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<blockquote data-quote="Steve Gorak" data-source="post: 6775587" data-attributes="member: 15132"><p>Ok, here is my final application. I changed the feat for sharpshooter, as I didn't want to overlap with [MENTION=6689191]Hillsy7[/MENTION] 's Cassidy and I felt it was a better fit with the background I wanted. He'll lose 1 attack per round, and this hurts since I want to take the assassin archetype next level, but I think the decrease in bonus action overlap will make up for it, and the bracers of archery helped with the decision.</p><p>My character is now a full fledged archer, that can shoot at 600 ft without penalty, and if hidden (bonus action), will do so with advantage, plus sneak and possibly hex. Magic items: Cloak of the manta ray and bracers of archery. The cloak is a bit sub-optimal, but it really fit nicely with my character's backstory and his time with the lady of corals. Comments and feedback are welcome, and I hope I make it to the game's roster</p><p></p><p>Edit: the munchkin in me was looking at the ring of spell storing. Is it me or is that item way overpowered on a low level Warlock?</p><p></p><p></p><p>[ATTACH]72327[/ATTACH]</p><p></p><p></p><p>[code]</p><p>Name: Dorn Greycape </p><p>Class: Fighter 1/ Rogue 2/ warlock 2 </p><p>Race: Human</p><p>Background: Urchin/Sailor</p><p>Size: Medium (4'9", 130 lbs)</p><p>Gender: Male</p><p>Age: 18</p><p>Alignment: NG</p><p></p><p>STR: 6 (-2) Save: +1 HP: 45 (1d10(max)+4d8+15)</p><p>DEX: 16 (+3) AC: 16 (+4 breastplate, +2 dex)</p><p>CON: 16 (+3) Save: +6</p><p>INT: 10 (+0) Speed: 30</p><p>WIS: 14 (+2) Init: +3 (+3 dex)</p><p>CHA: 16 (+3) Passive Perception: 13</p><p></p><p></p><p>Skills: Abilities:</p><p>*Acrobatics +6 Feats: Sharpshooter</p><p>Animal Handling +2 </p><p>Arcana +0 archery fighting style: + 2 ranged weapons</p><p>*Athletics +1 Second wind: 1d10+1</p><p>**Deception +9 </p><p>History +0 Background feature: ship's passage</p><p>*Insight +5 </p><p>Intimidation +3 Sneak Attack (1d6)</p><p>Investigation +0 Thieves’ Cant</p><p>Medicine +2 Expertise (Stealth, deception)</p><p>Nature +0 Cunning Action: bonus action to dash, </p><p>*Perception +5 disengage or hide</p><p>Performance +3 </p><p>*Persuasion +6 </p><p>Religion +2 </p><p>*Sleight of Hand +6 Fey Presence </p><p>**Stealth +9 Warlock invocations </p><p>Survival +2 Warlock spells</p><p></p><p>Warlock invocations: Mask of many faces(cast disguise selt at will),</p><p> devil's sight (see normally in normal & magical darkness 120 ft)</p><p></p><p>Fey Presence: bonus action, wis save vs dc13 </p><p> 10ft cube emanating from character, charmed or </p><p> frightened until end of next turn</p><p></p><p></p><p>Proficiencies:</p><p>Armor: all</p><p>Weapons: all</p><p>skills: Perception (fighter), acrobatics (fighter), persuasion (rogue), </p><p> stealth (background), Deception (background - perception overlap), </p><p> sleight of hand (human) , insight (training), athletics (training) </p><p>Tools: Thieves’ Tools (rogue), Navigator’s tools (background), </p><p> vehicles (water) (background)</p><p>Languages: Common, Elf (Human)</p><p></p><p></p><p>Spellcasting:</p><p>Spell Attack Modifier: +6</p><p>Spell Save DC: 13</p><p>Cantrips Known: Minor Illusion (S,M), Prestidigitation (V,S)</p><p>Spells Known: Hex (V,S,M) , faery fire (V), comprehend languages (V,S,M)</p><p>Spell Slots: 2/-/-/-/-/-/-/-</p><p></p><p></p><p>Feats:</p><p>sharp shooter:</p><p>• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.</p><p>• Your ranged weapon attacks ignore half cover and three-quarters cover.</p><p>• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.</p><p></p><p></p><p>Weapon Attack Damage Type Range</p><p>Silvered Rapier +6 1d8+3 P</p><p>Dagger +6 1d4+3 P 60</p><p>Longbow +8 1d8+3 P 600</p><p>Sling +8 1d4+3 B 120</p><p>[/code]</p><p></p><p></p><p>[sblock=Spell_Descriptions]</p><p>(0) minor illusion SM (A bit of fleece) up to 1 min duration, 30 ft range. 5ft square note no concentration.</p><p>[sblock=Minor Illusion]</p><p>Illusion cantrip</p><p>Casting Time: 1 action </p><p>Range: 30 feet</p><p>Components: S, M (a bit o f fleece)</p><p>Duration: 1 minute</p><p>You create a sound or an image o f an object within </p><p>range that lasts for the duration. The illusion also ends if </p><p>you dismiss it as an action or cast this spell again.</p><p>If you create a sound, its volume can range from a </p><p>w hisper to a scream . It can be your voice, so m e o ne </p><p>else’s voice, a lion’s roar, a beating o f drums, or any </p><p>other sound you cho o se . The sound continues unabated </p><p>throughout the duration, or you can make discrete </p><p>sounds at different times before the spell ends.</p><p>If you create an image o f an object—such as a chair, </p><p>muddy footprints, or a small chest—it must be no larger </p><p>than a 5-foot cube. The image can’t create sound, light, </p><p>smell, or any other sen sory effect. Physical interaction </p><p>with the image reveals it to be an illusion, because </p><p>things can pass through it.</p><p>If a creature uses its action to examine the sound or </p><p>image, the creature can determine that it is an illusion </p><p>with a su cce ssful Intelligence (Investigation) check </p><p>against your spell save DC. If a creature discerns the </p><p>illusion for what it is, the illusion b e co m e s faint to </p><p>the creature[/sblock]</p><p></p><p>(0) prestigitation VS, up to 1h duration, 10 ft range. note no concentration. 3 effects at the same time</p><p>[sblock=Prestidigitation]</p><p>Transmutation cantrip</p><p>Casting Time: 1 action </p><p>Range: 10 feet </p><p>Components: V, S </p><p>Duration: Up to 1 hour</p><p>This spell is a m inor m agical trick that novice </p><p>spellcasters use for practice. You create one o f the </p><p>follow ing m agical effects within range:</p><p>• You create an instantaneous, harmless sensory effect, </p><p>such as a show er o f sparks, a puff o f wind, faint musi</p><p>cal notes, o r an odd odor.</p><p>• You instantaneously light or snuff out a candle, a </p><p>torch, or a small campfire.</p><p>• You instantaneously clean or soil an object no larger </p><p>than 1 cubic foot.</p><p>• You chill, warm, or flavor up to 1 cubic foot o f nonliv</p><p>ing material for 1 hour.</p><p>• You make a color, a small mark, or a symbol appear </p><p>on an object or a surface for 1 hour.</p><p>• You create a non magical trinket or an illusory image </p><p>that can fit in your hand and that lasts until the end o f </p><p>y our next turn.</p><p>If you cast this spell multiple times, you can have up to </p><p>three of its non-instantaneous effects active at a time, </p><p>and you can dismiss such an effect as an action.[/sblock]</p><p></p><p>Hex VSM (petrified eye of a newt) concentration, up to 1h. until the spell ends, deal additional 1d6 necrotic damage when hit target with an attack. Also target has disadvantage on ability checks of 1 ability. If target drops to 0 hp before end of spell, use a bonus action to curse new creature.</p><p>[sblock=hex]</p><p>1st-level enchantment</p><p>Casting Time: 1 bonus action </p><p>Range: 9 0 feet</p><p>Components: V, S, M (the petrified eye o f a newt) </p><p>Duration: Concentration, up to 1 hour</p><p>You place a curse on a creature that you can se e within </p><p>range. Until the spell ends, you deal an extra 1d6 </p><p>necrotic damage to the target whenever you hit it with </p><p>an attack. A lso, ch o o se o ne ability w hen you cast the </p><p>spell. The target has disadvantage on ability checks </p><p>made with the cho se n ability.</p><p>If the target drops to 0 hit points before this spell </p><p>ends, you can use a bonus action on a subsequent turn </p><p>o f yours to curse a new creature.</p><p>A rem ove cu rsecast on the target ends this spell early. </p><p>A t Higher Levels. W he n you cast this spell using </p><p>a spell slot o f 3rd or 4th level, you can maintain your </p><p>concentration on the spell for up to 8 hours. W hen you </p><p>use a spell slot o f 5th level or higher, you can maintain </p><p>your concentration on the spell for up to 24 hours</p><p>[/sblock]</p><p></p><p>[sblock=Faery_fire]</p><p>1st-level evocation</p><p>Casting Time: 1 action </p><p>Range: 60 feet </p><p>Components: V</p><p>Duration: Concentration, up to 1 minute</p><p>Each object in a 20-foot cube within range is outlined in </p><p>blue, green, or violet light (your choice). Any creature in </p><p>the area w hen the spell is cast is also outlined in light if </p><p>it fails a Dexterity saving throw. For the duration, objects </p><p>and affected creatures shed dim light in a 10-foot radius.</p><p>Any attack roll against an affected creature or object </p><p>has advantage if the attacker can se e it, and the affected </p><p>creature or object can’t benefit from being invisible[/sblock]</p><p></p><p></p><p>[sblock=Comprehend_Languages]</p><p>1st-level divination (ritual)</p><p>Casting Time: 1 action </p><p>Range: Se lf</p><p>Components: V, S, M (a pinch o f so o t and salt) </p><p>Duration: 1 hour</p><p>For the duration, you understand the literal meaning of </p><p>any spoken language that you hear. You also understand </p><p>any written language that you see, but you must be </p><p>touching the surface on w hich the w o rds are written. It </p><p>takes about 1 minute to read one page o f text.</p><p></p><p>This spell do esn’t decode secret messages in a text </p><p>or a glyph, such as an arcane sigil, that isn’t part of a </p><p>written language [/sblock][/sblock]</p><p></p><p></p><p>[sblock=Equipment]</p><p>Cloak of the mantha ray & of elvenkind: action to pull hood up or down, following effects when hood is up: </p><p>- swim speed of 60 and can breathe under water</p><p>- advantage on Wisdom (Perception) checks made to see you have disadvantage. </p><p>- you have advantage on Dexterity (Stealth) checks made to hide</p><p></p><p></p><p>longbow (usually held or strapped to back)</p><p>4 quivers each containing 20 arrows (2 on back and 2 in backpack)</p><p></p><p>1 sling (on belt on back)</p><p>1 pouch of 20 sling bullets (tied to back)</p><p></p><p>dungeoneer’s pack: backpack, a crowbar (adv to str checks), </p><p>a hammer, 10 pitons, 10 torches, a tinderbox, 10 days </p><p>of rations, and a waterskin. </p><p>The pack also has 2x 50 feet of hempen rope strapped to the side of it</p><p></p><p>a set of common clothes</p><p>belt pouch containing money (on left side of belt)</p><p></p><p>Breastplate armor</p><p></p><p>3 daggers (1 on left side of belt, 1 hidden in right boot, 1 hidden on belt in back (under cloak))</p><p></p><p>Thieves's tools (right boot)</p><p></p><p>3 silvered arrows (2 in each quivers on back)</p><p></p><p>silvered rapier (on right side of belt)</p><p></p><p>2x wands (1 hidden in left boot, other in right quiver)</p><p></p><p>grappling hook (backpack)</p><p></p><p>healer's kit - 10 uses (strapped to exterior of backpack)</p><p></p><p>component pouch (tied to belt)</p><p></p><p>ink vial (backpack)</p><p>0.5 gp 5 sheets of parchment (backpack)</p><p>1 gp 1 empty vial (backpack)</p><p></p><p>potion of healing (action to drink, regain 2d4 + 2 hp) - tied around neck, under clothes</p><p></p><p>1 sack (backpack)</p><p></p><p>extra, assumed no cost</p><p>A bit of fleece (component for minor illusion, as backup, tied to belt, assumed no cost)</p><p>petrified eye of a newt (component for Hex, as backup, tied to belt, assumed no cost)</p><p>a pinch of sooth and salt (component for comprehend languages, as backup, tied to little bag on belt, assumed no cost)</p><p></p><p></p><p>Money left: 4.34 GP</p><p></p><p>[sblock=details]</p><p>Fighter starting equipment</p><p>• longbow, and 20 arrows</p><p>• two martial weapons: 2 hand crossbows</p><p>• lignt crossbow and 20 bolts</p><p>• a dungeoneer’s pack: backpack, a crowbar (adv to str checks), </p><p>a hammer, 10 pitons, 10 torches, a tinderbox, 10 days </p><p>of rations, and a waterskin. The pack also has 50 feet of </p><p>hempen rope strapped to the side of it</p><p></p><p>Sold: 2 hand crossbows for 150 gp</p><p> 1 leather armor for 45 gp</p><p> 1 light crossbow and 20 bolts for 26 gp</p><p></p><p>Sailor starting equipment</p><p>A belaying pin (club), 50 feet of silk rope, a lucky charm (small stone), a set of common clothes, and a belt pouch containing 10 gp</p><p>Note: tossed belaying pin and lucky charm</p><p></p><p>Additional purchases (1221 gp available)</p><p>gp Item </p><p></p><p>400 Breastplate</p><p> 6 3 daggers</p><p></p><p> 25 Thieves's tools</p><p></p><p> 3 3x quivers (4 total with fighter starting equipment)</p><p> 4 4x20 arrows</p><p></p><p>250 gp training in the insight skill</p><p>250 gp training in the athelics skill</p><p></p><p>40 gp 4 silvered arrows (2 in each quivers on back)</p><p>125 gp silvered rapier</p><p></p><p>20 gp 2x wands (1 hidden in left boot, other in right quiver)</p><p></p><p>2 gp grappling hook (backpack)</p><p></p><p>5gp healer's kit - 10 uses (strapped to exterior of backpack)</p><p></p><p>25 gp component pouch</p><p>10 gp ink vial</p><p>0.5 gp 5 sheets of parchment</p><p>1 gp 1 empty vial</p><p>50 gp potion of healing (action to drink, regain 2d4 + 2 hp)</p><p>0.01 gp 1 sack (backpack)</p><p></p><p>0.1 gp 1 sling (on belt on back)</p><p>4cp pouch of 20 sling bullets (tied to back)</p><p></p><p>extra, assumed no cost</p><p>A bit of fleece (component for minor illusion, as backup, tied to belt, assumed no cost)</p><p>petrified eye of a newt (component for Hex, as backup, tied to belt, assumed no cost)</p><p>a pinch of sooth and salt (component for comprehend languages, as backup, tied to little bag on belt, assumed no cost)</p><p></p><p></p><p>Money left: 4.34 GP</p><p></p><p>[/sblock][/sblock]</p><p></p><p>[sblock=Appearance]</p><p>Dorn is a short youthful looking human male. This is likely due to to the unreliable eating habits he was forced to assume as a destitute child. He has an unassuming appearance, with dark brown hair and the beginnings of a stubble on his chin. </p><p>He usually gets rid of this by using prestigitation. He also tends to always look clean and smell fresh, again because of his repeated uses of prestigitation.</p><p></p><p>This, of course, is when he chooses to look his normal self. As a traveller, he tends to assume many guises, with the use of the mask of many faced invocation. He enjoys this trick he learned from the fey. </p><p>These days, he prefers to appear as an older looking human with skin tanned by the sun in the open seas, which is not too far from the truth, with beard and peppered grey mustache</p><p>[/sblock]</p><p></p><p></p><p>[sblock=Background]</p><p>Dorn was born in abject poverty in the slums of Darromar, in the kingdom of Tethir. He never knew his father, and his mother, whom abandoned him quite young at the age of 11, was a woman of ill reputation and questionable morality. </p><p>From a young age, Dorn sought to escape from the slums. He had a good head on his shoulders and stayed around the docks, offering his services as a guide to newly arrived travelers. </p><p>This helped to fill his belly; not completely, but enough.</p><p></p><p>Unfortunately for him, he had a good heart, and never gave in to his shady acquaintances that wanted to recruit his help to lure these travelers and rob them blind.</p><p>The pressure was increasing and the small time thugs wanted his skin, so at the age of 14 he joined a ship belonging to her majesty's Queen-Monarch merchant navy as a deck-hand, to get away from the heat. </p><p>He traveled for a few years with this ship, and was involved in more battles than he had hoped for.</p><p>Fortunately, he had a keen eye, and was as quick as a whip with a crossbow, making up for his less than imposing stature.</p><p></p><p>About the age of 17, his shipped was attacked by pirates. They weren't as lucky as they had been in the past. </p><p>After slaughtering his companions, the pirates were amused by his youth and his show of bravery during the combat, and threw him overboard to die in the sea.</p><p>Hands and feet bound, he was contemplating his last thoughts as he was sinking. This is when she appeared, kissed him, and allowed him to breathe. </p><p>She had watched the combat, and amusement was not what she felt from his youth and bravery.</p><p>His memories of the time he spent with the Lady of Corals is quite hazy. She brought him to an island. They were lovers. Time seemed to stand still.</p><p></p><p>Yet, the pirates needed to be brought to justice, and he needed to live with others of his kind. He also felt she was growing tired of him, as a whimsical fey-lady would. She released him from her spell, yet she had touched his soul forever. </p><p>She also left him with the cloak he wears all the time.</p><p></p><p>Dorn returned to Darromar, and relayed the pirate attacks to the proper authorities. </p><p></p><p>The thugs of his youth had grown, and still remembered him. He also felt disconnected from his home city so he decided to leave Darromar and wandered for weeks, joining ship's crews, and ended up in Yarthar, close to the high forest. </p><p></p><p>This is when he heard of the wood elves woes, and felt he needed to contribute to something greater. Perhaps he could help.</p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Steve Gorak, post: 6775587, member: 15132"] Ok, here is my final application. I changed the feat for sharpshooter, as I didn't want to overlap with [MENTION=6689191]Hillsy7[/MENTION] 's Cassidy and I felt it was a better fit with the background I wanted. He'll lose 1 attack per round, and this hurts since I want to take the assassin archetype next level, but I think the decrease in bonus action overlap will make up for it, and the bracers of archery helped with the decision. My character is now a full fledged archer, that can shoot at 600 ft without penalty, and if hidden (bonus action), will do so with advantage, plus sneak and possibly hex. Magic items: Cloak of the manta ray and bracers of archery. The cloak is a bit sub-optimal, but it really fit nicely with my character's backstory and his time with the lady of corals. Comments and feedback are welcome, and I hope I make it to the game's roster Edit: the munchkin in me was looking at the ring of spell storing. Is it me or is that item way overpowered on a low level Warlock? [ATTACH=CONFIG]72327._xfImport[/ATTACH] [code] Name: Dorn Greycape Class: Fighter 1/ Rogue 2/ warlock 2 Race: Human Background: Urchin/Sailor Size: Medium (4'9", 130 lbs) Gender: Male Age: 18 Alignment: NG STR: 6 (-2) Save: +1 HP: 45 (1d10(max)+4d8+15) DEX: 16 (+3) AC: 16 (+4 breastplate, +2 dex) CON: 16 (+3) Save: +6 INT: 10 (+0) Speed: 30 WIS: 14 (+2) Init: +3 (+3 dex) CHA: 16 (+3) Passive Perception: 13 Skills: Abilities: *Acrobatics +6 Feats: Sharpshooter Animal Handling +2 Arcana +0 archery fighting style: + 2 ranged weapons *Athletics +1 Second wind: 1d10+1 **Deception +9 History +0 Background feature: ship's passage *Insight +5 Intimidation +3 Sneak Attack (1d6) Investigation +0 Thieves’ Cant Medicine +2 Expertise (Stealth, deception) Nature +0 Cunning Action: bonus action to dash, *Perception +5 disengage or hide Performance +3 *Persuasion +6 Religion +2 *Sleight of Hand +6 Fey Presence **Stealth +9 Warlock invocations Survival +2 Warlock spells Warlock invocations: Mask of many faces(cast disguise selt at will), devil's sight (see normally in normal & magical darkness 120 ft) Fey Presence: bonus action, wis save vs dc13 10ft cube emanating from character, charmed or frightened until end of next turn Proficiencies: Armor: all Weapons: all skills: Perception (fighter), acrobatics (fighter), persuasion (rogue), stealth (background), Deception (background - perception overlap), sleight of hand (human) , insight (training), athletics (training) Tools: Thieves’ Tools (rogue), Navigator’s tools (background), vehicles (water) (background) Languages: Common, Elf (Human) Spellcasting: Spell Attack Modifier: +6 Spell Save DC: 13 Cantrips Known: Minor Illusion (S,M), Prestidigitation (V,S) Spells Known: Hex (V,S,M) , faery fire (V), comprehend languages (V,S,M) Spell Slots: 2/-/-/-/-/-/-/- Feats: sharp shooter: • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. • Your ranged weapon attacks ignore half cover and three-quarters cover. • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage. Weapon Attack Damage Type Range Silvered Rapier +6 1d8+3 P Dagger +6 1d4+3 P 60 Longbow +8 1d8+3 P 600 Sling +8 1d4+3 B 120 [/code] [sblock=Spell_Descriptions] (0) minor illusion SM (A bit of fleece) up to 1 min duration, 30 ft range. 5ft square note no concentration. [sblock=Minor Illusion] Illusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit o f fleece) Duration: 1 minute You create a sound or an image o f 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 w hisper to a scream . It can be your voice, so m e o ne else’s voice, a lion’s roar, a beating o f drums, or any other sound you cho o se . 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 o f 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 sen sory 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 su cce ssful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion b e co m e s faint to the creature[/sblock] (0) prestigitation VS, up to 1h duration, 10 ft range. note no concentration. 3 effects at the same time [sblock=Prestidigitation] Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a m inor m agical trick that novice spellcasters use for practice. You create one o f the follow ing m agical effects within range: • You create an instantaneous, harmless sensory effect, such as a show er o f sparks, a puff o f wind, faint musi cal notes, o r 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 o f nonliv ing 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 non magical trinket or an illusory image that can fit in your hand and that lasts until the end o f y our 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.[/sblock] Hex VSM (petrified eye of a newt) concentration, up to 1h. until the spell ends, deal additional 1d6 necrotic damage when hit target with an attack. Also target has disadvantage on ability checks of 1 ability. If target drops to 0 hp before end of spell, use a bonus action to curse new creature. [sblock=hex] 1st-level enchantment Casting Time: 1 bonus action Range: 9 0 feet Components: V, S, M (the petrified eye o f a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can se e within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. A lso, ch o o se o ne ability w hen you cast the spell. The target has disadvantage on ability checks made with the cho se n ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn o f yours to curse a new creature. A rem ove cu rsecast on the target ends this spell early. A t Higher Levels. W he n you cast this spell using a spell slot o f 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. W hen you use a spell slot o f 5th level or higher, you can maintain your concentration on the spell for up to 24 hours [/sblock] [sblock=Faery_fire] 1st-level evocation Casting Time: 1 action Range: 60 feet Components: V Duration: Concentration, up to 1 minute Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area w hen the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can se e it, and the affected creature or object can’t benefit from being invisible[/sblock] [sblock=Comprehend_Languages] 1st-level divination (ritual) Casting Time: 1 action Range: Se lf Components: V, S, M (a pinch o f so o t and salt) Duration: 1 hour For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on w hich the w o rds are written. It takes about 1 minute to read one page o f text. This spell do esn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language [/sblock][/sblock] [sblock=Equipment] Cloak of the mantha ray & of elvenkind: action to pull hood up or down, following effects when hood is up: - swim speed of 60 and can breathe under water - advantage on Wisdom (Perception) checks made to see you have disadvantage. - you have advantage on Dexterity (Stealth) checks made to hide longbow (usually held or strapped to back) 4 quivers each containing 20 arrows (2 on back and 2 in backpack) 1 sling (on belt on back) 1 pouch of 20 sling bullets (tied to back) dungeoneer’s pack: backpack, a crowbar (adv to str checks), a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 2x 50 feet of hempen rope strapped to the side of it a set of common clothes belt pouch containing money (on left side of belt) Breastplate armor 3 daggers (1 on left side of belt, 1 hidden in right boot, 1 hidden on belt in back (under cloak)) Thieves's tools (right boot) 3 silvered arrows (2 in each quivers on back) silvered rapier (on right side of belt) 2x wands (1 hidden in left boot, other in right quiver) grappling hook (backpack) healer's kit - 10 uses (strapped to exterior of backpack) component pouch (tied to belt) ink vial (backpack) 0.5 gp 5 sheets of parchment (backpack) 1 gp 1 empty vial (backpack) potion of healing (action to drink, regain 2d4 + 2 hp) - tied around neck, under clothes 1 sack (backpack) extra, assumed no cost A bit of fleece (component for minor illusion, as backup, tied to belt, assumed no cost) petrified eye of a newt (component for Hex, as backup, tied to belt, assumed no cost) a pinch of sooth and salt (component for comprehend languages, as backup, tied to little bag on belt, assumed no cost) Money left: 4.34 GP [sblock=details] Fighter starting equipment • longbow, and 20 arrows • two martial weapons: 2 hand crossbows • lignt crossbow and 20 bolts • a dungeoneer’s pack: backpack, a crowbar (adv to str checks), a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it Sold: 2 hand crossbows for 150 gp 1 leather armor for 45 gp 1 light crossbow and 20 bolts for 26 gp Sailor starting equipment A belaying pin (club), 50 feet of silk rope, a lucky charm (small stone), a set of common clothes, and a belt pouch containing 10 gp Note: tossed belaying pin and lucky charm Additional purchases (1221 gp available) gp Item 400 Breastplate 6 3 daggers 25 Thieves's tools 3 3x quivers (4 total with fighter starting equipment) 4 4x20 arrows 250 gp training in the insight skill 250 gp training in the athelics skill 40 gp 4 silvered arrows (2 in each quivers on back) 125 gp silvered rapier 20 gp 2x wands (1 hidden in left boot, other in right quiver) 2 gp grappling hook (backpack) 5gp healer's kit - 10 uses (strapped to exterior of backpack) 25 gp component pouch 10 gp ink vial 0.5 gp 5 sheets of parchment 1 gp 1 empty vial 50 gp potion of healing (action to drink, regain 2d4 + 2 hp) 0.01 gp 1 sack (backpack) 0.1 gp 1 sling (on belt on back) 4cp pouch of 20 sling bullets (tied to back) extra, assumed no cost A bit of fleece (component for minor illusion, as backup, tied to belt, assumed no cost) petrified eye of a newt (component for Hex, as backup, tied to belt, assumed no cost) a pinch of sooth and salt (component for comprehend languages, as backup, tied to little bag on belt, assumed no cost) Money left: 4.34 GP [/sblock][/sblock] [sblock=Appearance] Dorn is a short youthful looking human male. This is likely due to to the unreliable eating habits he was forced to assume as a destitute child. He has an unassuming appearance, with dark brown hair and the beginnings of a stubble on his chin. He usually gets rid of this by using prestigitation. He also tends to always look clean and smell fresh, again because of his repeated uses of prestigitation. This, of course, is when he chooses to look his normal self. As a traveller, he tends to assume many guises, with the use of the mask of many faced invocation. He enjoys this trick he learned from the fey. These days, he prefers to appear as an older looking human with skin tanned by the sun in the open seas, which is not too far from the truth, with beard and peppered grey mustache [/sblock] [sblock=Background] Dorn was born in abject poverty in the slums of Darromar, in the kingdom of Tethir. He never knew his father, and his mother, whom abandoned him quite young at the age of 11, was a woman of ill reputation and questionable morality. From a young age, Dorn sought to escape from the slums. He had a good head on his shoulders and stayed around the docks, offering his services as a guide to newly arrived travelers. This helped to fill his belly; not completely, but enough. Unfortunately for him, he had a good heart, and never gave in to his shady acquaintances that wanted to recruit his help to lure these travelers and rob them blind. The pressure was increasing and the small time thugs wanted his skin, so at the age of 14 he joined a ship belonging to her majesty's Queen-Monarch merchant navy as a deck-hand, to get away from the heat. He traveled for a few years with this ship, and was involved in more battles than he had hoped for. Fortunately, he had a keen eye, and was as quick as a whip with a crossbow, making up for his less than imposing stature. About the age of 17, his shipped was attacked by pirates. They weren't as lucky as they had been in the past. After slaughtering his companions, the pirates were amused by his youth and his show of bravery during the combat, and threw him overboard to die in the sea. Hands and feet bound, he was contemplating his last thoughts as he was sinking. This is when she appeared, kissed him, and allowed him to breathe. She had watched the combat, and amusement was not what she felt from his youth and bravery. His memories of the time he spent with the Lady of Corals is quite hazy. She brought him to an island. They were lovers. Time seemed to stand still. Yet, the pirates needed to be brought to justice, and he needed to live with others of his kind. He also felt she was growing tired of him, as a whimsical fey-lady would. She released him from her spell, yet she had touched his soul forever. She also left him with the cloak he wears all the time. Dorn returned to Darromar, and relayed the pirate attacks to the proper authorities. The thugs of his youth had grown, and still remembered him. He also felt disconnected from his home city so he decided to leave Darromar and wandered for weeks, joining ship's crews, and ended up in Yarthar, close to the high forest. This is when he heard of the wood elves woes, and felt he needed to contribute to something greater. Perhaps he could help. [/sblock] [/QUOTE]
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