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Neopopulas

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  1. Yhen Davasdrend Agility +1 Strength -1 Finesse +1 Instinct +0 Presence +0 Knowledge +2 Evasion: 9 | Armour: 5 | Armour Slots ☐ ☐ ☐ ☐ ☐ ☐ ☐| HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ | Hope β–£ β–£ β–£ ☐ ☐ ☐ Breastplate ArmourBreastplate Armor - Base Score: 3 (-1 AGI) Armor | GreatstaffGreatstaff - Knowledge, Very Far - d6+2 (Mag) Two-Handed Feature: Powerful (Roll one extra damage die and drop the lowest.) Primary Weapon | Glowing RingsGlowing Rings - Agility Very Close - d10+2 (Mag) Two-Handed Primary Weapon | Scholar of Magic (+2) | Wilderness Expert (+1) Domain Effects β€’ Book of Ava[Spellcast Roll: +2] [Damage: 1d10] Power Push: Make a Spellcast Roll against a target in melee range. On a success, they are blasted back to far range and take d10 magic damage. ------------------------------ [Feature Roll: 1d6] Tava’s Armor: You may spend a Hope to give a target you can touch +1d6 to their Armor score the next time they spend an Armor Slot. You cannot stack Tava’s Armor multiple times onto a single creature. ------------------------------ [Spellcast Roll: +2] [Damage: 1d6] Ice Spikes: Make a Spellcast Roll to summon large ice spikes within very far range. You may also treat them as a ranged weapon against a target or group. On a success, they deal d6 physical damage. β€’ Book of Tyfar[Spellcast Roll: +2] [Damage: 2d6] Wild Flame: Make a Spellcast Roll against up to three enemies very close to you. A flame erupts from your hand, dealing 2d6 magic damage to any you succeed against. ------------------------------ Magic Hand: You can reach out with a magical hand the same size and strength as your own to anywhere within far range of you. ------------------------------ Mysterious Mist: Spend a Hope to cast a temporary, thick fog that encircles a stationary area up to very close range your current location. Everyone within is hidden to anybody outside the fog. Features β€’ PrestidigitationYou can perform harmless, subtle magical effects at will. Examples might include changing an object’s color, creating a smell, lighting a candle, floating something small, illuminating a room, repairing a small object, etc. β€’ Strange PatternsChoose a number between 1-12. Anytime you roll that number on a Duality Die, gain a hope or clear a stress. You may change this number on any long rest. [1] School of War (Knowledge) β€’ Gain armour slot. β€’ Attack with Fear, deal +1d10 Daemon β€’ FearlessWhen you roll with Fear, you can mark 2 Stress to make it a roll with Hope instead. β€’ Dread VisageYou have advantage on rolls to intimidate other non-Daemon creatures. Loreborne β€’ Well-ReadYou have advantage on any rolls you make that deal with the history, culture, or politics of a prominent person or place. Yhen lets the others handle the talking while she checks out the area itself. She's not inherently a suspicious person, but after the last little encounter, she wanted to be sure. She gives Verris a 'just keep an eye out' look as she does.
  2. Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 20/20 | Prof: +2 Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2 Fighting StyleArchery: +2 ranged attacks, Second WindBonus Action: 1d10+level per long rest (1/1 LR), Mist WalkerThe Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in chapter 3). You recognize where the talisman originates from if you have been to its domain of origin, Sustained Symbiosis1/Long Rest, when failing a saving throw, spend a HD an add the result to the save. (1/1 LR) Attacks: PistolsAttack +8 Damage 1d10+4 Reload: 4 (fire 4 shots then 1 round reload), RapierAttacks +6 Damage: 1d8+4 Passive: Perception - 14 | Investigation - 10 | Insight - 14 Languagesβ€’ Common β€’ Undercommon β€’ Elvish β€’ Sylvan β€’ Abyssal β€’ Deep Speech, DarkvisionDarkvision out to 60ft, Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. "Does anyone else get a distinctly troubling impression of this place? I mean.. beyond the obvious" she motions around the area in a sort of 'everything' motion. She watches the others, but she stays near Haakon with her hand on one of her pistols, just in case something isn't entirely dead around here. Mechanics Attack Target To-Hit Damage Notes Weapon Notes Pistol 1 Reload 4/4 Pistol 2 Reload 4/4 Action: Move: Reaction: Basic Opportunity Attacks
  3. Ah, gotcha, I thought it was a lot closer, thats my bad. Draiden has a good idea. What i'll do is i'll change all the spellcasting to a readied action until after everyone else goes, so once people are in position, she can cast her spell.
  4. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (10/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [β–£ β–£ β–£ β–£] Magic Missile, Burning Hands Level 2 [β–£ β–£ β–’] Scorching Ray, Earthern Grasp, Crown of Madness Level 3 [β–£ β–’ β–’] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [β–£ β–’] Blight, Wall of Fire, Conjure Minor Elementals "Maybe.." her hand drifts down to the mask in her bag, clearly amused by something. "I could say that, were you to sound the alarm, it would lead to violence and then someone here, maybe you, might die. But i don't think we need to threaten each other. I think we can come to some sort of agreement, don't you? Tell me what you need from us for this to work. If there isn't anything that could convince you.. well..." She steps back just a little so she is outside the door itself, her zombies close in to stand between her and Modar "That would be unfortunate.." Readied Action: Counterspell if Modar decides to cast anything. Mechanics Attacks Actions Attack Target To-Hit Damage Effects β€’ β€’ Zombie A HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30 AC: 8 Attack: +7 Damage: 1d6+1
  5. Barbarian 2 | Hunter 1 | Soldier 0 | Mercenary 0 || Strength 2 | Agility 2 | Mind 0 | Appeal 0 Melee 2 | Ranged 0 | Defense 2 | Initiative 1 || Hero Points 2 / 5 | Lifeblood 14 / 14 Equipment: Battle harness (-1), Sword, Axes (2) The Valgardian Blade: AttackAttack:drop(3d6,lowest,1)+4 | DamageDamage:drop(2d6,lowest,1)+2 || Twin Axes: AttackMelee: 2d6+4 | Thrown: 2d6+2 | DamageMelee: 1d6+2 | Thrown: 1d6+1 "Well, i don't like the sound of that at all, what is our next plan?" Hero Points!
  6. Its only a 10ft radius, so we don't have to move too far away, i was hoping Yaldiled would be prepared to move, do you want me to add a post to warn her?
  7. Name: Amelia Grey | Class: Fighter | Level: 1 | AC: 16 | HP: 20/20 | Prof: +2 Saves: Str +4, Dex +4, Con +4, Int -1, Wis +2, Cha -2 Fighting StyleArchery: +2 ranged attacks, Second WindBonus Action: 1d10+level per long rest (1/1 LR), Mist WalkerThe Mists whisper to you and guide you through their mysterious eddies. You immediately know if an object you're touching is a Mist talisman (detailed in chapter 3). You recognize where the talisman originates from if you have been to its domain of origin, Sustained Symbiosis1/Long Rest, when failing a saving throw, spend a HD an add the result to the save. (1/1 LR) Attacks: PistolsAttack +8 Damage 1d10+4 Reload: 4 (fire 4 shots then 1 round reload), RapierAttacks +6 Damage: 1d8+4 Passive: Perception - 14 | Investigation - 10 | Insight - 14 Languagesβ€’ Common β€’ Undercommon β€’ Elvish β€’ Sylvan β€’ Abyssal β€’ Deep Speech, DarkvisionDarkvision out to 60ft, Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. "At least we don't have to worry about those.. probably... That isn't to say we don't have to worry about anything...." Mechanics Attack Target To-Hit Damage Notes Weapon Notes Pistol 1 Reload 4/4 Pistol 2 Reload 4/4 Action: Move: Reaction: Basic Opportunity Attacks
  8. Ellania Luthirian - Scinari Lorekeeper [Body: 3 | Mind 3 | Soul 2] Melee [5] | Accuracy [3] | Defense [4+3] | Armour [2] | Toughness [8/8] | Init [8] | Wounds [4/4] | Awareness [2] | Mettle [1] Channeling [5d6 +2] | Weapon [5d6 +1] | Reflexes [4d6] | Awareness [4d6] | Eclipsian StaffDamage: 1 + 1 per success Crushing - Bludgeoning Damage Two handed, Loreseeker BladeDamage: 1 + 1 per success Crushing - Slashing Two handed | SpellsCommon Spells; β€’ Arcane Bolt β€’ Arcane Blast β€’ Mystic Shield β€’ Flight Bright Spells; β€’ Clensing Fire β€’ Fireball SpellcastingBright Spells | UnbindRoll a Channeling rest. Difficulty equal to the Difficulty of the Spell and Complexity is equal to total successes of the caster. If successful the spell is unbound and has no effect | Unbreakable SpellComplexity of tests to Unbind your spells is increased by 1 per level of focus you have in Channelings | Scinari BalanceCan wield Eclipsian Staff and Loreseeker Blade at the same time, one in each hand. Additionally you double your Focus on Dexterity and Reflex tests to maintain your balance, keep your footing and resist any effects which would cause you to fall prone | Scinari ContemplationDuring combat, when you cast a spell, you can double your focus in Channeling if you didn't cast a spell on your previous turn and vice versa She feels more than anything, the way these little rat monsters slink around, she hears their attacks and their cries and lashes out, the greatsword swinging one-handed like it weighed nothing at all, whipping past her companions in the dark, close enough they can feel the air move. Mechanics We cast a spell last time so lets try some swording Okay so i got 2, 3, 5, 6, 6 Scinari Contemplation says i can double my focus if i don't do the same attack twice. My focus for weapon skill is 1. So i get 2. Then i use mettle to double it again, which means i get.. 4? It looks so. Which means i can take those 4 points and add 1 to the 5 and three to the 3 and get; 2, 6, 6, 6, 6. for four successes for 6 damage. (Greatsword being 2+successes)
  9. So the Scinari Loreseeker has the ability Scinari Contemplation. Basically this means that so long as i don't do the same action twice in a row, i get a bonus. Does that include using mettle to get an extra action on the same turn, or does it depend on what you did on that turn. Example 1; Using Mettle to not attack twice but instead do something else (double training/focus, dodge, etc) Turn 1: Cast spell + Dodge Turn 2: Attack + Double training Turn 3: Cast Spell (Double focus on channeling) + Dodge Example 2; Using mettle to attack twice Turn 1: Cast Spell + Attack (Double focus on Weapon Skill) Turn 2: Cast Spell + Attack (Double focus on Weapon Skill) They both make sense to me, i'm just not 100% sure on whether 'on your previous turn' means your entire turn (everything you do that turn) or if it means the last thing you did. I think it probably means example 1 (because if you do both casting and attacking in a single turn its still 'on your turn') but i'm not sure because it feels like using mettle to make take an extra action is a special condition.
  10. Surely you could just smash the head of any dead person if you don't care about them.. Food for thought in the future.
  11. I think it went really well, even if we're all getting used to some of the way things work. We basically ended up using initiative anyway but i'd be curious how things would go if we weren't basically acting in blocks. Whether on purpose or not we basically all acted as a PC block and then the GM block, there were a couple of times i thought i could just make another post, but then you really risk me making 4 posts and everyone else making one. And even though that means the action economy is stable - the GM just gets 4 more actions - it does overwhelm the other actions so i think the player/GM blocks are good, but it also doesn't feel like its really properly using the combat system either so i'm really torn on that. I feel like there must be a way to allow players multiple actions 'out of turn' while still restricting it so one player doesn't just take six turns. Like maybe you can't take 2 or more turns in a row - so you always have to wait for someone else - and maybe limit the amount of turns you have based on something like your level.
  12. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (10/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [β–£ β–£ β–£ β–£] Magic Missile, Burning Hands Level 2 [β–£ β–£ β–’] Scorching Ray, Earthern Grasp, Crown of Madness Level 3 [β–£ β–’ β–’] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [β–£ β–’] Blight, Wall of Fire, Conjure Minor Elementals As an aside, Callista murmurs "Oh, we're negotiating..?" There is a small shrug as she steps around Aubryn "Violence is such a petty response. We don't need to worry about that." she turns her attention to the image of Azbara "Apologies for arriving a little too early, we managed to avoid being side-tracked too much." Mechanics Attacks Actions Attack Target To-Hit Damage Effects β€’ β€’ Zombie A HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30 AC: 8 Attack: +7 Damage: 1d6+1
  13. Yhen Davasdrend Agility +1 Strength -1 Finesse +1 Instinct +0 Presence +0 Knowledge +2 Evasion: 9 | Armour: 5 | Armour Slots ☐ ☐ ☐ ☐ ☐ ☐ ☐| HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ | Hope β–£ β–£ β–£ ☐ ☐ ☐ Breastplate ArmourBreastplate Armor - Base Score: 3 (-1 AGI) Armor | GreatstaffGreatstaff - Knowledge, Very Far - d6+2 (Mag) Two-Handed Feature: Powerful (Roll one extra damage die and drop the lowest.) Primary Weapon | Glowing RingsGlowing Rings - Agility Very Close - d10+2 (Mag) Two-Handed Primary Weapon | Scholar of Magic (+2) | Wilderness Expert (+1) Domain Effects β€’ Book of Ava[Spellcast Roll: +2] [Damage: 1d10] Power Push: Make a Spellcast Roll against a target in melee range. On a success, they are blasted back to far range and take d10 magic damage. ------------------------------ [Feature Roll: 1d6] Tava’s Armor: You may spend a Hope to give a target you can touch +1d6 to their Armor score the next time they spend an Armor Slot. You cannot stack Tava’s Armor multiple times onto a single creature. ------------------------------ [Spellcast Roll: +2] [Damage: 1d6] Ice Spikes: Make a Spellcast Roll to summon large ice spikes within very far range. You may also treat them as a ranged weapon against a target or group. On a success, they deal d6 physical damage. β€’ Book of Tyfar[Spellcast Roll: +2] [Damage: 2d6] Wild Flame: Make a Spellcast Roll against up to three enemies very close to you. A flame erupts from your hand, dealing 2d6 magic damage to any you succeed against. ------------------------------ Magic Hand: You can reach out with a magical hand the same size and strength as your own to anywhere within far range of you. ------------------------------ Mysterious Mist: Spend a Hope to cast a temporary, thick fog that encircles a stationary area up to very close range your current location. Everyone within is hidden to anybody outside the fog. Features β€’ PrestidigitationYou can perform harmless, subtle magical effects at will. Examples might include changing an object’s color, creating a smell, lighting a candle, floating something small, illuminating a room, repairing a small object, etc. β€’ Strange PatternsChoose a number between 1-12. Anytime you roll that number on a Duality Die, gain a hope or clear a stress. You may change this number on any long rest. [1] School of War (Knowledge) β€’ Gain armour slot. β€’ Attack with Fear, deal +1d10 Daemon β€’ FearlessWhen you roll with Fear, you can mark 2 Stress to make it a roll with Hope instead. β€’ Dread VisageYou have advantage on rolls to intimidate other non-Daemon creatures. Loreborne β€’ Well-ReadYou have advantage on any rolls you make that deal with the history, culture, or politics of a prominent person or place. "Oh i don't think so you nasty little thing." She reaches out and a ghostly hand flies from her to grab the book from the fleeing monster Agility check to snatch the book away
  14. Barbarian 2 | Hunter 1 | Soldier 0 | Mercenary 0 || Strength 2 | Agility 2 | Mind 0 | Appeal 0 Melee 2 | Ranged 0 | Defense 2 | Initiative 1 || Hero Points 2 / 5 | Lifeblood 14 / 14 Equipment: Battle harness (-1), Sword, Axes (2) The Valgardian Blade: AttackAttack:drop(3d6,lowest,1)+4 | DamageDamage:drop(2d6,lowest,1)+2 || Twin Axes: AttackMelee: 2d6+4 | Thrown: 2d6+2 | DamageMelee: 1d6+2 | Thrown: 1d6+1 "It seems he may have succumbed.. A shame we no longer have our alchemist with us.." she eyes the large blue man "Well big boy i don't suppose you know if your captors kept any antidote around?" Hero Points!
  15. I haven't been able to find anything obvious for things like grapple checks but as a wizard i can basically use mage hand to do anything i could normally. Can i use that to try and grab the item about from the little monster who is stealing it?
  16. AC: 15Base: 10 + (MA: 13+ ) Dexterity: +1 Staff: +1 | HP: 54/54 Str -1 | Dex +1 | Con +3 | Int +7 | Wis +2 | Cha +0 Callista Ambers Abilities: Transmute Spell (2/2), Spell Sniper | Ring of Spell StoringContains: [Level 3] Animate Dead [Level 2] Scorching Ray, Wand of BindingRegains 1d6+1 charges at dawn [5] Hold Monster [2] Hold Person (7/7), Staff of Defense+1 AC. Regains 1d6+4 charges at dawn [1] Mage Armour [2] Shield (10/10) Spells; DC: 16. Attack +8. Spells Prepared 13 | Cantrips: Prestidigitation, Toll the Dead, Fire Bolt, Create Bonfire, Mage Hand, Mending, Eldritch Blast Level 1 [β–£ β–£ β–£ β–£] Magic Missile, Burning Hands Level 2 [β–£ β–£ β–’] Scorching Ray, Earthern Grasp, Crown of Madness Level 3 [β–£ β–’ β–’] Animate Dead, Fireball, Slow, Counterspell, Summon Shadowspawn Level 4 [β–£ β–’] Blight, Wall of Fire, Conjure Minor Elementals Callista doesn't enter the room - she's notably never in the front of the group either, preferring to stay in the middle, along with her 'assistants' but she does lean a little to look around Aubryn, hands up and shrugging in a 'what can you do' sort of way "So sorry to inconvenience you, but unfortunately, we are sort of on a bit of a schedule. You understand, i'm sure." Mechanics Attacks Actions Attack Target To-Hit Damage Effects β€’ β€’ Zombie A HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie B HP: 30 AC: 8 Attack: +7 Damage: 1d6+1 Zombie C HP: 30 AC: 8 Attack: +7 Damage: 1d6+1
  17. I don't think its too powerful, you could in theory use this spell to totally fill a large area with damaging ice spikes, but you would be using a LOT of actions to do that so i don't think it'd unbalance anything, it does mean they could be scattered around the battlefield which seems cool though.
  18. This is the bit we need You suffer -20 underwater UNLESS you have C-type but if you DO have C-type you suffer -20 NOT underwater.
  19. Ohh, okay so if you're in C type out of the water its okay and if you fall in its good but if you're fighting without it you have no penalties but if you fall in you're boned.
  20. That seems to imply the penalty only if you're underwater. 'Due to their awkward and slow movement through the thicker medium' Does that imply that there is no penalty out of the water, its just the water that imposes the penalty?
  21. I was doing the survey and looking at some sheets and i've noticed a few things and i want to bring them up and see if i'm thinking of them wrong, or missing something. As far as i can see, there is nothing like a 'spell slot' in Daggerheart, which means that you don't really have spells, you have abilities that you can use as much as you like, which is great. Maybe it changes at higher levels, and maybe other domains are different, i've looked at a few but only really dug down into a couple of them, but it seems that, at least to start with, most abilities are basically very, very similar, there doesn't seem a lot of reason to use one over the other. For example, the wizard gets a few to start with, so lets look there (i'm also the most familiar with them) Book of Ava has two powers we can look at. Power Push and Ice Spikes, and also the most common weapon, the Great Staff, so first lets see what they do. Power Push Damage: 1d10 Range: Melee Effect: Push target back to Far range Ice Spikes Damage: 1d6 Range: Very Far Effect: - Great Staff Damage: 1d6 Range: Very Far Effect: Roll extra damage, drop lowest So Power Push can be used in melee to get space, and deal 1d10 damage which is great, but then you look at Ice Spikes and the Great Staff and i can't see a single reason to use ice spikes.. ever? Unless they had some environmental effect that isn't shown, the ability is just 100% less good than the great staff. I wonder if something like Ice Spikes was put in just to give that card three powers like the others have and its just one that'll never be used, has anyone noticed this in the other Domains? I've noticed that most don't have three powers like the early wizard ones do, so it might be unique to the wizard. The book does say that the GM is encouraged to be open to creative interpretations of spells, and Ice Spikes could do that - it could be used to block areas (or make difficult terrain) or break objects like doors and so on, but that is so much up to the GM/Player dynamic i'm not sure if that should count as 'use' in this sense.
  22. Yhen Davasdrend Agility +1 Strength -1 Finesse +1 Instinct +0 Presence +0 Knowledge +2 Evasion: 9 | Armour: 5 | Armour Slots ☐ ☐ ☐ ☐ ☐ ☐ ☐| HP ☐ ☐ ☐ ☐ ☐ ☐ | Stress ☐ ☐ ☐ ☐ ☐ | Hope β–£ β–£ β–£ ☐ ☐ ☐ Breastplate ArmourBreastplate Armor - Base Score: 3 (-1 AGI) Armor | GreatstaffGreatstaff - Knowledge, Very Far - d6+2 (Mag) Two-Handed Feature: Powerful (Roll one extra damage die and drop the lowest.) Primary Weapon | Glowing RingsGlowing Rings - Agility Very Close - d10+2 (Mag) Two-Handed Primary Weapon | Scholar of Magic (+2) | Wilderness Expert (+1) Domain Effects β€’ Book of Ava[Spellcast Roll: +2] [Damage: 1d10] Power Push: Make a Spellcast Roll against a target in melee range. On a success, they are blasted back to far range and take d10 magic damage. ------------------------------ [Feature Roll: 1d6] Tava’s Armor: You may spend a Hope to give a target you can touch +1d6 to their Armor score the next time they spend an Armor Slot. You cannot stack Tava’s Armor multiple times onto a single creature. ------------------------------ [Spellcast Roll: +2] [Damage: 1d6] Ice Spikes: Make a Spellcast Roll to summon large ice spikes within very far range. You may also treat them as a ranged weapon against a target or group. On a success, they deal d6 physical damage. β€’ Book of Tyfar[Spellcast Roll: +2] [Damage: 2d6] Wild Flame: Make a Spellcast Roll against up to three enemies very close to you. A flame erupts from your hand, dealing 2d6 magic damage to any you succeed against. ------------------------------ Magic Hand: You can reach out with a magical hand the same size and strength as your own to anywhere within far range of you. ------------------------------ Mysterious Mist: Spend a Hope to cast a temporary, thick fog that encircles a stationary area up to very close range your current location. Everyone within is hidden to anybody outside the fog. Features β€’ PrestidigitationYou can perform harmless, subtle magical effects at will. Examples might include changing an object’s color, creating a smell, lighting a candle, floating something small, illuminating a room, repairing a small object, etc. β€’ Strange PatternsChoose a number between 1-12. Anytime you roll that number on a Duality Die, gain a hope or clear a stress. You may change this number on any long rest. [1] School of War (Knowledge) β€’ Gain armour slot. β€’ Attack with Fear, deal +1d10 Daemon β€’ FearlessWhen you roll with Fear, you can mark 2 Stress to make it a roll with Hope instead. β€’ Dread VisageYou have advantage on rolls to intimidate other non-Daemon creatures. Loreborne β€’ Well-ReadYou have advantage on any rolls you make that deal with the history, culture, or politics of a prominent person or place. Yhen moves up closer to the broken wagon and once again summons her magic, the ground around the creature fighting her pixie companion swirls with mist and frost before jagged shards of ice erupt around it. Success with fear, that means i can add +1d10 damage Total of 6 damage
  23. Amelia Kassicar Human Sorcerer 5 AC: 13 (16 w/Mage Armour) | HP: 32/32 | Initiative: +3 | Passive Perception: 13 | Spell Attack: +7 | Spell DC: 15 | DM Inspiration: 1/1 Abilities: [Sorcerer Points: 4/5] | Metamagic (Quicken SpellWhen you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casti / Empower SpellWhen you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.) | Magical GuideanceWhen you make an ability check that fails, you can spend 1 sorcery point to reroll the d20. | Active Effects: Mage Armour Cantrips; Fire Bolt, Prestidigitation, Light, Mending, Mage Hand, Mind Sliver, Eldritch BlastTwo Bolts 120ft 1d10+3 damage each Level 1 [β–£ β–£ β–£ β–’] Burning Hands, Mage Armour, Shield, Arms of Hadar, Dissonant Whispers Level 2 [β–£ β–£ β–’] Scorching Ray, Shatter Level 3 [β–£ β–£ β–£] Fireball, Enemies Abound, Antagonize Amelia tales a moment to eye up the barrier, she had a couple of options, but she knew what she wanted to do, she did not just want to deal with the door itself, but whoever was standing on the other side... A point nestled against the trap door warps and shifts, colours bending around a point in space, struck through with wisps of purple and black before there is a sudden keening, like a large, off-tone bell and a shockwaves erupts from the point against the trap door. Mechanics Main Hand: Bloodwell Vial Off Hand: Empty Action: Casting: Shatter Bonus Action: Your bonus action goes here. Move: Stepping just inside the door Manipulate: Your one free object interaction goes here. Shatter: Constitution Save: 15 Range: 10ft Radius Damage: 12
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