attacks from haste and similar effects., Non-Lethal StrikeA softstrike monk focuses on blows that do not inflict deadly harm. When a softstrike monk deals nonlethal damage with his unarmed strikes, his monk level is treated as 4 levels higher for the purposes of determining the damage he deals (to a maximum of 4d8 at 20th level for a Medium monk). When dealing lethal damage with his unarmed strikes, his monk level is treated as if it were 4 levels lower (minimum 1st level) for the purpose of determining damage. This alters unarmed strike., Feather TouchA softstrike monk does not take the normal –4 penalty on attack rolls for using a lethal weapon to deal nonlethal damage. In addition, he can use his stunning fist ability while making a nonlethal attack with a weapon., Tenet of LifeThough a softstrike monk accepts that death may happen in combat, he cannot abide killing in cold blood. If he slays an unconscious or helpless living foe, or merely stands by and allows such a killing to occur, he becomes shaken for 1 hour. In addition, the act disrupts the softstrike monk’s ki; if he has a ki pool, he loses a number of ki points equal to half his level, as if they had been spent., EvasionAt 2nd level, a monk can avoid damage from many area-effect attacks. If a monk succeeds at a Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. Evasion can be used only if a monk is wearing light armor or no armor. A helpless monk does not gain the benefit of evasion., Fast MovementAt 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk Unchained. A monk in armor or carrying a medium or heavy load loses this extra speed., Ki Pool (9)At 3rd level, a monk gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a monk’s ki pool is equal to 1/2 his monk level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. By spending 1 point from his ki pool as a swift action, a monk can make one additional unarmed strike at his highest attack bonus when making a flurry of blows attack. This bonus attack stacks with all bonus attacks gained from flurry of blows, as well as those from haste and similar effects. A monk gains additional powers that consume points from his ki pool as he gains levels. The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive., Ki Strike (Magic)At 3rd level, ki strike allows his unarmed attacks to be treated as magic weapons for the purpose of overcoming damage reduction. At 10th level, his unarmed attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his unarmed attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness., Ki Power - Zephyr Blow (1ki)At 4th level and every 2 levels thereafter, a monk can select one ki power. These powers allow the monk to perform amazing feats of mystical power and acrobatic prowess by expending points from his ki pool. Once a ki power is selected, it cannot be changed. Some ki powers require the monk to be of a specific level or higher before they can be chosen. Zephyr Blow (Su): By spending 1 ki point as a standard action, a monk with this power can disrupt the wind and create a sharp blast of air, as if using the spell gust of wind. The monk’s caster level for this effect is equal to his monk level., Still MindAt 4th level, a monk gains a +2 bonus on saving throws against enchantment spells and effects., Purity of BodyAt 5th level, a monk gains immunity to all diseases, including supernatural and magical diseases., Style Strike - Stomp FootAt 5th level, a monk can learn one type of style strike. Whenever he makes a flurry of blows, he can designate one of his unarmed strikes as a style strike. This attack is resolved as normal, but it has an additional effect depending on the type of strike chosen. At 9th level, and every 4 levels thereafter, a monk learns an additional style strike. He must choose which style strike to apply before the attack roll is made. At 15th level, he can designate up to two of his unarmed strikes each round as a style strike, and each one can be a different type. The monk can choose from any of the following strikes. Foot Stomp: The monk stomps on a foe’s foot, preventing the opponent from escaping. If the attack hits and the monk ends his turn adjacent to that foe, the foe’s movement is restricted. Until the start of the monk’s next turn, the target of this attack can move only in such a way that the space it occupies is adjacent to the monk. Alternatively, it can attempt a combat maneuver check (against the monk’s CMD) as a standard action to break free. This strike does not work against foes that cannot be tripped. The monk must attack with a kick to use this style strike., Life Giving BlowsAt 6th level, a softstrike monk can force a piece of his life force into a nonliving creature to disrupt its animating essence. If he hits an undead foe with an unarmed attack, he can spend 1 ki point as a free action to remove the target’s immunity to nonlethal damage for a number of minutes equal to his Wisdom modifier. If, during this time, the target’s nonlethal damage exceeds its current hit points, it is destroyed. At 10th level, a softstrike monk can also use this ability against constructs. This replaces the bonus feats gained at 6th and 10th levels., Ki Power - Qinggong Power (Barkskin, 1 ki)Qinggong Power (Su): A monk with this power selects any of the qinggong monk ki powers for which he qualifies based on his monk level. A monk can select this ability multiple times. Each time, he must select a different qinggong monk ki power. Barkskin Duration 10 min./level Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at 12th level. The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0., Ki Strike (Cold Iron/Silver)At 7th level, his unarmed attacks are also treated as cold iron and silver for the purpose of overcoming damage reduction. Equipment cash on hand $3,700 Handy HaversackA backpack of this sort appears to be well made, well used, and quite ordinary. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, each is like a bag of holding and can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. While such storage is useful enough, the pack has an even greater power. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. Retrieving any specific item from a haversack is a move action, but it does not provoke the attacks of opportunity that retrieving a stored item usually does., Eyes of the EagleThese lenses are made of special crystal and fit over the eyes of the wearer. They grant a +5 competence bonus on Perception checks. Both lenses must be worn to gain the benefit. Wearing only one causes a character to become dizzy and stunned for 1 round., Monk's RobeWhen worn, this simple brown robe confers great ability in unarmed combat. If the wearer has levels in monk, her AC and unarmed damage is treated as a monk of five levels higher. If donned by a character with the Stunning Fist feat, the robe lets her make one additional stunning attack per day. , Traveler's Any ToolThis implement at first seems to be nothing but a 12-inch iron bar lined with small plates and spikes. It can be folded, twisted, hinged, and bent, to form almost any known tool. Hammers, shovels, even a block and tackle (without rope) are possible. It can duplicate any tool the wielder can clearly visualize that contains only limited moving parts, such as a pair of scissors, but not a handloom. It cannot be used to replace missing or broken parts of machines or vehicles unless a mundane tool would have done the job just as well. The any-tool counts as a set of masterwork artisan’s tools for most Craft or Profession skills (although very specialist crafts such as alchemy still require their own unique toolset). It is an ineffective weapon, always counting as an improvised weapon and never granting any masterwork bonus on attack rolls. Masterwork Mechanics Tools
  13. Yveran "Anne" Tallindor - Half-Orc Sorcerer AC: 12 | HP: 17/20 | HD: 3/3d6 | Initiative: +2 | PP: 13 | Finder's Magic: 1/1 | Font of Magic: 1/3 | Spell Slots: 1st 3/4 2nd 0/2 | DM Inspiration: 1/1 Eventually, Anne had made a half dozen figures, each bulbous caricatures of their real-life inspirations. Sticks protruded out below them, some of the shafts were straight, while others curved and arced in different directions. When complete, the artist had sculpted 4 round fluffy cats, a larger than life teddy bear, and a smaller-than-life nanny-zombie, all only needing to dry before they could be painted. She began to rifle around the studio, seeking out painting supplies. Brushes were found first, dozens in various shapes and quality hung from a wall. A cloth lay on the table below them, speckles of watery paint stains created a mezmerizing pattern that held her gaze for more than a few moments. But Anne broke her focus and continued the search, finally finding a cabinet. Her eyes widened as a vast array of paint colors came into view. Her hands gingerly pulled out different pots, briefly inspecting each to determine the hue locked within. Until, at least, she discovered an odd assortment of 4 animal shaped canisters. Well, they resembled animals. The sorcerer took each out and placed them on a nearby table. It was as if the artisan had imagined fantastical beasts by assembling various parts of actual animals. Each also contained paint of a type she couldn't recognize and the colors within swirled, changing with each glance. Even without any proper training, Anne could tell there was magic in these pots. The Tallindor daughter rose her gaze to the floor above and heard few steps from the men she had left. Perhaps they were still in deep discussions about how they would form an alliance with orc-killers in order to save the city from mage-slayers. She grimaced. Her father had proven to be the disappointment she had remembered, and her best friend wasn't who she thought he was... no, he wasn't who she wanted him to be. She sighed. But there was Bronn, resilient and practical as always, and Belfyr, who had been consistent and a decent cook. Resignation set in. Anne collected the odd paint pots, two in each hand, and climbed the stairs to join the others. She slipped back into room and sidled up beside the pair at the chest. "What do you two think these ares?" Mechanics Main Hand: Empty Off Hand: Empty Action: none Bonus Action: none Move: downstairs, not with the party Manipulate: Your one free object interaction goes here. Bookkeeping Full Statblock Yveran "Anne" Tallindor Half-Orc Aberrant Mind Sorcerer 3 Str 12 Dex 14 Con 14 Int 8 Wis 12 Cha 16 HP 18/20 HD 3d6/3d6 AC 12 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Elvish & Goblin Background Untamed Youth o +4 attack, 1d8+2 piercing o +4 attack, 1d4+2 piercing Proficiency +2 Saving Throws Constitution & Charisma Skills Acrobatics, Intimidation, Perception & Persuasion Tools Painter's Tools Instruments None Weapons Daggers, darts, slings, quarterstaffs, light crossbows Armor None Features , , , , , , , , Equipment Assets: 84 gp Carried/Worn Total for Pack o Light Crossbow o Quiver w/20 bolts o Common Clothes o 2 Daggers o Staff (Arcane Focus) o Shealis' Component Pouch o Dungeoneer's PackIncludes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it. o Painter's Supplies o Spell Casting Spell Save DC: 13 Spell Attack Mod: +5 Spells Known: 4+2+2+1 Spell Slots: 1st 3/4 2nd 0/2 Cantrips Acid Splash Infestation Mage Hand Mind Sliver Prestidigitation 1st Level Arms of Haddar Dissonant Whispers Faerie Fire Ice Knife 2nd Level Calm Emotions Detect Thoughts Locate Object (1 free use) Shatter Web
  14. Hachilah - Fire Genasi Barbarian 3 AC: 17 | HP: 30/35 | Initiative: +2 | Passive Perception: 13 | Rage: 3/3 Hachi's brow furrowed as the sword made it clear that the voice was theirs and not the forge's. "I'm sorry...I..." Her voice trailed off when Andraste claimed the sword from the dirt and debris. She watched while the sorcerer uncomfortably turned the blade over, holding it awkwardly out. The fire genasi retrieved a cloth from her pack and offered to take the sword back from her friend. Taking the weapon, Hachilah sat on the ground cross-legged and began wiping the edge off. She looked up to Cassandra and nodded. "Of course, introductions. Cassandra is our most mighty and devout warrior. We are lucky to have her guidance and her prowess. Andraste is possibly the most elegant spellcaster, weaving her magic into words that can take your breath away. Copper...well Copper could steal you from my hands while I was looking at you, and I would have no idea it had been her. Mara is as gifted and nimble as she is caring, her fists can knock one over as fast as she would pick you up if you fell. And then there is Drift. Currently a wolf, but usually the best friend any of could ask for. Plus, I wouldn't want to meet him in a dark alley alone if you cause any of us harm." She chuckled as she spoke on each of her friends, it was probably more than any had ever heard her speak about them. Her voice faded for a moment, then shook her head. "And I'm Hachilah. It's very nice to meet you Zespara. Is there something we can do to help you?" Mechanics Main Hand: Empty Off Hand: Empty Action: Straighten rod Bonus Action: ... Move: Put on gear and move to rod Manipulate: Your one free object interaction goes here. Reaction: Opportunity attack. Spells Casting Ability: Wisdom Spell Save DC: 11 Spell Attack Modifier: +3 Cantrip: Produce FlameCASTING TIME: 1 Action RANGE/AREA: 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. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). One Use per Long Rest 1st: Burning HandsCASTING TIME: 1 Action RANGE/AREA: Self (15 ft ) COMPONENTS: V, S DURATION: Instantaneous As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st. 2nd: Flame Blade (C) -no access till 5thCASTING TIME: 1 Bonus Action RANGE/AREA: Self COMPONENTS: V, S, M * DURATION: Concentration 10 Minutes You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action. You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage. The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Stat Block Hachilah of the Wandering Sands Fire Genasi Ancestral Guardian Barbarian (3) Str 14 Dex 14 Con 16 Int 10 Wis 12 Cha 10 HP 35/35 HD 3d12/3d12 AC 17 Speed 30 ft Passive Perception 13 Initiative +2 Languages Common, Primordial & Dwarvish Background Tribe Member: Wandering Sands Feature Wandering Sands HeritageYou have an excellent knowledge of not only your tribe’s territory, but also the terrain and natural resources of the rest of the Southwest. You are familiar enough with any wilderness area that you find twice as much food and water as you normally would when you forage there. Additionally, you can call upon the hospitality of your people, and those folk allied with your tribe, often including members of druid circles, tribes of nomadic elves, the Harpers, and the priesthoods devoted to the gods of the First Circle. • Handaxe +4 attack, 1d6+2 slashing damage • Javelin +4 thrown attack, 1d6+2 piercing • Moon-touched GreataxeMoon-touched weapons count as magical but offer no bonuses and shed bright moonlight in a 15' radius and dim light another 15' beyond that. +4 attack, 1d12+2 slashing damage Proficiency +2 Saving Throws Strength, Constitution Skills Athletics, Insight, Perception & Survival Tools Cook's Utensils Instruments ... Weapons Simple weapons, martial weapons Armor All armor, shields Feats None Features DarkvisionYou can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray., Fire ResistanceYou have resistance to fire damage., Reach to the BlazeYou know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without requiring a material component. Once you cast burning hands or flame blade with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race)., Rage (3)In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor: •You have advantage on Strength checks and Strength saving throws. •When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. •You have resistance to bludgeoning, piercing, and slashing damage. •If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again., Unarmored DefenseWhile you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit., Reckless AttackStarting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn., Danger SenseAt 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated., Ancestral ProtectorsStarting when you choose this path at 3rd level, spectral warriors appear when you enter your rage. While you’re raging, the first creature you hit with an attack on your turn becomes the target of the warriors, which hinder its attacks. Until the start of your next turn, that target has disadvantage on any attack roll that isn’t against you, and when the target hits a creature other than you with an attack, that creature has resistance to the damage dealt by the attack. The effect on the target ends early if your rage ends.
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