D&D 5E [D&D 5e] Planescape- In Through the Out Door (Full)

KirayaTiDrekan

Adventurer
[sblock="Drone" - AKA Franken-Modron]

3770348-transmutate_facepic.jpg


transmutate015.jpg


It has no memory, at all. It only knows enough Common to communicate simple concepts...and yet, there is something more to it. A potential beyond the modrons from which it was spawned. Its creator must have had a higher purpose in mind for it. But what that purpose is or who its creator is is a complete mystery.

There is a constant low-level hum and whirring noise that accompanies it where-ever it goes, the sound of its gears and mechanisms at work. The sound only stops when it is inactive. It is humanoid in shape, but looks like it was cobbled together from a variety of discarded objects - its original geometric modron form completely dismantled and its outer casing hacked apart and used as piecemeal "skin" covering its torso and shoulders almost like armor. Its limbs are a mix of internal clockwork gears and pistons and other strangeness and long, flexible fibers that serve as its muscles. Various thin tubes carry vital lubricants to its joints, serving as a sort of circulatory system. Its head is the most bizarre. It has a stylized porcelain mask for a face, unmoving and expressionless, with no skull behind it - its head is almost entirely absent except for the mask, resulting in someone looking at it being able to see through its "eyes" to whatever is behind it. This doesn't impede its ability to see or use its other senses, implying that its brain and sensory "organs" are located in its torso somewhere. There is an empty base at the top of its neck, behind the mask, with unconnected fibers and circulatory tubes, implying that something was supposed to be installed there.

The entire being seems oddly gangly, with far too many joints and separating sections, implying that it can reconfigure itself to take other shapes, though it hasn't figured out how to do that just yet. It can, however, rearrange its arms to form scimitar-like blades which it uses to defend itself.

Race: Reconstructed Modron (using Warforged stats)
Class: Druid
Background: None
Alignment: N

Str: 18 (+1 from race) +4
Dex: 14 +2
Con: 15 (+1 from race) +2
Int: 7 -2
Wis: 15 +2
Cha: 10 +0

HP: 10
HD: 1d8
AC: 13 (+1 from race, +2 from Dex); 15 with shield
Proficiency Bonus: +2

Racial Traits

Size: Medium
Speed: 30
+1 AC
Living Construct - Immune to disease, does not eat or breath, enters inactive state for four hours rather than sleeping - still fully aware.
Logical - You have advantage on saving throws against illusions, and cannot be frightened except by magic.
Rigid - You have disadvantage on Insight checks and Wisdom saving throws to avoid being surprised.

Class Features

Spellcasting - "Drone" doesn't realize that its using magic when it casts spells. Though it derives its power from a magical source, all of its spells manifest as reconfigurations or expulsions from its body, essentially using its own body as a druidic focus.

Spell Slots - 1st Level: 2
Spell Save DC - 12 (8+ Proficiency Bonus + Wis mod)
Spell Attack - +4 (Proficiency Bonus + Wis mod)
Ritual Casting

Spells Prepared

(Wisdom modifier + Druid Level = 3)

Cure Light Wounds - Manifests as spraying a chemical mixture on wounds that acts as a healing accelerant.

Speak with Animals - Manifests as mimicry, similar to its regular method of communicating (mimicking the speech, or at least the words, of others).

Thunderwave - Manifests pretty much as the spell, with the drone unleashing an odd, discordant bellow.

Cantrips

Poison Spray - Manifests almost identically to the spell description, though the source is one of its lubricant tubes, expelling a fine mist of toxic chemicals from its internal systems.

Produce Flame - Manifests as ignited lubricants.

Proficiencies

Armor: Light, medium, shields (no metal)
Weapons: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
Tools: Herbalism Kit
Saves: Intelligence, Wisdom
Skills: Perception, Survival
Languages: Common, Modron, Druidic

Gear

The drone doesn't have any equipment, per se, instead reconfiguring itself as needed. For example, it can change its arms into scimitars or re-arrange its plating to form a shield.[/sblock]

Ideally, I'd like "Drone" to awake from an extended inactive state, discarded somewhere, as one or more of the other PCs discover it, with no memory prior to its awakening. Is that cool?
 
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Pembinasa

First Post
[MENTION=6781406]Unsung[/MENTION] The very purest of coincidences. Really. :D

Ooh, if I can get twelve spells, I want 'em. I'll even number them out!
1st Level: 1. Chromatic Orb, 2. Detect Magic, 3. Disguise Self, 4. Find Familiar, 5. Fog Cloud, 6. Grease, 7. Silent Image, 8. Sleep, 9. Unseen Servant

2nd Level: 10. Invisibility, 11. Misty Step, 12. Web

Thank you very much, and I see what you mean; it does seem to be considerably more open for DM fiat- which I do consider a good thing, teaching them adjudication right out the gate. But it does mean these things can vary from DM to DM, so it's best to check. The part of my character that feels somewhat rule-unsupported is an illusionist's role as entertainer; someone who can get up on a stage and produce an unearthly spectacle of light and sound- something along the lines of Fantasia, or as backup effects for the bards in the party. I was debating over whether to ask for the Perform proficiency, I certainly don't think of him composing his own music (he's more visually-oriented anyway), but I did want him to have a proper appreciation for theater and showmanship. 'Learning of more stuff to show off than I can imagine' is one of the big reasons he came to the Planes, after all- though there are others.

I have absolutely no problem with that kind of rules-hacking, and Graydon would love to learn those spells if ever he could get ahold of them! Elemental-type would be the most likely to be known already, there's a strong tradition of elementalism in the Great School- which means fiend-type (or especially celestial!) variants would be far rarer and worth quite a bit more to prospective buyers once he got back. (There's actually an interesting bit of overlap here, as Glantri was in Basic D&D aka the BECMI system, which had an entirely different cosmology; they didn't even get put on the Great Wheel until the Basic line had stopped production and they were hauled onboard for inclusion in Spelljammer. They'd probably count as WAAAY out in the sticks for planar folks.) And while they've got some examples of nasty demonic imp-critters scurrying around, an atheistic state probably doesn't have much encouragement for celestial summoning... although what happens in the privacy of a wizard's laboratory is anyone's guess. >_>

Not so comfortable as all that, as the Great School treats its students as somewhere between the acolytes of a monastery and the residents of a Victorian boarding school, and every student has it pretty well ingrained that every other student (every other wizard, when you really get down to it) is their competition, and just about anything goes short of open spell-battling in the halls. (They have formal dueling grounds for that and charge 500gp a seat for onlookers, after all. And the dueling grounds often get fun illusory changes like hallucinatory terrain and invisible monsters on chains, to spice things up! Setting them up is good practice for the students.) But yeah, Graydon's had a damn good start in life and he's very thankful to his parents and oldest brother for their sacrifices to make that happen. Especially because they've never once guilted him over it! But that's something that I mean to get into further when I share the rest of his fluff.

As for Glantri's advancement and sophistication, well. In Glantri City, you can get indoor plumbing via a small permanent gate to the plane of Water in your kitchen. Central heating? Install a captive fire elemental in your basement, only 500 gold! (And that includes the license to operate fire elementals in the city, though that will need renewing every year.) Their money system goes: silver sovereign(1sp), gold ducat(1gp), double-sized glowing platinum piece that's invested with a small amount of magic that can be drawn off and used (50gp value, 20gp if it's not glowing). That said, they almost certainly DON'T have any formal contact with Sigil, or the Outer Planes in general. Aforementioned system issues aside, they wouldn't like having to deal with a place like that where they wouldn't be in control- ESPECIALLY considering how many servants of the powers run around unmolested in there. It's not their kind of place.

If you'd like the full scoop on Glantri, I'd be happy to provide you the Gazetteer detailing their nation; it's really a good piece of work. Just name the preferred delivery method, if you so choose.
 

Queenie

Queen of Everything
[MENTION=11146]CanadienneBacon[/MENTION] Well, I've set up the group and Rogues Gallery here: http://www.enworld.org/forum/showwiki.php?title=Campaign:In-Through-the-Out-Door-A-Rogues-Gallery

Okay, so, I'm not sure where to actually post my character sheet on that group page.

Also, I had a hard time joining up, so I invited myself and Fenris. Have you invited the others? I am actually a mod/admin so I was able to do that but I am not sure anyone else can just invite themselves. I can invite everyone if that helps. I've actually never really used a forum like that before. Quickleaf has pirates set up that way but he added all the info himself.
So, let me know what to do regarding adding my sheet. I've gotten a lot done and I will obviously need you to go over it. I used the Pixie from the book and I fear you will want to nerf her big time ;)
 

Shayuri

First Post
I uh, yeah...how do you join this group?

I see my name listed there, but I'm not in the Members section.

Having this same problem with another game that's using a group page like this too, in fact.
 

Unsung

First Post
[MENTION=6755061]Kiraya_TiDrekan[/MENTION] Bonus points for using Transmutate. Approved, very much approved. And I'm happy to accommodate Drone's accidental reactivation in-game. Sounds like a plot hook to me. :D

I like the idea of the Drone being its own focus, and all of its equipment eventually being part of its infinitely customizable frame. I take it that once it achieves wild shape, that will be less of a magical transformation and more of a mechanical one? Because that's awesome.

Any more specific ideas about who might have created it?
[MENTION=6776473]Pembinasa[/MENTION] Sounds like you know your subject. :) Glantri sounds ripe for Prime Material comparison shopping. I hope you'll continue to edify the party in-game as Graydon sees the sights of the Outer Planes. The enthusiasm of the young prime should clash nicely against the extreme cynicism of your average Cager.

I'm not sure I want to know all about Glantri before the game begins. I kind of like having a character be the authority on the subject, with all our in-game knowledge being filtered through Graydon's biases and presumptions. And I might actually be able to lay hands on a copy of that Gazetteer.

All that focus on binding elementals sounds like a good secondhand connection to the Inner Planes, too, which I'm happy to see.

Most published settings are considered pretty minor in the scope of Planescape. Toril is unusual for how active it actively is, given its size, to the point where primes occasionally pretend to be from Faerun to inflate their own importance.
[MENTION=8058]Queenie[/MENTION] I'm not all that sure how groups work myself. I was hoping someone else could show me the way. Do I need to send out invites if I left the community public?
[MENTION=4936]Shayuri[/MENTION] I'm working on some magic items rules for the game, which should be up shortly.
 

Unsung

First Post
...By ‘up shortly’ I guess I meant ‘right now’, apparently.

MAGIC ITEMS
We’ll be using the variant rules for identifying a magic item. Experimentation and the identify spell are required to learn what magic items do. You can only identify a magic item during a short or long rest if it’s sufficiently similar to one you’ve already come across before.

If you’re not playing being of an overtly magical nature already (Picayune and Liliana, this means you, sorry), choose two of the following: 1d4 + 2 common or uncommon potions or spell scrolls of your choice, any one common or uncommon magic item (this includes +1 magic weapons), or a magic item from the following list (each item on the list can only be taken once).

  • A single rare or very rare potion or spell scroll of your choice.
  • Two sending stones, each half of a different pair. You know the person who has one of the corresponding stones (describe who it is-- it can be another member of the party if you want). You have no idea who has the other.
  • A bag of holding. This dusty leather satchel is stuffed near-to-capacity with fine gray silt, rocks, tiny bones, bits of rusty metal, scraps of cloth and fine chain mesh, and a metallic skull about the size of your closed fist, heavily smudged with dirt and oddly misshapen fingerprints.
  • A cracked lens of identification with an unknown number of charges. This monocle has a chain of finely worked gold, and must be worth something to somebody. When you hold it to your eye, you can expend 1 charge as an action to cast identify or detect magic. The lens regains 1d6 - 3 charges daily at dawn.
  • A sword which you know full well to be cursed, although you’re not sure exactly how. The sword is (or was) a longsword. The blade has been snapped in two, about two-thirds of the way up. Though it doesn’t look it, the blade retains a remarkable edge. When you attack with this sword, you deal maximized damage on a hit. (Unidentified)
  • A simple circlet of beaten bronze that expands and contracts to fit any wearer. (Unidentified)
  • A burnished gold signet ring with a coat-of-arms so worn as to be illegible, with two unidentifiable heraldric beasts flanking the central chevron. (Unidentified)
  • A seemingly-empty brown beer bottle with a faded, once-colourful label printed in Elvish, depicting what appears to be a cartoon drawing of a smiling griffin. The griffin is making a thumbs-up gesture with one of its front talons. The bottle is sealed shut, using what appears to be copious amounts of scotch tape. (Unidentified)
  • A wobbly ioun stone with an erratic orbit and a tendency to wander between members of the same party during long rests. (Unidentified)
  • A sealed glass jar containing a waxy, pinkish paste. A shiny green fly is trapped inside, buzzing occasionally just beneath the lid. The insect has remained there, alive and apparently well, for all of the several weeks you’ve had the jar. (Unidentified)
  • A stoppered flask full of tiny wrinkled brains submersed in a slowly bubbling greenish fluid. When you place your bare hand on the bottom of the flask, you hear low, unpleasant voices in the back of your head. (Unidentified)
  • A matte-black 9mm handgun with a full clip of 11 rounds and a small metal tin containing 1d10+3 bullets and an old cassette tape ("THE DOORS GREATEST HITS"). If you have proficiency with hand crossbows (or if you’re from Earth, or another world that happens to have invented firearms), you’re automatically proficient with this strange weapon. However, if you’ve never fired a gun before, you have disadvantage with all attack rolls using this weapon until you have rolled a natural 16 or higher. Each shot fired deals 3d6 piercing damage, and the weapon can fire up to 11 rounds before reloading. The gun is accurate up to 100 feet, but falls off rapidly after that.
 
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KirayaTiDrekan

Adventurer
Regarding joining communities/groups...

Go to the group page and then look at the right hand side of the page at a menu bar that includes Search, Community Tools, and View. Click on Community Tools and the first option in the drop-down menu should be Join Group.

Regarding Drone...

I am huge Transformers geek and have been since 1984. :D Transmutate is such a tragic character; I love it. :D Regarding Drone's wildshape ability, yes, it will definitely be a recongifuration in its shape. It will have all the abilities normally conferred by wildshape, but it will still look like a construct. As for who or what put it together - absolutely no clue at this point. :D I figure whoever or whatever it was intended to install some sort of brain in the missing area of its head, perhaps as means of making the creator immortal, after a fashion, without resorting to becoming undead. Once the creator discovered that the modron's consciousness was still present, it scrapped the prototype and started over.
 

Queenie

Queen of Everything
*Still a work in progress but way more done than before.

Liliana Elora Shaylee Eolande Lorrella Raisa Tatiana


Pixie.jpg

Height 1’ 2”; Weight 6# ;
Hair: Long, shimmering colors that change with the seasons from fiery auburn to copper that shines like gold to blond like the rays of the gleaming sun
Wings: Bigger than I am, iridescent colors that reflects the bright sunlight in bursts of gold and the pale moonlight in pearly twinkles. Occasionally changes color with my mood.
Age: As old as the Cherry Tree planted at my birth
Patron Deity: Fey Ancestors who have granted our power
Sex: Female
Race: Pixie
Class: Warlock (ArchFey Pact)
Level: 5
Alignment: Neutral Good
Size: Medium
Type: Fey
Init +5;
Passive Wisdom ( Perception): 12
Languages : Common, Elvish, Sylvan

AC 15 (18 with Mage Armor)
HP XX (8 +4d8+10)
Saves: Wisdom and Charisma
Death Saves:
Speed 10ft. Fly 30 ft.
Proficiency Bonus: +3
Special Actions
Combat gear: None

Abilities
Str 5 -3
Dex 20 +5
Con 14 +2
Int 15 +2
Wis 14 +2
Cha 19 +4

Combat Stats:

Racial Traits: Size Tiny. Str -4, Dex +5, Con -1, Wis +2, Cha +2.
Magic resistance: advantages on saving throws against spells and other magical effects.

Innate Spellcasting (Pixie Dust)
At will: [SBLOCK=Druidcraft] Druidcraft
Transmutation cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Instantaneous
Whispering to the spirits o f nature, you create one o f the
following effects within range:
• You create a tiny, harmless sensory effect that predicts
what the weather will be at your location for the next
24 hours. The effect might manifest as a golden orb
for clear skies, a cloud for rain, falling snowflakes for
snow, and so on. This effect persists for 1 round.
• You instantly make a flower blossom, a seed pod open,
or a leaf bud bloom.
• You create an instantaneous, harmless sensory effect,
such as falling leaves, a puff o f wind, the sound o f a
small animal, or the faint odor o f skunk. The effect
must fit in a 5-foot cube.
• You instantly light or snuff out a candle, a torch, or a
small campfire.
[/SBLOCK]

1/day each: confusion, dancing lights, detect evil and good, detect thoughts, dispel magic, entangle, fly, phantasmal force, polymorph, sleep.

Superior Invisibility: The pixie magically turns invisible until its concentration ends. Any equipment the pixie wears or carries is invisible with it.

Background: Noble
Skill Proficiencies: History and Persuasion
Tool Proficiencies: Gaming set, one language of choice

Equipment: A set of fine clothes, a signet ring, a scroll of pedigree and a purse with 25 gp
Feature: Position of Privilege

Personality Trait: Common Folk love me for my kindness
Ideal: Noble Obligation: My duty is to protect and care for my people
Bond: Common Folk must see me as a hero / competent leader
Flaw: I am naive about the wide world around me

Class Features:
Proficiencies:
Armor: Light armor
Weapons: Simple Weapons
Tools: None
Saving Throws: Wisdom and Charisma
Skills: 2 from Arcana, Deception, History, Intimidation, Investigation, Nature, Religion
Otherwordly Patron (ArchFey)
Pact Magic
Pact Boon (Pact of the Chain)
Invocations :
Beast Speech: You can cast speak with animals at will, without expending a spell slot.
Armor of Shadows: You can cast mage armor on yourself at will, without expending a spell slot or material components. Lasts 8 hours.
Agonizing Blast: Prerequisite: Eldritch Blast cantrip: When you cast eldritch blast, add your Charisma modifier (+4) to the damage it deals on a hit.



Skills : P Proficient
+5 Acrobatics
+2 Animal Handling
+5 Arcana P
-3 Athletics
+4 Deception
+5 History P
+2 Insight
+4 Intimidation
+2 Investigation
+2 Medicine
+5 Nature P
+2 Perception
+4 Performance
+7 Persuasion P
+2 Religion
+5 Sleight of Hand
+5 Stealth
+2 Survival



Spells known:
Cantrips: 3 Eldritch Blast, Mage Hand, Minor Illusion
1st: Charm Person, Sleep, Witch Bolt,
2nd: Enlarge/Reduce, Hold Person
3rd: Major Image

2 SPELL SLOTS

[SBLOCK=SPELLS]

Eldritch Blast
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam o f crackling energy streaks toward a creature
within range. Make a ranged spell attack against the
target. On a hit, the target takes 1dlO force damage.
The spell creates more than one beam when you reach
higher levels: two beams at 5th level, three beams at
11th level, and four beams at 17th level. You can direct
the beams at the same target or at different ones. Make
a separate attack roll for each beam.
Enlarge / Reduce
2nd-level transmutation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a pinch of powdered iron)
Duration: Concentration, up to 1 minute
You cause a creature or an object you can see within
range to grow larger or smaller for the duration. Choose
either a creature or an object that is neither w orn
nor carried. If the target is unwilling, it can make a
Constitution saving throw. On a success, the spell
has no effect.
If the target is a creature, everything it is w earing and
carrying changes size with it. Any item dropped by an
affected creature returns to normal size at once.

Enlarge. The target’s size doubles in all dimensions,
and its weight is multiplied by eight. This growth
increases its size by one category—from Medium to
Large, for example. If there isn’t enough room for the
target to double its size, the creature or object attains
the maximum possible size in the space available.
Until the spell ends, the target also has advantage on
Strength checks and Strength saving throws. The
target’s weapons also grow to match its new size. While
these weapons are enlarged, the target’s attacks with
them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions,
and its weight is reduced to one-eighth o f normal. This
reduction decreases its size by one category—from
Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks
and Strength saving throws. The target’s weapons also
shrink to match its new size. While these weapons are
reduced, the target’s attacks with them deal 1d4 less
damage (this can’t reduce the damage below 1).


Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose
within range. The hand lasts for the duration or until
you dismiss it as an action. The hand vanishes if it is
ever more than 30 feet away from you or if you cast
this spell again.
You can use your action to control the hand. You can
use the hand to manipulate an object, open an unlocked
door or container, stow or retrieve an item from an open
container, or pour the contents out o f a vial. You can
move the hand up to 30 feet each time you use it.
The hand can’t attack, activate

Witch Bolt
1st-level evocation
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a twig from a tree that has been
struck by lightning)
Duration: Concentration, up to 1 minute
A beam of crackling, blue energy lances out toward
a creature within range, forming a sustained arc o f
lightning between you and the target. Make a ranged
spell attack against that creature. On a hit, the target
takes 1d12 lightning damage, and on each o f your turns
for the duration, you can use your action to deal 1d12
lightning damage to the target automatically. The spell
ends if you use your action to do anything else. The spell
also ends if the target is ever outside the spell’s range or
if it has total cover from you.
At Higher Levels. When you cast this spell using
a spell slot o f 2nd level or higher, the initial damage
increases by 1d12 for each slot level above 1st.

Protection from Evil and Good
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (holy water or powdered silver
and iron, which the spell consumes)
Duration: Concentration up to 10 minutes
Until the spell ends, one willing creature you
touch is protected against certain types of
creatures: aberrations, celestials, elementals, fey,
fiends, and undead.
The protection grants several benefits. Creatures of
those types have disadvantage on attack rolls against
the target. The target also can’t be charmed, frightened,
or p os sessed by them. If the target is already charmed,
frightened, or p ossessed by such a creature, the target
has advantage on any new saving throw against the
relevant effect.

Hellish Rebuke
1st-level evocation
Casting Time: 1 reaction, which you take in response
to being damaged by a creature within 60 feet o f you
that you can see
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point your finger, and the creature that damaged
you is momentarily surrounded by hellish flames. The
creature must make a Dexterity saving throw. It takes
2d10 fire damage on a failed save, or half as much
damage on a successful one.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, the damage increases by
1dlO for each slot level above 1st.

Mage Armor (Armor of the Shadows Invocation)
1st-level abjuration
Casting Time: 1 action
Range: Touch
Components: V, S, M (a piece o f 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.

Sleep
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch o f fine sand, rose petals,
or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber.
Roll 5d8; the total is how many hit points o f creatures
this spell can affect. Creatures within 20 feet of
a point you choose within range are affected in
ascending order of their current hit points (ignoring
unconscious creatures).
Starting with the creature that has the lowest current
hit points, each creature affected by this spell falls
unconscious until the spell ends, the sleeper takes
damage, or someone uses an action to shake or slap the
sleeper awake. Subtract each creature’s hit points from
the total before moving on to the creature with the next
lowest hit points. A creature’s hit points must be equal
to or less than the remaining total for that creature
to be affected.
Undead and creatures immune to being charmed
aren’t affected by this spell.
At Higher Levels. When you cast this spell using a
spell slot o f 2nd level or higher, roll an additional 2d8 for
each slot level above 1st.

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
whisper to a scream. It can be your voice, someone
else’s voice, a lion’s roar, a beating o f 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 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 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.

Major Image
3rd-level illusion
Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a bit o f fleece)
Duration: Concentration, up to 10 minutes
You create the image of an object, a creature, or some
other visible phenomenon that is no larger than a
20-foot cube. The image appears at a spot that you
can see within range and lasts for the duration. It
seems completely real, including sounds, smells, and
temperature appropriate to the thing depicted. You
can’t create sufficient heat or cold to cause damage, a
sound loud enough to deal thunder damage or deafen a
creature, or a smell that might sicken a creature (like a
troglodyte’s stench).
As long as you are within range o f the illusion, you
can use your action to cause the image to move to
any other spot within range. As the image changes
location, you can alter its appearance so that its
movements appear natural for the image. For example,
if you create an image o f a creature and move it, you
can alter the image so that it appears to be walking.
Similarly, you can cause the illusion to make different
sounds at different times, even making it carry on a
conversation, for example.
Physical interaction with the image reveals it to be an
illusion, because things can pass through it. A creature
that uses its action to examine the image 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 creature
can see through the image, and its other sensory
qualities become faint to the creature.
At Higher Levels. When you cast this spell using
a spell slot o f 6th level or higher, the spell lasts until
dispelled, without requiring your concentration. [/SBLOCK]


Equipment:

Familiar: Pseudodragon

Background:




As for her history it's pretty simple. She's the daughter of Queen Elora of , probably just a small - mediumish village in the forest. One day she'll become Queen but there is one little issue. She's sweet, kind, good hearted and fun, everything a fairy should be. The issue is she needs to learn how to be a little meaner and less naive so she can one day take proper care of her people. So her mother sends her out into the world to learn about it, experience life and passion and different cultures and even danger, before she returns home to do her duty. She doesn't send her alone though, the satyr has been tasked with protecting her.

So based on her personality, I am trying to stick with non deceptive spells. I'm not completely against them though. She's just pure at the start of the adventure anyway She does have the blast and can take damaging spells, after all she will protects her people. Her higher level is based on her mostly helping defend her home against intruders to her people's peaceful way of life.
 
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Queenie

Queen of Everything
Regarding joining communities/groups...

Go to the group page and then look at the right hand side of the page at a menu bar that includes Search, Community Tools, and View. Click on Community Tools and the first option in the drop-down menu should be Join Group.

Everyone's been invited at this point so either try what Kira posted above or look at your notifications. I might be able to manually add if anyone is having trouble. I guess we make a page of some sort to add our characters to for a rogue's gallery?
 

There's a page for the RG already, inside the Group. I decided to be the a-hole to nab the first post in the RG (after Unsung), but that was more because I was curious to see if posts in the wiki are editable. Turns out they are. :)
 

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