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Hammerfist

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  1.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 28/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception16: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 0/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1 "I have this strange desire to punch it, right in the smug little face.  But then, I feel that way about a lot of things, so don't mind me over here," Varta said with a chuckle. Mechanics            
  2. Hey there knitters! While I am not personally a knitter, I do supply them! I have a small rabbitry  here and we raise Angora bunnies! Their fibers are highly prized by knitters for their softness. If anyone is curious please let me know! I sell the fibers on Etsy and I can supply cute rabbit photos here.
  3. Golden, Snow, pinning Hungarian, and Italian oyster mushrooms. I will also grow shiitake and lions mane but they’re not ready to fruit yet.
  4. NO, not that kind! 😄   Hammie does love to grow gourmet mushrooms, though, and he has a lot in his basement that he makes to eat or sell at the market.  Here are a few examples!
  5.  Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith quickly drew her longsword and jumped into action.  The Tiefling knew that there were going to be more enemies coming, so she made her way to the front lines, next to Quell, hoping that he could use her protection to hit this foe where it was really going to hurt. Readying her blade, Faith slashed at the creature.     Mechanics Main Hand: Longsword Off Hand: Shield Action: attack creature in front of her Bonus Action: Reaction: Move: moves into melee Manipulate: one free object interaction goes here.   Character Sheet Faith - Tiefling Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield) Passive Perception12 12 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Infernal Background Sailor Feature  Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. WEAPONS Longsword22undefined +5 attack, 1d8+3 slashing damage6undefined Javelin (range 30/120) +6 attack, 1d6+3 piercing Ray of Frost (Range 60) +5 attack, 1d8 cold damage PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read, and write Common and Infernal. Source: Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Ability Score Increase. Your Constitution score increases by 1. Legacy of Stygia. You know the Ray of Frost11 cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Longsword  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 10 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips Ray of FrostEvocation 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).  
  6.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 28/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception16: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 0/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1 Varta shrugged her shoulders and shook her head. "I don't know.  I hope so but gods know what sort of danger lies beyond this. Honestly I think I'd be better off waiting an hour, but hells, maybe I could get one more battle in." Mechanics            
  7. The Ability Score placeholder!   EDIT:  Very nice!  Lots of freedom to pick any class with those rolls!
  8.   Cella Oakenstaff Circle of Spores Druid     "Well, that's just, like, your opinion, man."   Druid 3 Medium humanoid female (Wood Elf), neutral good Armor Class 18 (studded leather armor and shield) Hit Points  27 Speed 35' ft. Senses darkvision, Languages common, elven, druidic, dwarven Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 12 (+1) Save +1 Athletics +1 Dexterity 18 (+4)  Save +4 Acrobatics +4 | Sleight of Hand +4 | Stealth +4 Constitution 16 (+3) Save +3 No skills associated. Intelligence 13 (+1) Save +3 Arcana +1 | History +1 | Investigation +1 | Nature +3 | Religion +1 Wisdom 16 (+3) Save +5 Animal Handling +3 | Insight +5 | Medicine +3 | Perception +5 | Survival +5 Charisma 14 (+2)  Save +2 Deception +2 | Intimidation +2 | Performance +2 | Persuasion +4     PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Alchemist's Tools Instruments Weapons Druidic Weapons Armors Light, Medium, Wooden shields (but oaths prevent much worked metal) DRUID CLASS ABILITIES Druidic * Spellcasting * Wild Shape * Druid Circle of Spores * Wild Companion CIRCLE OF SPORES ABILITIES Circle SpellsCircle Spells Your symbiotic link to fungi and your ability to tap into the cycle of life and death grants you access to certain spells. At 2nd level, you learn the Chill Touch cantrip. At 3rd, 5th, 7th, and 9th level you gain access to the spells listed for that level in the Circle of Spores Spells table. Once you gain access to one of these spells, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you gain access to a spell that doesn't appear on the druid spell list, the spell is nonetheless a druid spell for you. Circle of Spores Spells Druid Level Circle Spells 2nd Chill Touch 3rd Blindness/Deafness, Gentle Repose 5th Animate Dead, Gaseous Form 7th Blight, Confusion 9th Cloudkill, Contagion Halo of SporesHalo of Spores Starting at 2nd level, you are surrounded by invisible, necrotic spores that are harmless until you unleash them on a creature nearby. When a creature you can see moves into a space within 10 feet of you or starts its turn there, you can use your reaction to deal 1d4 necrotic damage to that creature unless it succeeds on a Constitution saving throw against your spell save DC. The necrotic damage increases to 1d6 at 6th level, 1d8 at 10th level, and 1d10 at 14th level. Symbiotic EntitySymbiotic Entity Also at 2nd level, you gain the ability to channel magic into your spores. As an action, you can expend a use of your Wild Shape feature to awaken those spores, rather than transforming into a beast form, and you gain 4 temporary hit points for each level you have in this class. While this feature is active, you gain the following benefits: When you deal your Halo of Spores damage, roll the damage die a second time and add it to the total. Your melee weapon attacks deal an extra 1d6 necrotic damage to any target they hit. These benefits last for 10 minutes, until you lose all these temporary hit points. or until you use your Wild Shape again. RACIAL TRAITS Darkvision | Keen Senses | Fey Ancestry | Trance | Elf Weapon Training | Fleet of Foot FEATS     WEAPONS WEAPONS Shillelagh +5 to hit for (1d8+3) bludgeoning damage Dagger +6 to hit for (1d4+4) piercing damage. | Finesse, light, thrown (20/60) Longbow +6 to hit for (1d8+4) piercing damage. | Ammunition, heavy, two-handed (150/600)   SPELLS SPELL SLOTS 4/4 (1st), 2/2 (2nd), Druid - Spell Save DC: 13 | Spell Attack Mod: +5 | Spells Prepared: 6 CANTRIPS  GuidanceSource: Player's Handbook Divination cantrip Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends. Spell Lists. Artificer, Cleric, Druid| ShillelaghSource: Player's Handbook Transmutation cantrip Casting Time: 1 bonus action Range: Touch Components: V, S, M (mistletoe, a shamrock leaf, and a club or quarterstaff) Duration: 1 minute The wood of a club or quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. The weapon also becomes magical, if it isn’t already. The spell ends if you cast it again or if you let go of the weapon. Spell Lists. Druid | Chill Touch (Spores)Source: Player's Handbook Necromancy cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn. At Higher Levels. This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Spell Lists. Sorcerer, Warlock, Wizard FIRST LEVEL Absorb ElementsSource: Xanathar's Guide to Everything 1st-level abjuration Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Range: Self Components: S Duration: 1 round The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st. Spell Lists. Artificer, Druid, Ranger, Sorcerer, Wizard EntangleSource: Player's Handbook 1st-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S Duration: Concentration, up to 1 minute Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain. A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself. When the spell ends, the conjured plants wilt away. Spell Lists. Druid, Ranger  Faerie FireSource: Player's Handbook 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible. Spell Lists. Artificer, Bard, Druid   GoodberrySource: Player's Handbook 1st-level transmutation Casting Time: 1 action Range: Touch Components: V, S, M (a sprig of mistletoe) Duration: Instantaneous Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell. Spell Lists. Druid, Ranger SECOND LEVEL MoonbeamSource: Player's Handbook 2nd-level evocation Casting Time: 1 action Range: 120 feet Components: V, S, M (several seeds of any moonseed plant and a piece of opalescent feldspar) Duration: Concentration, up to 1 minute A silvery beam of pale light shines down in a 5-foot radius, 40-foot-high cylinder centered on a point within range. Until the spell ends, dim light fills the cylinder. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it is engulfed in ghostly flames that cause searing pain, and it must make a Constitution saving throw. It takes 2d10 radiant damage on a failed save, or half as much damage on a successful one. A shapechanger makes its saving throw with disadvantage. If it fails, it also instantly reverts to its original form and can’t assume a different form until it leaves the spell’s light. On each of your turns after you cast this spell, you can use an action to move the beam up to 60 feet in any direction. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd. Spell Lists. Druid   Summon BeastSource: Tasha's Cauldron of Everything 2nd-level conjuration Casting Time: 1 action Range: 90 feet Components: V, S, M (a feather, tuft of fur, and fish tail inside a gilded acorn worth at least 200 gp) Duration: Concentration, up to 1 hour You call forth a bestial spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Bestial Spirit stat block. When you cast the spell, choose an environment: Air, Land, or Water. The creature resembles an animal of your choice that is native to the chosen environment, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, use the higher level where the spell’s level appears in the stat block. Spell Lists. Druid, Ranger Bestial Spirit Small beast Armor Class: 11 + the level of the spell (natural armor) Hit Points: 20 (Air only) or 30 (Land and Water only) + 5 for each spell level above 2nd Speed: 30 ft., climb 30 ft. (Land only), fly 60 ft. (Air only), swim 30 ft. (Water only) STR DEX CON INT WIS CHA 18 (+4) 11 (+0) 16 (+3) 4 (−3) 14 (+2) 5 (−3) Senses: darkvision 60 ft., passive Perception 12 Languages: understands the languages you speak Challenge: — Proficiency Bonus: equals your bonus Flyby (Air Only). The beast doesn’t provoke opportunity attacks when it flies out of an enemy’s reach. Pack Tactics (Land and Water Only). The beast has advantage on an attack roll against a creature if at least one of the beast’s allies is within 5 feet of the creature and the ally isn’t incapacitated. Water Breathing (Water Only). The beast can breathe only underwater. Actions Multiattack. The beast makes a number of attacks equal to half this spell’s level (rounded down). Maul. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d8 + 4 + the spell’s level piercing damage.  Blindness/Deafness (Spores)Source: Player's Handbook 2nd-level necromancy Casting Time: 1 action Range: 30 feet Components: V Duration: 1 minute You can blind or deafen a foe. Choose one creature that you can see within range to make a Constitution saving throw. If it fails, the target is either blinded or deafened (your choice) for the duration. At the end of each of its turns, the target can make a Constitution saving throw. On a success, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. Spell Lists. Bard, Cleric, Sorcerer, Wizard  Gentle Repose (Spores/Ritual)Source: Player's Handbook 2nd-level necromancy (ritual) Casting Time: 1 action Range: Touch Components: V, S, M (a pinch of salt and one copper piece placed on each of the corpse’s eyes, which must remain there for the duration) Duration: 10 days You touch a corpse or other remains. For the duration, the target is protected from decay and can’t become undead. The spell also effectively extends the time limit on raising the target from the dead, since days spent under the influence of this spell don’t count against the time limit of spells such as raise dead. Spell Lists. Cleric, Paladin, Wizard THIRD LEVEL         EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (54.08 lbs.) Weight: 54.08 lbs. / 180 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (6.08 lbs.) Copper: 0 | Silver:  | Gold: 15 | Obsidian:  | Platinum: 0   EQUIPEMENT READIED (21 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (4 lbs.) Traveler's Clothes - 4 lbs. Weapons (5 lbs.) Quarterstaff - 2 lbs. | Dagger - 1 lb. | Longbow - 2 lbs.   Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | Yew Staff Focus | Quiver of arrows 1 lb. |  EQUIPMENT STORED (27 lbs.) Stored items can be retrieved with an action. In Backpack (11 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Silk Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. | EQUIPMENT NOT CARRIED (--) At Home * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED     APPEARANCE Age 110 | Height 5' 4" | Weight 120 lbs. | Hair Red | Eyes Golden | Complexion Fair and freckled   BACKGROUND Guild Artisan (Alchemist/Mushroom Sales)Skill Proficiencies: Insight, Persuasion Tool Proficiencies: One type of artisan's tools Languages: One of your choice Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a pouch containing 15gp Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. Source PHB Personality Traits: something Ideals: something Bonds: something Flaws: something Background Feature: something BACKSTORY  
  9.       Jack - Half Orc Paladin 1 AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5 Jack decided to use his size and demeanor to the party's advantage for the time being.  The large half orc, his chainmail clinking as he walked, made his way to the doors that were partly ajar, and pounded on them, speaking in a loud voice that did not fit the kindly demeanor the others knew from before. "HELLO?  SECURITY!  We know you're in there.  GET THE HELLS OUT NOW and I'll let you live.  But if you ruin my coffee break, I swear to Gruumsh I'll CHOP OFF YOUR FINGERS, one by ONE!"   Roll Main Hand: Greataxe Off Hand: Action: Greataxe Bonus Action: Reaction: Move: movement goes here. Manipulate: one free object interaction goes here.   Character Sheet Jack - Half Orc Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail) Passive Perception 10  Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elf, Orc Background Guild Artisan Feature  Guild Membership   WEAPONS Greataxe +5 attack, 1d12+3 slashing damage Javelin (range 30/120) +6 attack, 1d6+3 piercing   PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Greataxe  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 15 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips    
  10. RL gave me hell last week.  Apologies for the delays but I'm back now and should be normal.
  11.  Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith nodded along with the druid. "Many mushrooms require a particular substrate to grow from as well.  They like to eat trees because they help logs to decay, so things like logs and sawdust attract them.  Or at least the edible ones, anyway.  I'm quite fond of oysters and morels; they're quite lovely when sauteed in butter and garlic," Faith added, seemingly happy to share her culinary pursuits. "My adopted uncle is quite fond of cultivating them." As for where to go, Faith didn't care, but moving left sounded perfectly fine, so Faith moved in that direction.     Mechanics Main Hand: Longsword Off Hand: Shield Action: attack statue in front of her Bonus Action: Reaction: Move: moves into melee Manipulate: one free object interaction goes here.   Character Sheet Faith - Tiefling Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield) Passive Perception12 12 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Infernal Background Sailor Feature  Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. WEAPONS Longsword22undefined +5 attack, 1d8+3 slashing damage6undefined Javelin (range 30/120) +6 attack, 1d6+3 piercing Ray of Frost (Range 60) +5 attack, 1d8 cold damage PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read, and write Common and Infernal. Source: Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Ability Score Increase. Your Constitution score increases by 1. Legacy of Stygia. You know the Ray of Frost11 cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Longsword  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 10 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips Ray of FrostEvocation 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).  
  12.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 20/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 0/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1 Varta shook from the shock and shuddered. "I don't know what level of the Hells is reserved for those that invented or created the Gelatinous Cube, but it had better be straight up the anus of Asmodeus himself." Muttering to herself, the Goliath added, "I'm Ok...but that was a lot of hits to take.  If we have another serious fight, I might not last very long." Mechanics            
  13.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1 If no one seemed to have a problem with it, Varta decided to move east, wondering what lay beyond that next turn in the road.  Each path was as good as the other one, or so she thought, at least, thought the Goliath was happy to have her shield ready just in case something rather nasty was on the other side. Mechanics            
  14.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1  Varta was disappointed that putting the head back on the statue didn't do anything, but perhaps she had just been reading too many adventure novels that took place in dungeons.  Oh well, worth a try. The big gal saw two potential ways forward, and she didn't feel like waiting long, so she decided to just go west and look down the hallway to see what lay beyond. Mechanics            
  15.  Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith thanked the gods for her shield, as it had kept her from certain death on a few occasions already.  She was all for doing damage, but she found it easier to accomplish when you were alive.  Still, she wasn't going to last for long until she could actually HIT this thing, so the paladin again slashed at the creature before her!     Mechanics Main Hand: Longsword Off Hand: Shield Action: attack statue in front of her Bonus Action: Reaction: Move: moves into melee Manipulate: one free object interaction goes here.   Character Sheet Faith - Tiefling Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield) Passive Perception12 12 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Infernal Background Sailor Feature  Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. WEAPONS Longsword22undefined +5 attack, 1d8+3 slashing damage6undefined Javelin (range 30/120) +6 attack, 1d6+3 piercing Ray of Frost (Range 60) +5 attack, 1d8 cold damage PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read, and write Common and Infernal. Source: Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Ability Score Increase. Your Constitution score increases by 1. Legacy of Stygia. You know the Ray of Frost11 cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Longsword  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 10 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips Ray of FrostEvocation 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).  
  16.  Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith's smile at her first good hit was short lived as Nalla crumbled to the ground.  The Tiefling was shocked that ANYONE or anything could take such a gigantic warrior woman down.  Perhaps this statue was more powerful than they knew?  Oh dear.  For the time being, Faith kept up her assault once she saw that the party had taken care of Nalla.  Apparently her own healing could be saved for another time. Faith again slashed out at the statue with her blade!     Mechanics Main Hand: Longsword Off Hand: Shield Action: attack statue in front of her Bonus Action: Reaction: Move: moves into melee Manipulate: one free object interaction goes here.   Character Sheet Faith - Tiefling Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield) Passive Perception12 12 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Infernal Background Sailor Feature  Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. WEAPONS Longsword22undefined +5 attack, 1d8+3 slashing damage6undefined Javelin (range 30/120) +6 attack, 1d6+3 piercing Ray of Frost (Range 60) +5 attack, 1d8 cold damage PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read, and write Common and Infernal. Source: Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Ability Score Increase. Your Constitution score increases by 1. Legacy of Stygia. You know the Ray of Frost11 cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Longsword  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 10 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips Ray of FrostEvocation 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).  
  17.       Jack - Half Orc Paladin 1 AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5 Jack followed along with the others, making quite a bit of noise in his chainmail, but he kept his axe back, at least for now, as he wanted to play the role of a polite, sophisticated negotiator, and not some haggard criminal. The Half Orc followed along and waited for someone else to make the first move, but kept close to the party in case they needed his assistance.   oll Main Hand: Greataxe Off Hand: Action: Greataxe Bonus Action: Reaction: Move: movement goes here. Manipulate: one free object interaction goes here.   Character Sheet Jack - Half Orc Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail) Passive Perception 10  Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elf, Orc Background Guild Artisan Feature  Guild Membership   WEAPONS Greataxe +5 attack, 1d12+3 slashing damage Javelin (range 30/120) +6 attack, 1d6+3 piercing   PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Greataxe  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 15 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips    
  18.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1  Varta nodded. "Yeah, you all get behind me, and I'll lead the way forward.  See you all in the next room.  I kind of wanted to put the head on the statue, but I'll get over it." Mechanics Listen at the door.  If nothing is there, you can assume Varta opens the wooden door.          
  19.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1  Varta nodded. "Yeah, you ask the gods if this is gonna kill us.  I'll be here, ready to put the head on the statue, though.  Something tells me that we might need to do it.  Hells, something also tells me that I want to split the next goblin I see in twain, so it's important to listen when you feel that sensation." Mechanics Listen at the door.  If nothing is there, you can assume Varta opens the wooden door.          
  20.       Jack - Half Orc Paladin 1 AC: 16 | HP: 12/12 | Initiative: +0 | Passive Perception: 10 | Divine Sense: 4/4 | Lay on Hands: 5/5 Jack did his best to pass the time in peace, which wasn't easy to do when you carried a gigantic axe larger than the average person on your back, but he managed well enough.  However, the half orc didn't see a lot of options for the current predicament. "Would it be of any assistance to talk to this Malen Dhuhir up in the office?  The name means nothing to me, but perhaps there is something he might know that could help us?"   oll Main Hand: Greataxe Off Hand: Action: Greataxe Bonus Action: Reaction: Move: movement goes here. Manipulate: one free object interaction goes here.   Character Sheet Jack - Half Orc Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 16 (Chainmail) Passive Perception 10  Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Elf, Orc Background Guild Artisan Feature  Guild Membership   WEAPONS Greataxe +5 attack, 1d12+3 slashing damage Javelin (range 30/120) +6 attack, 1d6+3 piercing   PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. 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. Menacing. You gain proficiency in the Intimidation skill. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. Languages. You can speak, read, and write Common and Orc. Orc is a harsh, grating language with hard consonants. It has no script of its own but is written in the Dwarvish script. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Greataxe  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 15 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips    
  21.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1  Varta shook her head in disgust at the snake woman, as if some sort of Medusa type was behind all of this madness.  Although it actually made quite a bit of sense when you really thought about it.   "You guys want me to put the head back on the statue? Or are we too scared to try that?" Mechanics Listen at the door.  If nothing is there, you can assume Varta opens the wooden door.          
  22.  Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith held up her shield and again readied her longsword for attack, hoping to finally connect with this statue and actually do something of value to it.  So far, Faith felt that she  wasn't a very useful companion, and she hoped to change that perception, and quickly.     Mechanics Main Hand: Longsword Off Hand: Shield Action: attack statue in front of her Bonus Action: Reaction: Move: moves into melee Manipulate: one free object interaction goes here.   Character Sheet Faith - Tiefling Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield) Passive Perception12 12 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Infernal Background Sailor Feature  Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. WEAPONS Longsword +5 attack, 1d8+3 slashing damage Javelin (range 30/120) +6 attack, 1d6+3 piercing Ray of Frost (Range 60) +5 attack, 1d8 cold damage PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read, and write Common and Infernal. Source: Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Ability Score Increase. Your Constitution score increases by 1. Legacy of Stygia. You know the Ray of Frost11 cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Longsword  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 10 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips Ray of FrostEvocation 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).  
  23.  Faith - Tiefling Paladin 1 AC: 18 | HP: 12/12 | Initiative: +0 | Passive Perception: 12 | Divine Sense: 4/4 | Lay on Hands: 5/5 Faith readied herself for the fight at hand, knowing that the cleric needed to move so she could assume her role as a protector.  And thus, as he moved backwards, she slipped into his spot, this time drawing her longsword and slashing at the rude statue who did not care to respond to her inquiries earlier. It wasn't evil to slash at rude people who didn't talk.  She felt rather certain of that.     Mechanics Main Hand: Longsword Off Hand: Shield Action: attack statue in front of her Bonus Action: Reaction: Move: moves into melee Manipulate: one free object interaction goes here.   Character Sheet Faith - Tiefling Paladin 1 STATS Str 16 (+3) Dex 10 (+2) Con 14 (+2) Int 8 (+4) Wis 10 (+2) Cha 16 (+5) Speed 30 ft.HP 12 HD 1d10 AC 18 (Chainmail, Shield) Passive Perception12 12 Initiative +0 Vision: 60' darkvision DM Inspiration Yes Languages Common, Infernal Background Sailor Feature  Ship's Passage When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage. WEAPONS Longsword +5 attack, 1d8+3 slashing damage Javelin (range 30/120) +6 attack, 1d6+3 piercing Ray of Frost (Range 60) +5 attack, 1d8 cold damage PROFICIENCIES Proficiency +2 Saving Throws Wisdom +2, Charisma +5 Weapons All weapons Armor Light, medium, shields FEATS    RACIAL FEATURES Size. Tieflings are about the same size and build as humans. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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. Hellish Resistance. You have resistance to fire damage. Languages. You can speak, read, and write Common and Infernal. Source: Mordenkainen's Tome of Foes Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom. Ability Score Increase. Your Constitution score increases by 1. Legacy of Stygia. You know the Ray of Frost11 cantrip. When you reach 3rd level, you can cast the Armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. CLASS FEATURES Divine Sense Lay on Hands Fighting Style:  none yet     Equipment General Inventory  Chainmail  45# Longsword  6# Travelers clothes 4# Backpack 5# Bedroll 7# Mess Kit 1# Rations x10 20# Waterskin 5# Crowbar 5# Pitons 2# 50' silk rope 5#   Scrolls Coin Purse   Platinum: 0 Gold: 10 Electrum: 0 Silver: 0 Copper: 0   Encumbrance Max Load: 240 lbs. (15 x 16 STR) Current Weight: 106 (unencumbered) Spells Spell Attack: +5 Spell DC: 13   Cantrips Ray of FrostEvocation 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).  
  24.   Varta Rockgrinder:  Rune Knight 5   AC: 20 | HP: 49/49 (shield master) | HD: 5/5d10 | Initiative: +0 | Passive Perception1216: 15 | Action Surge: 1/1 | Cloud Rune: 0/1 | Giant's Might: 3/3 | Second Wind: 1/1 | Stone Rune: 1/1 | Stone's Endurance: 1/1 | DM Inspiration: 1/1  Varta shook her head and cackled in that gravely voice she was known for. "HAH!  If I just eat less bread and more vegetables, I can look just like her.  I swear!" The Goliath laughed a bit more to herself before moving on.  She was curious about what lay behind the two wooden doors and stopped to listen there, but did not open them because the party needed to decide which door to open.  And whether or not to pursue that strange tunnel leading behind the statue.  What was that about, anyway?   Mechanics Listen at the door.  If nothing is there, you can assume Varta opens the wooden door.          
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