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Chapter 1 - Unrest in Baromenes


TheWordWeaver

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The Serene Holds of Urzoa

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Chapter 1: Unrest in Baromenes                                                                                            Part 1: A Gathering of Wanderers


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🎵 Theme 🎵

PART 1:
A GATHERING OF WANDERERS

 

Before you can cast off the shackles of fate you and your party must first answer a call. The same call that has brought you to this place, to Baromenes. The same call that has dragged you out of stagnant days, across foreign lands and the tides. You all have caught the eye of someone or something. Warning you of futures that have haunted every rest you have had since they started. It is a strange thing, dreams. Stranger still that as the closer you got to Baromenes, the less that nightmare appeared until it was gone entirely. For the first time in a long time, you have been able to rest easy.

But now as you wander the streets, whether brought here by boat or carriage, land or sea, through gate or port you find yourself being drawn to somewhere deeper in Baromenes. Like a rope tied around your waist, tugging you to some unknown destination. Through cobble laid streets and alleys, up and down stairs of this tiered city, past shops and homes alike. Passing glances mark you as out of place, but you ignore them all the same. A breeze can be felt through the streets, as you make your way.

The City-state of Baromenes is a sprawling metropolis of art, music, politics, and military might. Many of the citizens can be found wearing long drapes of white cloth that are pinned at the shoulder and tied around the waist. Guards patrol the city and wear blue tunics accented with white strips of cloth and full sets of bronze armor, usually depicting giant tentacles across the breastplate. You do not stop to admire though as the tingling, pulling feeling leads you to an open mall with a massive fountain. The area is surprisingly empty save for you and four others. Four others who, much like you, also look, out of place.

And here you stand, gathered before the giant carved stone fountain depicting Pnigmenos sinking a ship. Water spews from behind him and runs off the stone-carved waves and into a basin below. The pulling feeling subsides leaving you with your fellow wanders and the sounds of birds chirping, and the running water of the fountain.


Baromenes
2:37 pm
Wineday (Wednesday), 17th of Midsummer, 495 AC


SCENE INSTRUCTIONS
Welcome everyone! This post will serve as an introduction so please feel free to introduce and describe your characters at this time; whether or not you know each other or have traveled together is up to all of you at this time.

 

Edited by TheWordWeaver (see edit history)
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Mags Kategaris - Itinerant Hedge Wizard 

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
| Passive Perception: 17 | Spell Slots 1/2 (1st)

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Celestial, Thieves' Cant 

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

 

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The human stripling was the first to arrive. The mall was certainly picturesque: the dancing fountain, the light breeze blowing a cooling mist, the majestic statue, birds singing of welcome and longing. He'd never before seen this lovely little corner of Baromenes. A striking destination befitting his long journey.  So why was it completely uninhabited. He watched and waited, looking about as if expecting others, taking note of the black cat on a distant balcony, lazily sunning herself with a view of the entire mall. As he watched, he drew a package from his bag, something wrapped in soft green leaves. Unfolding the leaves, he took a bite of...

An obscenely large, greasy, flakey, golden-brown pastry pie--stuffed with a creamy, gooey blend of spinach and a regional goat cheese!

"Mmmm," he moaned, savoring the bite. Whoever he was, his desire for food had overcome the tingling pull that had driven him here. On the hike up from the western gate, he'd  managed to grab the pie from a street vender as he passed, tossing a silver to quiet the man. 

The stripling looked young, perhaps a boy of sixteen or seventeen, but his eyes were uncannily shrewd--as if they'd seen too much to be so young. He had a pleasant face, boyish, sun-reddened fair and freckled, his hair a shaggy mop of brown a few shades short of auburn. He was not particularly tall, with a frame that suggested quick athleticism rather than raw strength. His movements and posture betrayed a cat's grace. And between the eyes and the grace, he was almost certainly older than seventeen. 

He wore a dark green cloak over a lighter green tunic and trousers, his clothes clean and cared for, but having seen much travel and weathering. Across one shoulder he wore a messenger's bag, while the other shoulder bore a water skin, blanket and bedroll--all of it serviceable and worn in long ago. He looked to have only newly arrived in the city, not yet having secured lodgings. 

Content with the solitude, he sat on the ledge of the fountain basin and enjoyed his pastry.  

Mechanics

Main Hand: spanakopita 

Off Hand: more spanakopita


Action 1: snack on spanakopita

Note 1: the cat on the balcony is his familiar

Note 2: Given the weird tingly pull, Mags would have cast Mage Armor on himself before arriving at the this final destination. 

 

Edited by Wizard of the Coat (see edit history)
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Dae Dae


AC: 13 | HP: 27/27 | Spells: 4/4, 2/2 | Sorrowful fate: 1/1 | Protection from good/evil 1/1 | Inspiration: 4/4 | Passive Perception: 14 | Condition: Normal


With a hesitant step, a cloaked figure, hood up, entered the mall area. The figure paused with a posture that spoke of expecting something to happen. After a few seconds and a gentle shrug of narrow shoulders, the figure pulled the hood down to reveal a young human girl of pale skin and freckles. She had a loose tangle of reddish brown hair, which might have been a few shades redder if it had been washed in the past couple of weeks.
 
Her dark cloak billowed around her average figure in an obscuring swish, but it could be see that she wore dusty boots, a dirty travel worn pair of moss green woolen trousers and a crumpled tunic of an almost matching green. Equally dirty, but less worn, she carried a pack that revealed a short bow, quiver of arrows and a violin secured to its exterior. The violin was the only thing on her that shone with perpetual care.
 
She took a short step toward the only figure in sight, the young man by the fountain. Her clear green eyes widened briefly as she recognized him. Wasn't he in the caravan after Monolithos? She had ridden in the back of a orcish merchant wagon from Anthropoi. Sitting amid rolls of what looked like carpets or tapestries, she hadn't been comfortable, but it was a cheap ride. 
 
She tried to catch the gaze of the young man. Her eyes were clear, green. In Urzoa common, she spoke out. Her voice was like soft leather, deeper than what might be expected with an indelible warmth. "Well, you can't have followed me... since you got here first. But, don't I remember you, from the caravan?" Her tone wasn't accusing, simply curious.

"I thought, it will sound strange, I suppose, but I thought there would be something here..." She glanced around the mall one more time before returning her gaze to the young man with an unspoken question in her eyes.
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Wilhelmina "Billie" Zenar'InanShadar Kai Echo Knight Fighter  ZJDL4tU.png.08985004bfb433b23868467c528a2f82.png


AC: 16 | HP: 35/35 | Initiative: +2 | Passive Perception: 13


Her feet landed fast on cobbled paths and stairs, long strides, then short pauses as she waved her arm to get her sister to hurry up and after catching a glance took off again.  In her haste her ashen hair was falling out, the multiplicity of braids that wrapped around the loose bulk unraveling enough for a few thick strands to dangle over he face.  She didn't seem to care, she was free of the blasted ship and could run, beside her ran the black long haired dog Valyv kept pace, looking up at her occasionally with his tongue out and happily panting.  The many days on a ship had made both him and Billie restless, but restless was not a word that could describe her sister who flowed in the distance.  The girl seemed interminably able to rest.  She was a little far back now, too far for Billie to make out whether her expression indicated a temperament that would need contending with later... she hoped not.

She could still feel the tugging, it was exciting, and she wasn't going to let it pull.  If something or someone was foolish enough to pull on Billie Zee, they'd soon find a charging force to be reckoned with coming their way.  It didn't feel like that though, if anything the ambiance of the place was peaceful and growing more so.  There were fewer of the Kraken guards, though she wouldn't mind having a go at one or two of them.  She could hear the water flowing in the distance and the birds.  Valyv heard the birds too and charged faster.  Billie laughed and raced after him.  Until in the open mall he pounced into a small flock causing them to erupt into the air as he jumped and barked after them.

The warrior in her armor of chain, plates and leather, leaned over the fountain, splashing water up over the lower half of her face to cool herself from the run.  Her fingers lingered slightly on the scar, it was long and deep, from her hairline down her cheek, but it was old and faded now.  Straightening she noticed two others, similar in appearance, reddish hair and freckled faces.  They seemed out of place here and so her darkly painted eyes locked on them, their blue-green intensity burning.  "Are you magic?" She asked softly, yet clear and accusingly.  If it turned out these two were luring people here with magic for some reason, it would end.  Her hand brushed passed her hair, loosening her large sword slightly from its scabbard at her back.  If they were, they were perhaps very powerful, perhaps this would be fun...?

Valyv on the otherhand, was of a completely different mood.  He sat at the freckled boys feet with one paw up, staring at his food and drooling.

 


Mechanics

Main Hand: Greatsword
Off Hand: Fingers


Action 1: Run to Mall.
Action 2: Wash Face.
Action 3: Make Accusation.

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Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


A second bite of the deliciously gooey, cheesy, flakey pastry in his mouth, he watched the cloaked figure cautiously enter the mall. That was quick. The hood fell back to reveal... her. The little violin maker from the caravan. Or so he had thought of her. She had intrigued him. He'd felt attracted to her--as if the force driving him toward Baromenes was suddenly offering a detour in the form of this little violin maker. But no: he had not dared to approach her. 

Instead, he stole brief glimpses of her, snatching them while she wasn't looking. He wasn't proud of the fact, but arcane trickery was in his blood. She had been guarded, watchful. And clearly the girl was perceptive. But with his invisible mage hand, he could easily create subtle distractions to draw her attention elsewhere within the crowded caravan camp. And through Clair's eyes he could watch from places she'd not anticipate. 

He'd told himself it was just a game. The spy game. One of the first the Master had taught him. But on his second day in the caravan with the little violin maker, he'd had another memory: of that day long ago. A memory from his first vision. A brief flash of future. Of her. 

And now, here she was, the sun catching her auburn hair, her haunting green eyes upon him, standing in an empty Halaean city. His vision. 

And there was no place to hide. 

"Well, you can't have followed me... since you got here first. But, don't I remember you, from the caravan?"

His mouth hung open, revealing a small bit of yet-to-be-swallowed pastry. She was talking to him. Her voice felt familiar, as if he'd heard it before, many times. A pleasant voice, deeper than he'd expected, but comforting. He wanted her to keep talking. He wondered what it would be like to hear her sing. 

He forced his thoughts back into the moment. 

His mouth had gone dry. He tried to swallow the remaining bit of pastry in his mouth so as to speak a reply. The effort brought painful realization that he'd left the orifice hanging open--likely revealing the food in his mouth! His throat made an audible gulp as he finally swallowed what now tasted like wood ash. He had just enough presence of mind to nod an answer. 

Her eyes were so... 

"I thought, it will sound strange, I suppose, but I thought there would be something here..."

He looked away from those soulful green eyes, that earthy face framed in auburn lit by the sun. He took a deep breath, his eyes casting about the empty mall, the rich Halaean architecture surrounding them, the lazy black cat on the distant balcony. The effort helped restore some small portion of his intelligence. 

His words were quiet--pitched low and soft as if she were standing much closer--and uncertain: part question, part observation. "You were drawn here... too?" 

To be continued...?Billie's arrival sounds like a good interrupt to the Mags and Dae intro. But just in case ariel is interested in extending their initial interaction, I've put a line in my text to indicate that more might happen between them before Billie's arrival.


The mastiff burst into the mall, scattering the birds, jumping after them with delight. The large dog seem more playful than aggressive--even if it was the play of a predator. Still, a playful dog is a dog well loved, or so the Master used to say. The old hedge wizard had often judged people based on the behaviors of their dogs--judging the owners of aggressive dogs most harshly. 

The dog was still chasing after birds when the silver-haired elven warrior woman burst into the mall with laughter and palpable anticipation. Were her eyes painted?  Ignoring the two humans, the elf used the fountain basin to cool herself down. It looked like a good idea, he was feeling the heat of the day, but he didn't dare join her. That would be too...

The warrior elf turned from her impromptu bird bath and fixed him with black-painted eyes of turquoise. "Are you magic?" She spoke as if those were fighting words. 

The words triggered a connection. His face broadened into a smile of warm recognition. The girl who fought in the streets! The smile burst into laughter at the memory of his first vision of her: a towheaded girl challenging a boy much bigger. "Fight me," she'd said. And she'd nearly beat the boy. 

He'd never seen her looking so... old. She was an adult! Likely older than he was. And strikingly exotic with her black-painted eyes and mussed platinum hair.  She'd grown up into just what he would have expected: fierce, passionate, resolute. An irresistible force in search of an immovable object. 

And he had laughed at her.  

He scrambled for words of apology--he could almost hear the Master whispering a sharp "Manners! Respect!"--but found it difficult to think with her eyes upon him. Before he could find the words, her dog was upon him. 

Begging for scraps? 

He knew mastiffs could be trained for war, and guessed that hers would attack on command if she willed it. Better to feed the dog. He tore off a piece of the pastry pie and offered it to the mastiff, along with some soothing words--looking and sounding like someone who knew his way around large canines. 

Focusing on the dog, turning from the intensity of her eyes, had allowed him time to gather his thoughts and remember his training. Now he looked back to those challenging black eyes and answered her question with a genuine smile--thinking of the towheaded girl rather than the exotic warrior woman before him. "Well, actually, my name is an archaic form of an old Halaean word that means magic. So yes, I suppose I am Magic. Call me Mags. But I'm not here to fight you, Blackeye." 

He emphasized the final word, making it sound like a proper name or title, rather than an insult--as if he already knew her name. Mags' voice conveyed some boyish nervousness as he met those piercing eyes. And yet, his nervousness did not seem to stem from fear of physical confrontation with the warrior elf.  

 

Mechanics

Main Hand: spanakopita 

Off Hand: more spanakopita


Action 1: 

Note 1: the cat on the balcony is his familiar

Note 2: Given the weird tingly pull, Mags would have cast Mage Armor on himself before arriving at the this final destination. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Celestial, Thieves' Cant 

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

 

 

Edited by Wizard of the Coat (see edit history)
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Damaia Hazil
AC: 19Armour: 14
Dexterity: +1
Shield: +2
Dueling style +2
| HP: 36 (*Abjuration Ward;
When casting an Abjuration Spell of 1st level or higher.
Gain Wizard level x2+Int mod as a Ward.
Whenever you cast Abjuration magic - even if the ward is at 0 - add a number of hit points equal to twice the level of the spell.
) | Proficiency: +2 | Initiative: +1 | Passive Perception: 12 | Speed: 30ft
Saves: Str +4 | Dex +1 | Con +4 | Int +5 | Wis +0 | Cha +0 | Resistances: Fire, Necrotic, Radiant
Special Abilities: Cloak of StarsEffect: Disadvantage on attacks against you for 1 minute.

As an action, you wrap yourself in a starry cloak, appearing like a silhouette forms of the night sky. When you doe, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action), or until you die. Once you use this trait, you can't use it again until you finish a long rest.
, Second WindOn turn, bonus action to regain 1d10+Fighter Level HP.

Once per short/long rest.
, Darkvision60ft

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.

Attacks: Long Sword [+2 | 1d8+2 Slashing. (Versatile. 1d10)] | Long Bow [+3 | 1d8+1. 150/600]
Spells; DC: 15. Attack +7. Spells Prepared 7. | Cantrips: Prestidigitation, Mage Hand, Green-Flame Blade, Thaumaturgy

Level 1 [▣ ▣] | Magic Missile, Shield, Burning Hands, Grease, Absorb Elements, False Life, Frost Fingers


Damaia had taken the overland route from the western side of Kontos. She had left her friends and companions there, as the dreams had become impossible to ignore. From there she had traveled first to Kontos itself - something she did rarely for obvious reasons - and had met up with a small group that were traveling further east.

It had been a long trek too, a great deal of it on foot, so when she arrived in Baromenes, she was quite the site. She had taken only a short break in a camp outside of the city to clean herself up and even then it had been little more than tidying up and making sure her armour was not entirely covered in road dust. She was hoping to make a better impression here than she did other places.

Despite her attempts its impossible for her not to drawn attention, from the crisp shine of the scale mail, to the slightly battered shield she was going to attract attention, and those were things she could do something about. She could do nothing about the horns the eyes and the skin, nor her height, as she often towered over others.

Her experience told her it was best to simply ignore it and move on, and she found her way to the fountain and stops in front of it, the click of her boots and the jingling of her amour falling silent as she takes a breath. It feels for the first time longer than it had seemed that she was actually in the right place. She didn't know what that place was, or what it was for, but she knew she was supposed to be there.

Despite its emptiness there was a small crowd forming, she had long ago learned to pick out the sorts of people you should pay attention to and it was a skill that had served her well.

Edited by Neopopulas (see edit history)
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Dae Dae


AC: 13 | HP: 27/27 | Spells: 4/4, 2/2 | Sorrowful fate: 1/1 | Protection from good/evil 1/1 | Inspiration: 4/4 | Passive Perception: 14 | Condition: Normal


Just as the freckled young man asked about being "drawn here... might as well keep going!", the warrior of ashen hair and accompanying long-haird dog burst upon the scene, Dae stepped back defensively, raising her hands in submission. The man, "Mags", handled it better than she did, actually finding words to respond to the woman. Magic? Am I magic? I don't think so... 
 
She took a step a back, creating space from both Mags and the striking woman of powerful form. The dog, and it's yearning for pastry, softened the woman's entrance; it was such a contradiction. Movement, to her right, a tall tiefling woman was entering the area. What is going on here? 
 
Dae took another step back, trying to keep a position where she could see everyone in the area. Finally, she saw the cat on the balcony, and she glanced back at Mags, recognizing it from the caravan. A cat, a dog, a warrior, a magician and a tiefling... a bad premise for a joke if you ask me.
 
Still, the young man's words echoed in her mind, "drawn here". She was. She had been. She had been travelling such a long time. No sleep. Hardly eating. Just holding herself together. For what... for this surreal moment? 
 
"Wait, Mags. Yes, I was drawn here." She glanced at the others. "I felt a pull, as a marionette without control over their own limbs. And, now, I'm here and the pull has stopped and I'm asking you. I'm asking all of you. Do any of you have any idea why I am here?"
 
She hesitated a moment, looking tired, spent. "Please, I need to know..." 
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image.png.c10c75ae87ff3a4c8be5b579a00cc1a8.png Lulani Zenar'inan Shadar Kai Hexblade Warlock of the Tome  


AC: 14 | HP: 22/22 | Initiative: +3 | Passive Perception: 13


The dreams and pulling was not a new experience for Lulani, however it had been a quite a few years ago. The dreams were nothing like last time though and made sleeping rather unpleasant and this made Lulani a bit more unpleasant to travel with. Her easy, laid back, rather sleepy smile had been absent for a while and her groaning had increased. As her and her sister got closer to Baromenes and the dreams, or more like nightmares really started to calm down, and so did Lulani's groaning. Her pleasant smile was present again and shown freely to any and all, when she was not buried in a book. Her turquoise eyes seemed to look at everything as if it was all some sort of lovely dream and she might just fall asleep at any moment. This place was much too new for her to be able to focus on any of her books at the moment and her sleepy eyes darted around with much more energy than she ever seemed to have. 

Unlike her sister, the boat ride had been rather pleasant. Lulani found she rather enjoyed boat rides for the most part, as long as the rocking stayed calm that was. It was like being in a wooden crib of sorts and being softly rocked by a mother or father. Also unlike her sister, she was not running through the streets. Her smile was a bit tighter and straight and her eyebrows furrowed slightly for but a moment. Her sisters energy could be overwhelming and somewhat annoying at times. Lulani would have liked to take in the sights some more as she headed this pull. The look passed, as she found it more amusing than annoying. She is more akin to the dog than me sometimes. , she thinks not for the first time. She could not deny that she was rather excited too. The last time she felt this way, she found her precious book. Lulani hugged the black book, unconsciously, as if to assure it was still with her.

She sat on her magically floating disk that held the bulk of her things as well as anything her sister wished to put on it. She wore a red dress that had two slits going up to the belt, as well as a red hooded cloak. They were well worn, tattered, and patched up. Her floating disk finally caught up with her sister and she looked around. It was a pleasant place ... but mostly empty. Mostly... Lulani slowly scooted to the front of the disk to let her legs hang off as she looked around at the others gathered. There were too few people here... was it a coincidence?  

"Oh~" Her eyes fell on the tall figure with horns and blueish skin. The woman's hair was like Lulani and her sister. Everything together put her in mind of a description of Noara. She is certainly lighter over all, Noara is said to have much darker features. She is no doubt tiefling, who can be blessed by the dark. She had not meant to make the sound, but was too transfixed to notice she had. Her blue-green eyes shifted as a red-haired woman spoke of being pulled here. It wasn't a coincidence! What is so special about the red heads I wonder? Lulani had no doubt that she and her sister was special, she also had no trouble believing that the tiefling was special. The only question was why this tiefling in particular and these two others? She started twirling her white hair in her finger, her smile turning a bit more awake. She did enjoy a mystery! 

"Hello and well met. My name is Lulani and this is my sister Billie. Our little brother there is called Valyv. We were indeed pulled here as well, however we do not know why. My hopes is that perhaps one of you may? Or perhaps the one who may is not here? Or perhaps there is something more here? Hmmm?" Her voice was soft and pleasant, her words are clear and said at somewhat a slow pace, but not too slow. Her cocked ever so slightly to the side for a moment as she twirled her hair, the smile ever present.

 


 

Edited by fenrirlokison (see edit history)
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Wilhelmina "Billie" Zenar'InanShadar Kai Echo Knight Fighter  ZJDL4tU.png.08985004bfb433b23868467c528a2f82.png


AC: 16 | HP: 35/35 | Initiative: +2 | Passive Perception: 13


She had froze, stance fixed, grip white knuckled on her sword.  The boy child had the gall to laugh, a dark part of her wanted to hack her wide blade through that barked cackle and remove the upper half of his head.  She blinked, Valyv was being fed, he called her Blackeye... did he know her? Of her?  If she drew her blade she knew blood would flow, her dog knew what the sound of drawn steel meant and that alone would have turned things.

Then a horned shadow loomed, and the redheaded girl spoke of the tow, the pull and summons to this place.  There had been enough distraction for her sister to finally arrive and her voice, smooth as silk and soft as whipped cream, soothed Billie almost immediately.  The darkness that had been seeping into the whites of her eyes faded, and her demanor  was again bright.  

She smiled over he shoulder at Luluani, then lulled her head back to the boy as Valyv was lapping up some crumbs from the lad's knee.  "Late as usual Lu, we'd been half-way through introductions already.  Let me catch you up a little.  The boy here is Magpie" She winked with a glance to his pastry.  "That's as far as we got.  Freckles there hasn't introduced herself yet and tall and looming was just about to accept my challenge to a bout," 

She raised her eyebrow to the Tiefling, waggled it with a devilish grin, then gave a jerked up-nod as she stepped up to the imposing horned woman.  None of this lot seemed to know what they were here for or getting on about, so she figured that testing her mettle would be the best bet.  "What do you say Tiefling, winner gets Mags there, ya?"

 


Mechanics

Main Hand: Greatsword
Off Hand: Fingers


Action 1: get confused.
Action 2: make fun of the redheads.
Action 3: challenge Tiefling.

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Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


The look in Billie's black eyes had Mags planning his escape route.

The black cat on the distant balcony lazily rose, moved out of sight, and mysteriously vanished.

Sadly, if Billie attacked, Mags would have to do the dog first. He was pretty sure he could outrun the dog, but he wasn't about to bet his life on it. He really didn't want to do the dog. Almost as much as he didn't want to be killed by Billie. 

The black cat suddenly reappeared just around the bend of the fountain basin, out of sight of the mall's occupants. Perhaps the cat would be able to lead the dog off on a wild goose chase, but if not.... 

Just then, a towering tiefling warrior arrived. Mags sighed with relief. Someone to draw Billie's interest. Just a matter of time before the elf issued her challenge. 

"Wait, Mags. Yes, I was drawn here...."

The little violin maker drew his attention from the danger in Billie's eyes, that now combined with a sense of anticipation as she took in the other warrior women. For the first time, Mags realized how road-weary the auburn-haired girl looked, sounded. He took an unconscious step toward her, but stopped himself. She had already distanced herself from him as well as the others. Too spent to trust. A rabbit ready to scatter. She wanted answers, and he had none. He only had more questions. And unfounded speculations. 

But she needed more than answers. Even if she didn't know it, she needed a friend--or several. Through all her days in the caravan, surrounded by so many fellow travelers, she had been alone. Closed off. He wished he were the kind of man who could help her. But he was no good with girls--especially the pretty ones. Maybe one of these other women--  No. Neither seemed like the sensitive type. 

But then, another elf arrived at the fountain--hovering in the air as if riding a flying invisible carpet! "Hello and well met. My name is Lulani and this is my sister Billie. Our little brother there is called Valyv. We were indeed pulled here as well, however we do not know why. My hopes is that perhaps one of you may? ..." 

Billie had a sister? Hmm.... She might be the sensitive type. 

Mags' main takeaway from Lu's introductions was that the dog's name was Valyv. He reached down, offering the mastiff another piece of his pastry pie, petting the beast. "So you're Valyv. Who's a good dog, huh? Yeah, Valyv's a good dog." He scratched behind Valyv's ear as he spoke.  He liked dogs. As a boy, he'd once taken in a stray, against the Master's wishes. He'd learned the hard way that the backroads of the world were too dangerous for a boy and his dog. He'd lost Hatchet nearly seven years ago, and still he missed the hound. 

Afraid the dog would keep begging until all of the pie had been given away, Mags tore off one more piece before quickly securing the rest, rewrapping and stowing it in his bag while Valyv's face was down to the ground, lapping up pie goo. He noted with longing that the mastiff had eaten much more of the pie than he had. 

Despite his attention to Valyv, he did not miss the effect Lulani's arrival had on Billie. The danger in her black eyes had subsided, though not completely. He guessed that danger-eyes was Billie's usual look. Nevertheless, with Billie soothed and Valyv busy, Mags rose to his feet and moved to the violin maker's side, offering her the piece of pastry pie held in a large green leaf. "Here, you look hungry." 

Perhaps it was tacit memory from his childhood, but Mags could be quite insistent when feeding strangers. It was the way of his people, even if he could not recall specific examples--a cultural pattern that transcended his awkwardness around women. Without thinking, he took one of the girls hands and placed the pastry in it. "Eat. It will do you good. And, don't give any to Valyv. He's had plenty, and too much cheese is bad for dogs." 

And then it was Billie's turn to talk. "...The boy here is Magpie"  The Master had once observed that it takes a thick skin to live the life of a hedge wizard. Billie's quip failed to register on Mags' offendedness scales. Of course, he'd heard it before, many times, so it didn't occur to him to laugh. "That's as far as we got.  Freckles there hasn't introduced herself yet and tall and looming was just about to accept my challenge to a bout...." 

Called it.

"What do you say Tiefling, winner gets Mags there, ya?"

Wait... what? Mags' face reddened somewhat. Right when he'd been on the verge of saying something intelligent about... About... Something to make Billie focus on what really mattered. Something to pull them all together... Or something like that. What was it he'd been going to say?

And what in Halycia did Billie mean by winner gets Mags there?


 

Mechanics

Main Hand: spanakopita 

Off Hand: more spanakopita


Action 1: 

Note 1: the cat on the balcony is his familiar

Note 2: Given the weird tingly pull, Mags would have cast Mage Armor on himself before arriving at the this final destination. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Celestial, Thieves' Cant 

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

 

 

Edited by Wizard of the Coat (see edit history)
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Damaia Hazil
AC: 19Armour: 14
Dexterity: +1
Shield: +2
Dueling style +2
| HP: 36 (*Abjuration Ward;
When casting an Abjuration Spell of 1st level or higher.
Gain Wizard level x2+Int mod as a Ward.
Whenever you cast Abjuration magic - even if the ward is at 0 - add a number of hit points equal to twice the level of the spell.
) | Proficiency: +2 | Initiative: +1 | Passive Perception: 12 | Speed: 30ft
Saves: Str +4 | Dex +1 | Con +4 | Int +5 | Wis +0 | Cha +0 | Resistances: Fire, Necrotic, Radiant
Special Abilities: Cloak of StarsEffect: Disadvantage on attacks against you for 1 minute.

As an action, you wrap yourself in a starry cloak, appearing like a silhouette forms of the night sky. When you doe, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action), or until you die. Once you use this trait, you can't use it again until you finish a long rest.
, Second WindOn turn, bonus action to regain 1d10+Fighter Level HP.

Once per short/long rest.
, Darkvision60ft

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.

Attacks: Long Sword [+2 | 1d8+2 Slashing. (Versatile. 1d10)] | Long Bow [+3 | 1d8+1. 150/600]
Spells; DC: 15. Attack +7. Spells Prepared 7. | Cantrips: Prestidigitation, Mage Hand, Green-Flame Blade, Thaumaturgy

Level 1 [▣ ▣] | Magic Missile, Shield, Burning Hands, Grease, Absorb Elements, False Life, Frost Fingers


"Hmm" She considers the small group. She didn't really know what to think at first, such an eclectic assortment, but she was used to that. The boy had her attention at first but this 'billie' was the one that held it. She looked the woman up and down, quickly gauged and assessed and considered her dangerous enough not to take lightly.

"Well. perhaps not right away.." Reaching up to hook her fingers over the curve of her right horn, a motion practiced and unnoticed enough to surely be a long habit, and makes a thoughtful sound "I don't know what i expected to find when i came here but.. This isn't it.."

"My name is Damaia. Damaia Hazil, If you have heard of the Company of the Red Banners, then you might be familiar with some of my pedigree."

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Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


"I don't know what I expected to find when I came here but.. This isn't it.."

I know what I expected. Hoped for. But did they all have to be female? Perhaps more arrivals were still on the way. The visions and portents suggested four, but maybe he was wrong. He was wrong a lot when it came to understanding the future. Nezeris could be very tricky when it came to revealing future events. And this thing, whatever it was that was coming, was much more complicated than any future he'd ever glimpsed. So, yeah, maybe he was wrong. Maybe others were coming.

Mags glanced to the entrances into the mall. 

"My name is Damaia. Damaia Hazil, If you have heard of the Company of the Red Banners, then you might be familiar with some of my pedigree."

The Red Banners...  That left only Lu in the unforeseen category--but as Billie's sister, likely not an infiltrator. So was Lu one of the four? She claimed as much. So why had he not seen her?

Keeping his eyes off the women and thinking through the clues helped him to remember that intelligent thing he'd been going to say when Billie... teased him. He groaned inwardly at the thought of traveling with a Billie bent on teasing him--and yet, somehow the idea intrigued him. Stop it!  

"So we all felt drawn here. Have any of you been dreaming disturbing dreams lately?" His words sounded forced--as if speaking up required significant force of will. He looked back to the four women, all forceful, beautiful, or both, studying their reactions.

High above on the distant balcony, the black cat strolled back to her sunny spot and plopped down, lazily tonguing her fur clean while watching the entrances to the mall.


 

Mechanics

Main Hand: spanakopita 

Off Hand: more spanakopita


Action 1: 

Note 1: the cat on the balcony is his familiar

Note 2: Given the weird tingly pull, Mags would have cast Mage Armor on himself before arriving at the this final destination. 

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Celestial, Thieves' Cant 

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

 

 

 

Edited by Wizard of the Coat (see edit history)
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  line-break-clipart-2.png.421f3824a8bdfee29df9876444eb7ac8.png

The Serene Holds of Urzoa

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Chapter 1: Unrest in Baromenes                                                                                                                                            Part 1: A Gathering of Wanderers


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🎵 Theme 🎵

PART 1:
A GATHERING OF WANDERERS

 

The empty mall leaves a weird feeling in the pit of your stomach. Why be pulled here to this fountain? What were the visions for? Was this really it? Among the chit-chat and banter of the group, the area grows cold and dark. The once chirping of the birds had ceased, had they always been gone or had you just noticed? There were no clouds in the sky and yet the sun turned dim all the same. Frost begins to form with every warm breath you exhale.

"Always so insightful little Mags." A shrill voice calls out as a cloaked humanoid figure approaches from the shadow of one of the nearby buildings. "Now Now little Billie, If you all end up killing each other... Well, my master might think me incompetent." The figure paused, took a few steps forward, and continued. "We can't have that. After all, you are fated to be the last to die." The woman's face is mostly covered by the hood of her black cloak, the only thing visible is the woman's mouth. Her skin is pale, her lips black as night, and three black rectangles are tattooed into her skin just below her bottom lip.

There's a cold shiver that runs up your spine as you look at her, the air smells of death, and this lady... this thing... Reeks of it. You taste that familiar taste of iron, the same taste when you receive a busted lip. As she walks towards you the ground blackens with her every step leaving behind a trail of coal footprints.

"Your poor souls, I always hated seeing young potential be nipped at its bud. The good always dies young." The woman trails on and then stands in quiet for a moment as if contemplating something. A long smile pulled on her gray taut skin, she bore no weapons that you could see. It was hard to tell from the cloak she wore but she looked thin, ghastly almost. Then there was the eerie feeling, the one that gnaws at the back of your head. Screaming, begging you to run, to escape from this place and time. The same feeling makes the hairs of your body stand on end as she stops about ten feet away from all of you. 

"There is no need to be afraid my dears, for today I am just a messenger, and I've been sent to warn you. Fate is a malicious muse and she hates being denied. There are those who seek you harm, to break the chains of Fate." There is no malice in her tone, her voice rasps like a dry creek bed. "They will be here shortly."


Baromenes
2:53 pm
Wineday (Wednesday), 17th of Midsummer, 495 AC


SCENE INSTRUCTIONS
Let the festivities begin! Feel free to ask questions, and react. If anyone wants to try to discern who this is please roll a religion check DC 15.

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Mags Kategaris - Itinerant Hedge Wizard Mags_token_200.png.d3596c7994956f551d31c29deaf69122.png

AC: 14 (17with Mage Armor)  | HP: 30/30 | Initiative: +4Oracular Insight (I'll often use this for important initiative checks)
"The gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest."
Passive Perception: 17 | Spell Slots 1/2 (1st)


Mags produced a dagger from somewhere beneath his cloak and...

Transformed.

To those experienced with such things, or eyes to note such changes, he became a man ready for a fight: his relaxed, ready stance, his easy hold on the blade, and the steel in his eyes all bespoke an experienced, lethal street fighter. His eyes betrayed his anticipation of what was to come as they took in more of his surroundings--like a cat ready to spring gracefully away from any sudden attack. 

Being an oracle himself, he was prone to believe the messenger's warning. And he could see no downside to preparing for impending battle. Although he would not start the fight that was coming--after all, his starting the fight might be the messenger's--or goddess'--plan, how she sets in motion the vision he was hoping to prevent.

"Billie, Lu, Dam, Dae: let's not start the fight unprovoked. In case our helpful messenger is setting us up."

He made no advance upon the cloaked figure, nor did he threaten with the blade. Instead he cast a simple cantrip, summoning an invisible hand that did his mental bidding. The hand appeared ten feet behind the female messenger, then flew to a position above her head, ready to tug up and back on the hood of her cloak--to reveal her full face should he decide to... tempt fate

As the hand moved into position, he spoke, "Our thanks for the warning. How much time before they arrive?"

He hoped this was some sort of trickery--an illusion--which his mage hand might hopefully reveal should he take the requisite action. But something inside told him she was probably a goddess. The powerful aura of death that followed her was... overwhelming. She had to be a goddess, but which one? Think, damn you! Across the various pantheons, there were many gods associated with death, and now he was mixing them all up, their names and alignments escaping memory. And if this really was all about Fate... Well, there were more than a few gods of fate. Which gods were associated with both death and fate? Years of the Master's lessons about the gods, faiths, religious observances, sacred rituals, and holy days of the Serene Holds--and now, likely in the presence of a goddess, he had nothing. 

He looked to his newly met female companions for signs that at least one of them might have recognized the messenger. 

And high above, on the sunny balcony, the cat ended her self-grooming, taking a keener interest in the entrances to the mall. 


 

Mechanics

Main Hand: dagger (with Ullmalyte Stone of the War Mage)

Off Hand: free for casting


In case we're already in "combat mode"

Free Interact with Objects: draw dagger

Action: cast Mage Hand (see statblock for spell description): moving the invisible hand into position for the possibility of pulling back the messenger's hood to reveal her face or reveal that she is an illusion. 

Bonus Action: --

Note 1: the cat on the balcony, his familiar, will be making perception checks in anticipation of enemy arrivals. 

Note 2: Mags previously cast Mage Armor on himself. (see previous posts)

Statblock

Male Human (Varient) Rogue (Arcane Trickster) 3

Languages Halaea Common, Grehesian Common, Khazian Common, Celestial, Thieves' Cant 

Background Hedge Wizard Background Feature The Common Folks' WizardWhen you arrive in smaller communities in your role as hedge wizard, you receive free lodging and food of a modest standard. In addition, your work (reading fortunes, conducting séances, providing herbal remedies to the sick, selling protective trinkets...) leads your clients to open up and tell you things, allowing you access to information they might not publicly share about themselves or others in their community.


StrSave +0
Athletics +0
10 DexSave +6*
Acrobatics +4 | Sleight of Hand +11* | Stealth +8 (E)
18 ConSave +2
No skills associated.
14 IntSave +4
Arcana +4 | History +2 | Investigation +4 | Nature +2 | Religion +2
14 WisSave +3
Animal Handling +3 | Insight +5 | Medicine +3 | Perception +7 (E) | Survival +3
16 ChaSave +0
Deception +2 | Intimidation +0 | Performance +0 | Persuasion +0
11

ProficiencyTools: Thieves tools (+5 Pick Locks*), herbalism kit
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Armors: Light
Bonus +2 Saving Throws Dex, Int

Speed 30 (60 w/Cunning Action Dash)


Actions

  • Booming BladeEvocation cantrip
    Casting Time: 1 action
    Range: Self (5-foot radius)
    Components: S, M (a melee weapon worth at least 1 sp)
    Duration: 1 round

    You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

    This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
  • Dagger +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, light, thrown (20/60)
  • Dart +6 to hit for [1d4+4 (+2d6 w/sneak attack)] piercing damage. | Finesse, thrown (20/60)
  • Sling +6 to hit for [1d4+4 (+2d6 w/sneak attack)] bludgeoning damage | Ammunition (30/120)
  • Knife +6 to hit for [1d3+4 (+2d6 w/sneak attack)] slashing damage | Finesse, light

Bonus Actions

  • Knife (2 Weapon Fighting) +6 to hit for [1d3 (+2d6 w/sneak attack)] slashing damage | Finesse, light
  • Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. (Dash, Disengage, Hide, Mage Hand LegerdemainStarting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

    >You can stow one object the hand is holding in a container worn or carried by another creature.
    >You can retrieve an object in a container worn or carried by another creature.
    >You can use thieves' tools to pick locks and disarm traps at range.

    You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

    In addition, you can use the bonus action granted by your Cunning Action to control the hand.
    )
  • Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Reactions

  • Silvery Barbs1st-level enchantment
    Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
    Range: 60 feet
    Components: V
    Duration: Instantaneous

    You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

    You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
  • Opportunity Attack (with additional Sneak Attack)

Other/Free Actions

  • Oracle's InsightThe gods give you flashes of insight that help you bring your efforts to fruition. When you make an ability check, you can roll a d10 and add the number rolled to the check. You can wait until after you roll the d20 before deciding to add the d10, but you must decide before the DM says whether the roll succeeds or fails. Once you use this trait, you can't use it again until you finish a short or long rest.

Spell Save DC: 12 | Spell Attack Mod: +4

Cantrips Booming BladeEvocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

This spell's damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
 | Mage HandConjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
 | MessageTransmutation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
 | Minor IllusionIllusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
| PrestidigitationTransmutation cantrip
Casting Time: 1 action
Range: 10 feet
Components: V, S
Duration: Up to 1 hour

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

>You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
>You instantaneously light or snuff out a candle, a torch, or a small campfire.
>You instantaneously clean or soil an object no larger than 1 cubic foot.
>You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
>You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
>You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
 

Spells Disguise Self1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
| Find FamiliarCasting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Additional animal form choices may be available at the DM's discretion.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss the familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Mage Armor1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece of cured leather)
Duration: 8 hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
 |
Silvery Barbs1st-level enchantment
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Rituals Augury2nd-level divination (ritual)
Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

>Weal, for good results
>Woe, for bad results
>Weal and woe, for both good and bad results
>Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
 

 

 

 

 

Edited by Wizard of the Coat (see edit history)
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image.png.c10c75ae87ff3a4c8be5b579a00cc1a8.png Lulani Zenar'inan Shadar Kai Hexblade Warlock of the Tome  


AC: 14 | HP: 22/22 | Initiative: +3 | Passive Perception: 13


Lulani's smile grew. It would be the tallest one there that her sister would challenge first... more or less. Did she hear her sister's nickname before she got here? It was a male's voice and there was only one here. She looked at him intently, trying to figure out if she recognized him from anywhere. The male, Magpie, as her sister called him seemed friendly enough. It was always a good sign when someone decided to pet Valyv, instead of any of the alternatives. Any violent reactions was of course met with violence. 

 

Oh, a mercenary? Sister will likely know more about that. , she thought as the Red Banners name came up. If it is a mercenary group.... , she corrected herself. Lulani merely nodded in response to the question about weird dreams. It only made sense that they all had them, but were they all the same? Her sister had the same she did, but that didn't mean the others were the same as well. 

Her smile left as the temperature changed. She slide off the disk and got closer to her sister as she hugged herself in response to being cold. A small gasp came as the figure showed itself, a chill running up her spine making her jerk slightly, uncontrollably. A part of her wanted to run, while the other ready for a fight, and yet another utterly intrigued. "She does not mean to kill us, that much is clear. Not just yet anyway." , she messaged her sister and put a hand on her shoulder to help try and keep her from doing something rash. Lulani had grand dreams of standing toe to toe with deities, but the feeling this woman gave let her know that now is certainly not the time. She was in no way ready and for once the thought of taking a deity on seemed ridiculous and she was foolish to think she could ever be even a fraction of greatness that a deity would be. 

Lulani slides in front of her sister, "Thank you for the message, we are most grateful. You speak of a threat heading here soon, excuse my haste then and the rudeness due to it, but what is your suggestion? We are quite capable... although we may not seem it to one such as yourself. If you feel as if we should be warned... it makes me think we should be away." Her turquoise eyes darted quickly around, if the threat arrived this messenger may not be able to assist. There was not telling how close they were. She knew her sister would not like to run, Lulani bit her lower lip as her stress rose. Her legs felt weak and her chest heavy, "Billie please. Listen." , she pleaded in her sister's mind.

 


 

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