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Kamishiro_Rin

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  1. Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 2, Concluded Ezra casts the toll the dead spell on worg 1 dealing 4 necrotic damage (because your DM is an idiot, so he might as well give you the better roll for his idiocy). Thordin slashes worg 1 with his halberd, dealing 14 slashing damage and follows it up with a rap across the head with the butt of the polearm, dealing an additional 3 bludgeoning damage. It drops dead! Yod runs up and knocks worg 2 with his maul, dealing 13 bludgeoning damage. Duala, not to be outdone, shows off her prowess with a sword, dealing 18 slashing damage of her own to worg 2! Garon’s own sword deals 5 slashing damage to worg 2, finishing it off. With the thread of the worgs gone, Thordin is able to move! Omar moves forward and fires a very precise, if rather underpowered firebolt at goblin 1. “Eeep!” it screeches. Aiming his shortbow at Omar and loosing an arrow at him! The black arrow with its ragged black feathers thunks right into Omar’s gut, dealing 5 piercing damage! “Yeeeah!” goblin 2 jeers before turning his own bow towards Thordin, but his arrow flies wide. Goblin 2 is not a good archer, it seems. Goblins 1 and 2 run south. As they run, they alert their comrades, who come running. Goblin 3 shoots at Thordin, but misses. Goblin 4 comes straight west and then looses an arrow that manages to hit Thordin. He takes 3 piercing damage. Round 3, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 9 10 90% Currently AC 13 Goblin 2 9 9 100% Currently AC 13 Goblin 3 11 11 100% Currently AC 13 Goblin 4 12 12 100% Currently AC 13 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.
  2. Wendy AC: 17 (Dex 2 + Leather 11 + Shield 2 + Dragon Helm 2) | HP: 32/32 | HD: 4/4d8 | Speed: 30 ft. STR:save: (+0) athletics (+0) Carry: 150 lbs. Lift/Push/Drag: 300 lbs. 10 (+0) | DEX:save (+2) acrobatics (+4) sleight-of-hand (+2) stealth (+4) 15 (+2) | CON:save (+2) 14 (+2) INT:save (+3) arcana (+1) history (+1) investigation (+1) nature (+1) religion (+1) 12 (+1) | WIS:save (+6) animal-handling (+4) insight (+4) medicine (+4) perception (+6) survival (+6) 18 (+4) | CHA:save (–1) deception (–1) intimidation (–1) performance (–1) persuasion (–1) 8 (–1) Senses: darkvision 60 ft., passive Perception 16, passive Investigation 11 Wild Shapes: 1/2 per short rest More Traits, Features, and Abilities Proficiencies Languages. Common (from race), Goblin (from race), and Druidic (See “Class Features”) Tools. disguise kit, herbalism kit, painter’s supplies Armor. light armor, medium armor, shields (druids will not wear armor or use shields made of metal) Weapons. clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears Racial Features Darkvision. You 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 can’t discern color in darkness, only shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. (1/1) When you damage a creature with an attack or a spell and the creature’s size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest, and you can use it no more than once per turn. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Background Feature City Secrets. You 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. Class Features Druidic. You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic. Spellcasting. Wendy is a 4rd-level spellcaster. Her spellcasting ability is Wisdom (spell save DC 14, +6 to hit with spell attacks). She can prepare up to 8 druid spells. She has the following druid spells prepared: Cantrips (at will): control flames, primal savagery, shape water, shillelagh 1st level (1/4 slots): cure wounds, entangle, good berry, healing word, speak with animals 2nd level (3/3 slots): enlarge/reduce, moonbeam, pass without trace Cantrips control flames, shape water, shillelagh 1st Level absorb elements, animal friendship, beast bond, charm person, create or destroy water, cure wounds, detect magic, detect poison and disease, earth tremor, entangle, faerie fire, fog cloud, goodberry, healing word, ice knife, jump, longstrider, protection from evil and good, purify food and drink, snare, speak with animals, thunderwave 2nd Level air bubble, animal messenger, augury, barkskin, beast sense, continual flame, darkvision, dust devil, earthbind, enhance ability, enlarge/reduce, find traps, flame blade, flaming sphere, gust of wind, healing spirit, heat metal, hold person, lesser restoration, locate animals or plants, locate object, moonbeam, pass without trace, protection from poison, skywrite, spike growth, summon beast, warding wind, wither and bloom Druid Circle. At 2nd level, you choose to identify with a circle of druids from the list of available circles. Your choice grants you features at 2nd level and again at 6th, 10th, and 14th level. Combat Wild Shape. You gain the ability to use Wild Shape on your turn as a bonus action, rather than as an action. Circle Forms. The rites of your circle grant you the ability to transform into more dangerous animal forms. Starting at 2nd level, you can use your Wild Shape to transform into a beast with a challenge rating as high as 1 (you ignore the Max. CR column of the Beast Shapes table, but must abide by the other limitations there). Wild Companion. You gain the ability to summon a spirit that assumes an animal form: as an action, you can expend a use of your Wild Shape feature to cast the find familiar spell, without material components. When you cast the spell in this way, the familiar is a fey instead of a beast, and the familiar disappears after a number of hours equal to half your druid level. Wild Shape. Starting at 2nd level, you can use your action to magically assume the shape of a beast that you have seen before. You can use this feature twice. You regain expended uses when you finish a short or long rest. Wild Shape Improvement. At 4th level, your Wild Shape improves as shown on the Beast Shapes table. Actions Quarterstaff (shillelagh). Melee Weapon Attack: +0 to hit (+6 to hit with shillelagh), reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage, 4 (1d8) bludgeoning damage if wielded with two hands, or 7 (1d8 + 4) magical bludgeoning damage with shillelagh. Sling. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage. Handaxe. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d6 + 0) slashing damage. Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) slashing damage. Money pp: 0 | gp: 38 | ep: 16 | sp: 40 | cp: 208 | 100 gp gemstone: 1 Inventory Worn or At-Hand (an interact with object to retrieve) 1 set of Frulam Mondath’s purple robes (won from killing Frulam Mondath, 3 lb.) 1 set of leather armor (starting equipment, 10 lb.) 1 wooden shield (starting equipment, 6 lb.) 1 Black Dragon Helm (wooden shield) (looted off Tiamat Statue, 6 lb.) 1 hat of disguise (Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.) (won in Elturel fair) 1 druidic focus (wooden staff—starting equipment, 4 lb.) 7/7 daggers (small knife—starting equipment & confiscated from kobolds, 1 lb.) 1 handaxe (starting equipment, 2 lb.) 1 shortsword (—) 1 sling (given to her by Gov. Nighthill, —) 30/30 sling bullets (given to her by Gov. Nighthill, 33.6 oz. (1.2 oz, each) 1 backpack (starting equipment, 5 lb.) 1 belt pouch (starting equipment, 1 lb.) 1 fifty-foot, hempen rope (starting equipment, 10 lb.) 1 waterskin (starting equipment, 5 lb. (full)) 1 hooded lantern (bought in Greenest, 2 lb.) 5/5 oil (flasks) (bought in Greenest, 1 lb., each), hanging on belt loops to fuel her hooded lantern or toss at enemies! Stowed away in, or Strapped to Her Backpack (an action to retrieve) 15/15 days’ worth of rations (starting equipment, 20 lb.) 1 map of the city you grew up in (Waterdeep—from urchin background) 1 mess kit (starting equipment, 1 lb.) 1 tinderbox (starting equipment, 1 lb.) 1 token to remember your parents by (a book that tells the story of a legendary hero’s rise and fall, with the last chapter missing—starting equipment, 5 lb.) 10/10 torches (starting equipment, 9 lb.) 1 painter’s supplies (from starting 500 gp item, 5 lb.—topped off in Elturel) 1 disguise kit (from starting 500 gp item , 3 lb.) 1 herbalism kit (purchased with 5 of the 10 starting gold, 3 lb.) 1 set of common clothes (starting equipment, 3 lb.) 1 painting by an artist long forgotten by everyone except a dragon 1 potion of ??? (won in Elturel fair) Party Wagon (pulled by Ruby) Wendy and her friends! 75/75 days’ worth of feed (bought in Greenest, 10 lb., each) 1 pack saddle (bought in Greenest, 15 lb.) 1 bit and bridle (bought in Greenest, 10 lb., each) 1 saddlebags (bought in Greenest, 8 lb.) 1 two-person tent (bought in Greenest, 20 lb.) 1 bedroll (starting equipment, 7 lb.) 1 chest (bought in Elturel, part of diplomat’s pack) 2/2 cases for maps and scrolls (bought in Elturel, part of diplomat’s pack) 1 set of fine clothes (bought in Elturel, part of diplomat’s pack) 1 lamp (bought in Elturel, part of diplomat’s pack) 1 bottle of ink (bought in Elturel, part of diplomat’s pack) 1 ink pen (bought in Elturel, part of diplomat’s pack) 2/2 flasks of oil (bought in Elturel, part of diplomat’s pack) 5/5 sheets of paper (bought in Elturel, part of diplomat’s pack) 1 vial of perfume (bought in Elturel, part of diplomat’s pack) 1 sealing wax (bought in Elturel, part of diplomat’s pack) 1 soap (bought in Elturel, part of diplomat’s pack) Sanders (Wendy’s Pet Mouse from Her Urchin Background) Sanders Tiny Beast, Lawful Good Armor Class 10 Hit Points 1 (1d4 – 1) Speed 20 ft. Str 2 (–4) Dex 11 (+0) Con 9 (–1) Int 2 (–4) Wis 10 (+0) Cha 4 (–3) Senses darkvision 30 ft., passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Bite. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 piercing damage. Ruby (Wendy’s Draft Horse—Purchased in Greenest) Ruby (pulling the Party Wagon) Large Beast, Lawful Good Armor Class 10 Hit Points 19 (3d10 + 3) Speed 40 ft. Str 18 (+4) Dex 10 (+0) Con 12 (+1) Int 2 (–4) Wis 11 (+0) Cha 7 (–2) Senses passive Perception 10 Languages — Proficiency Bonus +2 Keen Smell. Sanders has advantage on Wisdom (Perception) checks that rely on smell. Actions Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (2d4 + 4) bludgeoning damage. IC Day 8: Spider Woods (30 Kythorn) Round 4 The ettercap webbed her again! How dare it! She’ll tear it limb from limb! Wendibear tries to bite her way through the webbing. Free of her webs, she moves back into the ettercap’s face and slashes at the fowl arachnoid abomination! She deals 12 slashing damage to the ettercap! OOC Movement: Movement to close distance with ettercap Action(s): Multiattack: Bite Attackato get free and Claw Attack the ettercap, she deals 12 slashing damage. Bonus Action: — Reaction: — Interact-with-Object: — Concentration: — Wendibear Large Beast, Unaligned Armor Class 11 (natural armor) Hit Points 34 (4d10 + 12) Speed 40 ft., climb 30 ft. STR DEX CON INT WIS CHA 19 (+4) 10 (+0) 16 (+3) 12 (+1) 16 (+3) 8 (–1) Proficiency Bonus +2 Saving Throws Int +3, Wis +5 Skills Acrobatics +4, Perception +5, Stealth +4, Survival +5 Senses passive Perception 15 Languages understands Common, Goblin, and Druidic but can’t speak Challenge 1 (200 XP) Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Keen Smell. The bear has advantage on Wisdom (Perception) checks that rely on smell. Nimble Escape. You can take the Disengage or Hide action as a bonus action on each of your turns. Actions Multiattack. The bear makes two attacks: one with its bite and one with its claws. Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) piercing damage. Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) slashing damage. Environment: Arctic, Forest, Hill Source: MM, page 319. Also found in PotA; SKT; TftYP; GoS; IMR; MOT; IDRotF; WBtW. Available in the SRD. To Whom It May Concern . . . —
  3. I hope Durin can make up for Trisae's deficiencies. Got a 5 for third watch without disadvantage. :'(
  4. Cool! Thanks! I'll add her third and 4th watch perception checks.
  5. Date On This Linaras, the 27th Day of Brookgreen, in the 351st Year After the Cataclysm (Sunday, March 27, 351 AC) ★The 8th Day of the Campaign - About 4:50 AM–5:00 AM★ Solinari: Waning Gibbous Lunitari: Waning Crescent Nuitari: Waxing Crescent Wheelwatch Outpost (Everyone) IC Round 9 (Concluded) Atanis kills Ixenkuhri, putting it out of its misery, really. He then deals Captain Vanse a devastating blow. Coltan grits his teeth and maintains his concentration on his /spirit guardians spell. He then casts a fairly high-powered sacred flame spell at the captain and manages to crawl into position such that the captain suffers the effects of his /spirit guardians. Modri wallops the captain hard. Where Fairla fails to shove the captain, her telekinetic push succeeds, sending the badly slashed and battered captain to his ignoble death, landing on his head and breaking his neck. His body lies limp and dead at the base of the wall, his dragonelle’s blood dripping down the wall above him. Absolutely ensuring that the captain is dead, Arlo spears his hoopak into the captain’s corpse and casts the booming blade spell. Merituuli shoots a crossbow bolt into the body and then casts the ensnaring strike spell on it after Kalasääski harries it. Hunni casts the dissonant whispers spell that disturbs the corpse’s unhearing ears. Vigdan shoots the corps very, very well. Combat has ended; you are no longer in initiative! It takes you no time at all to fish the one-and-a-half-foot-long, gigantic brass key out of the pile of ashes that was the sivak draconian. After all the fighting, it’s eerily silent, but you’re not sure how much time you have left before another patrol comes out the west towers. Inserting the keys, they turn easily and you can hear them engaging a set of gears. Remembering that the last time they tested out the wheels that operate the gate controls, they gave an unholy squeal and the gates looks heavy enough that they might be very very loud, perhaps he chooses to cast the silence spell upon the area of the gate and gate controls. Assuming you silence the area, lest you wake up Kalaman, 20-some-odd miles away, with the noise of opening the gate, you find that the wheel is significantly harder to turn than its free spinning earlier, without the mechanism engaged. It takes a full minute—by which time Fairla’s grease and the spectral Coltan have disappeared. With the gates fully open, Coltan gives the signal and Mayor-cum-Lieutenant Raven’s platoon of Voglerites pours in. It doesn’t take them long at all to subdue and kill most of the rest of the dragon army soldiers. They take two prisoner for interrogation in the jail that some of you had finally gotten free of. Fortunately, no one is killed, but a few learn the hard way what being too close to a freshly killed draconian means when they enter the northeast tower and find couple of them! Vigdan, Arlo, and anyone else who wants to investigate the storage room discovers that it is filled with at least 3 months worth of provisions for the fort, but they also discover treasure! You find: 4,310 gp in coinage: 130 pp 2,100 gp 9,000 sp 1,000 cp 11 × 100 gp gemstones (worth 1,100 gp total): 2 × Spinel (transparent red, red-brown, or deep green) 2 × Tourmaline (transparent pale green, blue, brown, or red) 2 × Coral (opaque crimson) 1 × Pearl (opaque lustrous white, yellow, or pink) 2 × Jade (translucent light green, deep green, or white) 1 × Amethyst (transparent deep purple) 1 × Chrysoberyl (transparent yellow-green to pale green) Magic Items (Table B) 1 × Potion of Growth 6 × 250 gp art objects (worth 1,500 gp total): 1 × Gold bird cage with electrum filigree 1 × Large gold bracelet 1 × Gold ring set with bloodstones 1 × Silk robe with gold embroidery 3 × 25 gp art objects (worth 75 gp total): 1 × Carved bone statuette 1 × Black velvet mask stitched with silver thread 1 × Small mirror set in a painted wooden frame 6 × Magic Items (Table A) 1 × Potion of Healing 1 × Spell Scroll (1st Level): Protection from Evil and Good 1 × Spell Scroll (1st Level): Sleep 1 × Potion of Healing 1 × Spell Scroll (2nd Level): Rope Trick 1 × Potion of Greater Healing 15 × Red Dragon Army Scale Mail (proper uniform style and color scheme, i.e., these aren’t just sets of armor, they’re actual uniforms you can use to perfidiously trick the enemy into believing you’re part of the Red Dragon Army if you wear them. Just to be clear, if you attempt to use a disguise kit to do the same for your own armor, not only will you have disadvantage on the roll to set the DC, but RDAS/Officers will have Advantage to see through the disguise. Uniforms are uniforms and have their little peculiarities that someone sufficiently familiar with them will spot if they’re out of place or not there—sorry to be a hardass about this in particular, but this might come up later hint-hint, and last-ditch appeals to disguising your own armor will not work. That’s not to say that you /must commit perfidy—Artanis might be steadfastly against it—but it is to say that this is how you can go about it.) 15 × Red Dragon Army Shields (see note above) 75 × Vicious Javelins (Hit: 3 (1d6) piercing damage plus 2 (1d4) fire damage.) 15 × Vicious Longswords (Hit: 4 (1d8) slashing damage, or 5 (1d10) slashing damage if used with two hands, plus 2 (1d4) fire damage.) 1 × Vicious Lance (reach 10 ft., one target. Hit: 5 (1d10) piercing damage plus 2 (1d4) fire damage.) 1 × Vicious Crossbow (range 100/400 ft., one target. Hit: 5 (1d10) piercing damage plus 5 (1d10) fire damage.) 1 × Dragon Army Officer (Captain’s) Splint Mail (see note above) 1 × Dragon Army Officer (Captain’s) Shield (see note above) 1 × Dragonelle Brestplate barding Harvesting Parts. A dragonelle is a wild, lesser cousin of the storied dragons that disappeared from Krynn. Thus, its body parts can be harvested for items! These parts are easily harvested, any experienced adventurer can do it with a well sharpened dagger, unless stated otherwise. A Survival (Wisdom) check for each activity allows the following items harvested. Anyone with proficiency can provide the help action on these checks. There is no DC on the check, per se, but instead, treat a natural 20 as 100% of the harvestable amount. Your modifier is just extra +5%s you add after the roll. Whatever you roll + your modifier, you cannot go above 100% of the harvestable amount. For example, you can harvest up to 40 teeth, so if you roll a 3 with a +5 modifier, that 8 × 5% = 40%, and 40% of 40 is 16, so you’d harvest 16 teeth. However, if you roll a 19 and add 5 to it, that’s 120%, and you cannot magically harvest 48 teeth from a 40-tooth dragonelle; you’d just harvest the 40 teeth. Obviously, round down. For example, if you rolled a 1 to harvest the claws, and add 5 from your modifier, that’s 30% of 16, or 4.8 claws. Well, you can’t use 0.8 claws, so you can only get 4 claws from that roll. For the meat, round to the nearest pound. Teeth (2 teeth per 1 on your check, up to 40 teeth). The teeth of a dragonelle have been the end of many a hapless adventurer. A master fletcher can craft a special set of arrows from them turning the tables on this old feud betweenman and dragon. No matter the size of the dragon, each teeth can be made into an arrow +1 using a woodcarver’s tools, or a master fletcher (you can find one in Castle Kalaman) can make a bundle (20) of them for 10 gp. The dragonelle has approximately 40 harvestable teeth in its mouth. Each is worth 2 gp. Just remember, these arrows are lost forever at the same rate that normal arrows are lost. NOTE: For those of you who just joined the game, I have you keep track of arrows (and crossbow bolts) the Angry™ way: when you fire an arrow, you mark it off as used (unrecoverable) if you (A) miss or (B) hit with a natural 20 on the die. This represents (A) the arrow or bolt flying off and being unfindable or (B) the arrow being obliterated when it does critical damage to the enemy. Arrows (or bolts) that hit normally, can just be yanked out of the enemy and reused. I very much dislike cheese, so no, you may not walk around with 4 quivers full of arrows or whatever stupid number beyond 1. You may have ONE quiver-full of arrows, and ONE backup stored in a backpack, which takes your full turn (no movement, no action, no bonus action, and you sacrifice your reaction) to take the arrows out of your backpack and put them into your quiver. That is it. Fangs (0.2 fangs per 1 of your check, up to 4 fangs, rounded down to the nearest 1 fang). The teeth devour you, but the fangs kill you before that, long and sharp they are among some of the most deadly weapons in the natural world. Any dragon (including dragonelles) has four fangs that can be used to make javelins, these javelins are unbreakable, and are small and light enough that you can fit six in a quiver of four javelins. Dragonelle fangs can be made into +1 javelins. Claws (0.8 claws per 1 of your check, up to 16 claws, rounded downto the nearest 1 claw). Sharp enough to scratch and cut through the flesh of another dragon, one can only imagine the sharpness of the blade made from them. Sadly they are only big enough for daggers, like a throwing dagger or a normal one. Excluding wyrmlings, any dragon (including dragonelles) has sixteen claws that can be used to make such daggers, these daggers are unbreakable. Each dragonelle claw can be made into a +1 dagger. Dragon Meat (6.4 lbs. per 1 of your check, up to 128 lbs. rounded down to the nearest 1 lb.). A common misconception that people usually make, is that dragon flesh does not contain any magical benefit. It does however contain many culinary benefits. The exact flavor differs depending on the type of dragon it was taken from, but anybody that has eaten a dragon steak claims that it puts even the most exquisite aged beef to shame. There are many royal cooks that would pay a high sum for just a pound of this delicacy. You can harvest up to 128 lbs. of edible meat from the dragonelle. Scales (0.1 usable sets per 1 of your check, up to 2 usable sets, rounded down to the nearest 1 set). The incredibly hard scales of a dragon are the reason many a blade fail to slay the beast. You can harvest enough of them to have an armor smith, such as Coltan, put them together into up to two sets of Red Dragonelle Scale Mail (not to be confused with Red Dragon Scale Mail!). Red Dragonelle Scale Mail Medium armor, rare (requires attunement) Major tier 45 lb. AC 14 + 1 = 15 + Dex (max 2) While wearing this armor, you gain a +1 bonus to AC and you have resistance to fire damage. The wearer has disadvantage on Dexterity (Stealth) checks. “Thank you all so very much!” Lt. Raven gushes. “It looks like you did the lion’s share of the work here, but you’ve left enough for my men and women to get bloodied, so to speak, without truly endangering our lives. I really can’t thank you enough!” Lt. Raven uses the desk in the jail to draft a note with the results of your re-taking the fort, filling half the page with abundant praise for your great success, as well as the interrogation of the prisoners. She affixes her seal after going over it with you: She reports that the prisoners said: Futile Victory. The Dragon Army is certain to retake Wheelwatch at any time. Kalaman’s defenders should surrender now. Gathering Threat. The Red Dragon Army’s leader, Dragon Highmaster Kansaldi Fire-Eyes, is still preparing her forces. Her troops will subdue the region before turning to greater conquests. Messenger. The dragonnel stationed here was a mere messenger. When war truly comes to the region, red wings will darken the skies. OOC — Map — Statblocks — The trip from Wheelwatch back to Kalaman is uneventful. On your return to Castle Kalaman, Merituuli notices that the castle is unusually quiet. When you all report to Marshal Vendri’s office, an aide informs you that the marshal is away from Kalaman and shares the following facts: After the characters left Kalaman, the city council got word that a contingent of Dragon Army troops had broken away from the larger force. Tired of measured steps, members of Kalaman’s leadership—spurred by Lord Bakaris—demanded Kalaman’s military ride out to seize a victory. With Marshal Vendri away leading troops further west, Governor Miat approved the strike. Lord Bakaris and his son are leading the attack. Darrett is serving under them. They plan to ambush the Red Dragon Army near a crossing of the Inkwater called Steel Springs, thirty miles west of Kalaman. The aide knows nothing more, but before the characters leave, the aide discreetly slips them a sealed note signed by Darrett that reads as follows: Note from Darrett Come at once. Bakaris is leading us to ruin at Steel Springs. He’s the commander of this mission, and I can’t disobey. I’ll do what I can, but I need your help. -Darrett If you all seek out Governor Miat, he’s busy conducting other business with the city’s guild leaders and won’t be available for hours. Even if you do end up finding him, he isn’t a military leader; he doesn’t understand your concern, and can do little now that the troops have already been sent.
  6. Yes, the passives are something that more DMs should use more often. Personally, I think that if someone is actively keeping watch, a perception check is preferable IMO, but others who aren't actively keeping watch get nothing but their passives.
  7. Sounds good! Yeah, PbP and Tabletop are two different beasts, so there's a lot of give-and-take in terms of "agency" for the sake of keeping the game running smoothly. Ironically, whereas you would probably doing a lot of out-of-combat rolling for us and the like, DURING combat, a good way to smooth along play is to let the players do much of the rolling and book-keeping that is traditionally the purview of the DM in Tabletop. In my games, for example, I provide the stats, abilities and Current HP for my monsters so that the players can roll their saves for them and keep track of their HP for me. All I have to do in my DM post is describe the outcomes, and then their attacks. Anyway, who's on first and second watch?
  8. Level 1 Drow Entertainer Sorcerer AC: 15 (Dex 2 + Draconic Resilience 13); HP: 9/9 (1/1d6 + 2 + 1) 100%; Speed: 30 ft. Proficiency Bonus: +2 STR: 8 (−1)save: (−1) athletics (−1) Carry: 120 lbs. Lift/Push/Drag: 240 lbs.; DEX: 14 (+2)save (+2) acrobatics (+4) (from background) sleight-of-hand (+2) stealth (+2) initiative (+2); CON: 14 (+2)save (+4) (from class); INT: 12 (+1)save (+1) arcana (+3) (from class) history (+1) investigation (+1) nature (+1) religion (+1); WIS: 10 (+0)save (+0) animal-handling (+0) insight (+0) medicine (+0) perception (+2) (from lineage) survival (+0); CHA: 17 (+3)save (+5) (from class) deception (+3) intimidation (+3) performance (+5) (from background) persuasion (+5) (from class) Sorcery Points: — Spell Save DC: 13; Spell Attack: Cantrips Known (4 + 1)Chill Touch Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 221. Available in the SRD. Dancing Lights Evocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of phosphorus or wychwood, or a glowworm) Duration: Concentration, up to 1 minute You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range. Source: PHB, page 230. Also found in RMR, page 52. Available in the SRD and the Basic Rules. Mage Hand Conjuration cantrip Casting Time: 1 action Range: 30 feet Components: V, S Duration: 1 minute A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever 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. Source: PHB, page 256. Also found in RMR, page 56. Available in the SRD and the Basic Rules. Prestidigitation Transmutation 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. Source: PHB, page 267. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Ray of Frost Evocation cantrip Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Source: PHB, page 271. Also found in RMR, page 58. Available in the SRD and the Basic Rules.; Spells Known (2)Magic Missile 1st-level evocation Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. Source: PHB, page 257. Also found in RMR, page 57. Available in the SRD and the Basic Rules. Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile. Source: PHB, page 275. Also found in RMR, page 59. Available in the SRD and the Basic Rules. Spell Slots: 1st2/2 Senses: darkvision 120 ft., passive Perception 12, passive Insight 10, passive Investigation 11; Tools: disguise kit, flute; Armor: none; Weapons: daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows; Languages: Common, Elven; Size: Medium; Age: 21; Height: 5′–3″ (160 cm); Weight: 85 lb. (38.6 kg); Hair: Silver; Eyes: Magenta; Skin: Anthracite-Coal Black Inventory Money PP 0 GP 2 SP 2 EP 0 CP 1 10 gp Gems 0 50 gp Gems 0 100 gp Gems 0 500 gp Gems 0 1,000 gp Gems 0 5,000 gp Gems 0 25 gp Art Objects 0 250 gp Art Objects 0 750 gp Art Objects 0 2,500 gp Art Objects 0 7,500 gp Art Objects 0 Starting Gold: 15 from background. Bought: a pound of Flour (2 cp), a Whetstone (1 cp), a Two-Person Tent (2 gp), Traveler’s Clothes (2 gp), a Bell (1 gp), a Blanket (5 sp), a Grappling Hook (2 gp), a Mess Kit (2 sp), a Signal Whistle (5 cp), a Steel Mirror (5 gp), and a piece of chalk (1 cp), for a total of 12.79 gp. Inventory 1 :: belt pouch containing 15 gp; Adventuring gear; 5 sp, 1 lb.; A cloth or leather pouch can hold up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 20/20 :: bolts; Ammunition; 5 cp, 1.2 oz. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: component pouch; Adventuring gear; 25 gp, 2 lb.; A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell’s description).; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 :: costume clothes; Adventuring gear; 5 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 2/2 :: daggers; Weapon; Simple weapon, melee weapon; 2 gp, 1 lb.; 1d4 piercing - finesse, light, thrown (20/60 ft.); Source: PHB, page 149. Available in the SRD and the Basic Rules. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.; Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. 1 :: dungeoneer’s pack; Adventuring gear; 12 gp, 61½ lb.; Source: PHB, page 151. Available in the SRD and the Basic Rules.; Includes: 1 :: backpack; Adventuring gear; 2 gp, 5 lb.; A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: crowbar; Adventuring gear; 2 gp, 5 lb.; Using a crowbar grants advantage to Strength checks where the crowbar’s leverage can be applied.; Source: PHB, page 151. Available in the SRD and the Basic Rules. 1 :: hammer; Adventuring gear; 1 gp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 10/10 :: pitons; Adventuring gear; 5 cp, ¼ lb. (each); Source: PHB, page 150. Available in the SRD and the Basic Rules. 10/10 :: torches; Adventuring gear; 1 cp, 1 lb.; A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: tinderbox; Adventuring gear; 5 sp, 1 lb.; This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 9/10 :: days of rations; Adventuring gear; 5 sp, 2 lb. (each); Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: waterskin; Adventuring gear; 2 sp, 5 lb. (full); A waterskin can hold up to 4 pints of liquid.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: 50 feet of hempen rope; Adventuring gear; 1 gp, 10 lb.; Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: light crossbow; Weapon; Simple weapon, ranged weapon; 25 gp, 5 lb.; 1d8 piercing - ammunition (80/320 ft.), loading, two-handed; Source: PHB, page 149. Available in the SRD and the Basic Rules.; Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon’s normal range in feet, and the second indicates the weapon’s maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can’t attack a target beyond the weapon’s long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Loading. Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it. 1 :: musical instrument (one of your choice: flute); Instrument; 2 gp, 1 lb.; If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.; Source: PHB, page 154. Additional information from XGE, page 83. Available in the SRD and the Basic Rules.; Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.; History. Your expertise aids you in recalling lore related to your instrument. Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act. Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune. Musical Instrument Activity (DC) Identify a tune (DC 10) Improvise a tune (DC 20) 1 :: the favor of an admirer (Rolled 2: a piece of crystal that faintly glows in the moonlight) 1 :: Trinket: (rolled 44) a mechanical canary inside a gnomish lamp 1 :: Flour; Trade good; 2 cp, 1 lb.; Most wealth is not in coins. It is measured in livestock, grain, land, rights to collect taxes, or rights to resources (such as a mine or a forest).; Guilds, nobles, and royalty regulate trade. Chartered companies are granted rights to conduct trade along certain routes, to send merchant ships to various ports, or to buy or sell specific goods. Guilds set prices for the goods or services that they control, and determine who may or may not offer those goods and services. Merchants commonly exchange trade goods without using currency.; Source: PHB, page 157. Available in the SRD and the Basic Rules. 1 :: Whetstone; Adventuring gear; 1 cp, 1 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Two-Person Tent; Adventuring gear; 2 gp, 20 lb.; A simple and portable canvas shelter, a tent sleeps two.; Source: PHB, page 153. Available in the SRD and the Basic Rules. 1 :: Traveler’s Clothes; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Bell; Adventuring gear; 1 gp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Blanket; Adventuring gear; 5 sp, 3 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Grappling Hook; Adventuring gear; 2 gp, 4 lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Mess Kit; Adventuring gear; 2 sp, 1 lb.; This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.; Source: PHB, page 152. Available in the SRD and the Basic Rules. 1 :: Signal Whistle; Adventuring gear; 5 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Steel Mirror; Adventuring gear; 5 gp, ½ lb.; Source: PHB, page 150. Available in the SRD and the Basic Rules. 1 :: Chalk (1 piece); Adventuring gear; 1 cp; Source: PHB, page 150. Available in the SRD and the Basic Rules. IC (‘My thoughts . . .’; “My words . . .”; My actions . . .) Although she is only semiconscious during her four-hour trance, Trisae makes a perception check with disadvantage during first and second watches. Trisae and her big hat during the day due to sunlight sensitivity. Trisae dancing for Eilistraee under the light of the moon at night. OOC Movement: — Action: 1st watch: Trancing, but semiconscious: disadvantage on perception checks (rolled 3, but result is 7 (passive Perception 12 – 5 for disadvantage = 7). 2nd watch: Trancing, but semiconscious: disadvantage on perception checks (rolled 5, but result is 7 (same as avove). 3rd watch: rolled a 5—she must be distracted talking with Durin? 4th watch: rolled a 14—apparently less distracted than she had been. Bonus Action: — Reaction: — Interact-with-Object: — (To Whom It May Concern . . .)
  9. In general, there are 4 two-hour watches per night, as implied by: PHB, p. 186 A long rest is a period of extended downtime, at least 8 hours long, during which a character sleeps for at least 6 hours and performs no more than 2 hours of light activity, such as reading, talking, eating, or standing watch. If the rest is interrupted by a period of strenuous activity—at least 1 hour of walking, fighting, casting spells, or similar adventuring activity—the characters must begin the rest again to gain any benefit from it. Emphasis, mine. , one of Trisae’s lineage features is her ability to Trance, which says: Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. This is why Trisae always takes third watch and keeps the 4th-watch company: she’s done with her long rest in 4 hours. Technically speaking, precisely because we have Trisae in the party, we only need 3 watches: 1st, 2nd, and Trisae can take 3rd and 4th watches by herself, but she would appreciate the company during 4th watch. I agree with this 100%. First, decide if an encounter will even happen in the first place. Second, decide when it will happen (1st, 2nd, 3rd, or 4th watch). Third, roll the perception check for that player. Fifth, write how the watches where nothing happens have nothing happen, and that during Xth watch, the encounter beings. I would also advise that if there’s no way to avoid the encounter, then just roll initiatives for us, as well, rather than asking for initiatives. That said, , the DM might have already done the above, but doesn’t know who first watch is, and is waiting for whoever that person is going to be to roll their perception check. Technically, because Trisae is “semiconscious”, she can roll a perception check during first and second watches with disadvantage.
  10. Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 1, Concluded Whether the goblins in the bell-tower have heard you or not, you can’t tell, but they seem content to continue playing around ringing the bell. Although the magic of Ezra’s command spell very obviously washes over one of the worgs, it otherwise ignores her command as it has no idea what she said to it. She suddenly remembers that Worgs can only understand the Goblin language and Worg—a language spoken only by worgs. Salivating, worg 1 turns to worg 2 and says, “The big one serves himself on a platter!” “But . . . I have to flee!” worg 2 responds. It then runs in the opposite direction and then dashes! Worg 1 triggers Thordin’s polearm mastery. Sadly, the worg’s thick coat of hair causes the halberd’s blade to slide along its flank, doing no damage. The reaction attack, however, does seem to distract the worg sufficiently to cause its own bite attack to miss him! Worg 2’s snapping bite catches on the chain mail protecting Thordin, dealing no damage to him, either. “Hey! What’s got the worgs in a tizzy, Pojo?” a goblin voice asked from the farm east of the temple. “Let’s go check it out, Tot!” the other responds. “Look! It’s adventurers! Get them!” the first goblin says. The two goblins move and dash to get in position. They’re holding shortbows and arrows with raggity, black feathers. Once in position, they both fired arrows at Thordin, but both arrows fly wide and clear of the giant human! You can see two more goblins in the farm-field to the south (4G) but they’ve made no move towards any of you, nor given any indication that they’ve even noticed anything amiss. A goblin is too busy piliging and pilfering through the ground-floor room in the guard tower in the east (2D) to notice any of you . . . for now. Round 2, Begin! Maps Statblocks Worg Large Monstrosity, Neutral Evil Armor Class 13 (natural armor) Hit Points 26 (4d10 + 4) Worg HP Max-HP % Remaining Notes 1 18 29 62% — 2 32 32 100% — Speed 50 ft. STR DEX CON INT WIS CHA 16 (+3) 13 (+1) 13 (+1) 7 (−2) 11 (+0) 8 (−1) Skills Perception +4 Senses darkvision 60 ft., passive Perception 14 Languages Goblin, Worg Challenge 1/2 (100 XP) Proficiency Bonus +2 Keen Hearing and Smell. The worg has advantage on Wisdom (Perception) checks that rely on hearing or smell. Actions Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) piercing damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone. Environment: Forest, Grassland, Hill Source: MM, page 341. Also found in PotA; SKT; WDMM; ERLW; IDRotF; CM; BMT; DoDk. Available in the SRD. Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Tot (1) 10 10 100% Currently AC 13 Pojo (2) 9 9 100% Currently AC 13 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD.
  11. Is this game still being offered? If so, then . . . How would you like us to decide on attributes? Roll for them? If so, how many sets? 4d6 drop the lowest? 3d6? Point buy? Standard Array (15, 14, 13, 12, 10, 8)? What isn't allowed? Races/Lineages? Backgrounds with feats? Classes/Subclasses? How do you want us to handle starting equipment? Can we take starting gold and pick a la carte instead of standard equipment options from our class? If so, do you want us to roll for that or take the average (or maximum)? Do you have an application format you'd like followed? Is there anything you'd like in the application that isn't race/background/class? What can we know about the world that we can make a good backstory?
  12. Class: Cleric 217,197,149 Spell Slots per Spell Level Level Proficiency Bonus Features Cantrips Known 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 1st +2 Spellcasting, Divine Domain 3 2 — — — — — — — — Hit Points Hit Dice: 1d8 Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Cleric level after 1st Proficiencies Armor: light armor, medium armor, shields Weapons: simple weapons Tools: none Saving Throws: Wisdom, Charisma Skills: Choose 2 from History, Insight, Medicine, Persuasion, and Religion. Starting Equipment You start with the following items, plus anything provided by your background. (a) a mace or (b) a warhammer (if proficient) (a) scale mail, (b) leather armor, or (c) chain mail (if proficient) (a) a light crossbow and 20 bolts or (b) any simple weapon (a) a priest’s pack or (b) an explorer’s pack A shield and a holy symbol Alternatively, you may start with 5d4 × 10 gp to buy your own equipment. Spellcasting PHB p56 As a conduit for divine power, you can cast cleric spells. See chapter 10 for the general rules of spellcasting and chapter 11 for a selection of cleric spells. Cantrips At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table. Preparing and Casting Spells The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots. For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Ability Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Wisdom modifier Spell attack modifier = your proficiency bonus + your Wisdom modifier Ritual Casting You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. Spellcasting Focus You can use a holy symbol as a spellcasting focus for your cleric spells. Divine Domain PHB p56 Choose one domain related to your deity from the list of available domains. Each domain is detailed in their own feature, and each one provides examples of gods associated with it. Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels. Domain Spells Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Twilight Domain TCE p34 The twilit transition from light into darkness often brings calm and even joy, as the day’s labors end and the hours of rest begin. The darkness can also bring terrors, but the gods of twilight guard against the horrors of the night. Clerics who serve these deities-examples of which appear on the Twilight Deities table-bring comfort to those who seek rest and protect them by venturing into the encroaching darkness to ensure that the dark is a comfort, not a terror. Twilight Deities Example Deity Pantheon Boldrei Eberron Celestian Greyhawk Dol Arrah Eberron Helm Forgotten Realms Ilmater Forgotten Realms Mishakal Dragonlance Selûne Forgotten Realms Yondalla Halfling Domain Spells 1st-level Twilight Domain feature You gain domain spells at the cleric levels listed in the Twilight Domain Spells table. See the Divine Domain class feature for how domain spells work. Twilight Domain Spells Cleric Level Spells 1st faerie fire, sleep 3rd moonbeam, see invisibility 5th aura of vitality, Leomund’s tiny hut 7th aura of life, greater invisibility 9th circle of power, mislead Bonus Proficiencies TCE p34 1st-level Twilight Domain feature You gain proficiency with martial weapons and heavy armor. Eyes of Night TCE p34 1st-level Twilight Domain feature You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing TCE p34 1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.
  13. Background: Acolyte Skill Proficiencies: Insight, Religion Languages: Two of your choice Equipment: A holy symbol (a gift to you when you entered the priesthood), a prayer book or prayer wheel, 5 sticks of incense, vestments, a set of common clothes, and a belt pouch containing 15 gp Feature: Shelter of the Faithful As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple. Suggested Characteristics Acolytes are shaped by their experience in temples or other religious communities. Their study of the history and tenets of their faith and their relationships to temples, shrines, or hierarchies affect their mannerisms and ideals. Their flaws might be some hidden hypocrisy or heretical idea, or an ideal or bond taken to an extreme. d8 Personality Trait 1 I idolize a particular hero of my faith, and constantly refer to that person’s deeds and example. 2 I can find common ground between the fiercest enemies, empathizing with them and always working toward peace. 3 I see omens in every event and action. The gods try to speak to us, we just need to listen. 4 Nothing can shake my optimistic attitude. 5 I quote (or misquote) sacred texts and proverbs in almost every situation. 6 I am tolerant (or intolerant) of other faiths and respect (or condemn) the worship of other gods. 7 I’ve enjoyed fine food, drink, and high society among my temple’s elite. Rough living grates on me. 8 I’ve spent so long in the temple that I have little practical experience dealing with people in the outside world. d6 Ideal 1 Tradition. The ancient traditions of worship and sacrifice must be preserved and upheld. (Lawful) 2 Charity. I always try to help those in need, no matter what the personal cost. (Good) 3 Change. We must help bring about the changes the gods are constantly working in the world. (Chaotic) 4 Power. I hope to one day rise to the top of my faith’s religious hierarchy. (Lawful) 5 Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful) 6 Aspiration. I seek to prove myself worthy of my god’s favor by matching my actions against his or her teachings. (Any) d6 Bond 1 I would die to recover an ancient relic of my faith that was lost long ago. 2 I will someday get revenge on the corrupt temple hierarchy who branded me a heretic. 3 I owe my life to the priest who took me in when my parents died. 4 Everything I do is for the common people. 5 I will do anything to protect the temple where I served. 6 I seek to preserve a sacred text that my enemies consider heretical and seek to destroy. d6 Flaw 1 I judge others harshly, and myself even more severely. 2 I put too much trust in those who wield power within my temple’s hierarchy. 3 My piety sometimes leads me to blindly trust those that profess faith in my god. 4 I am inflexible in my thinking. 5 I am suspicious of strangers and expect the worst of them. 6 Once I pick a goal, I become obsessed with it to the detriment of everything else in my life. Source: PHB, page 127. Available in the SRD and the Basic Rules.
  14. Lineage: Shadar-Kai Ability Scores: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose three different +1 Size: Medium Speed: 30 ft. Creature Type. You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf. Blessing of the Raven Queen. As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Darkvision. You 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. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Keen Senses. You have proficiency in the Perception skill. Necrotic Resistance. You have resistance to necrotic damage. Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. Languages. You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character (Sylvan). Source: MPMM, page 31
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