The Cellar "Splendid,"Governor Nighthill says once member of the group begin to accept his suggestion.
"Ah, perfect timing," the governor says, turning when the loud clanking of keys is heard coming from behind him. The source of the sound, a muscular dwarf with knotted, tangled, bright red hair and a grizzled face approaches. "That focking flying lizard is hitting my last nerve!" the dwarf curses.
"Allow me to introduce you to Escobert the Red, the master of the keep,"Governor Nighthill says, attempting to make introductions; but the perturbed dwarf is in no mood. "I'm sick of his shite!" he curses. "Someone, now, teach me how to use a bow -- I want to stick in arrow in its arse!" The Governor, as if he's performed this subdual act an occasion or two before, manages to calm his castellan.
"Escobert here, he was responsible for overseeing the tunnel's construction; he will lead you to the cellar and its entrance, and answer any questions you may have --" he says, then turns to his dwarven leader.
"Right?" he states firmly, to which Escobert nods affirmatively. Before releasing the group to Escobert's lead, Governor Nighthill gathers the group together to expound upon his request. "It's unlikely any townsfolk will be out by the stream, but any locals you come across should be saved and brought back here, understood?" Once agreement has been made, he stares out between the battlements for a few moments until he spots what he's looking for. "There," he says, pointing out over the wall and into the crowd. "See the purple cloak?" Sure enough, encircled by at least a dozen guards, the group is able to spot a human-sized figure wearing a long purple cloak with golden embellishments and carrying a halberd. "We've been studying them since the invading forces began the assault, and we figure that to be the leader."
"Now, in addition to rescuing any locals, I’d give anything to know what we’re up against, and why. For that, we need a prisoner. I doubt we'll get much from your capture," he says to Kañ-Demir. "A commander, even a low-ranking one, is best -- but I caution you against making an attempt against their leader there. Understood?”
The group is dismissed by Governor Nighthill with their instructions and is led by Escobert down the stairway to main level. Once there, the dwarf leads the group to a small wooden hatch inset into the stone floor in the southeast section of the keep. "Down,"Escobert says simply, and waits for each of the adventurers to descend the angled stone stairway before him, one at a time. After maybe 10-feet, the stairs end, opening into a small square storage area or cellar. It's dark. The eyesight for everyone adjusts to this lack of light... except for Dureau. "You blasted humans can't see in the dark... for effs sake!"Escobar curses. "There," he says, pointing to a chest lying on the floor just off to the right. "You can use one of the Governor's torches," he says.
Barrels and crates are piled high along the opposite wall on the far side of this small, square room. "The door is behind those,"Escobert states, then sits back and waits, with his powerful arms crossed over his chest, while the group works to clear the space.
After a few minutes of effort, a locked ironbound door is uncovered. The castellan approaches the door, jingling the keys on his massive keyring, looking for the proper fix. It takes a dozen or so tries, but the proper key is eventually found. "Here," he says, handing it to Grimbul, a fellow dwarf. "You lose this, I'll kill you."
"Just follow this until it ends. The key should also open the locked iron grate made to look like a sewer outlet on the opposite end."
"Don't get caught." he says, then climbs the stairs back up into the castle, presumably to pick up some archery skills.
Grimbul puts the key to the lock, and while it is stiff, it does open.
The tunnel is dark, narrow, and dark. And long, as the end is not in sight. "It's going to need to be single-file,"Grimbul notes as he gets a closer looked at the walls of the cramped tunnel.
---
Ed, please add the key to the inventory section of your character sheet. Feel free to list it in the 'Other Possessions' section.
Other Possessions.jpg (12.05 KiB) Viewed 561 times
Before we continue, can you confirm the marching order you guys worked out earlier (here) and fit Targ into the mix somewhere? It's going to be single-file in the tunnel, so I want to make sure everyone gets lined up correctly.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
Only another creature that knows thieves’ cant understands such messages.
It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Tool Proficiency
Brewer's Supplies
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Tool Proficiency
Cook's Utensils, Horn, Mason's Tools
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
This sense doesn’t tell you anything about a creature’s capabilities or identity.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
Those who share your religion will support you (but only you) at a modest lifestyle.
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Kañ-Demir suggest that Urth Stormwind carry the key, since he is least likely to engage in melee, and therefore offers less opportunity for the key to be lost to the enemy.
Grimbul shrugs and hands the key to Urth"Don't go and lose that er it'll be my arse in a sling."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred "If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
A torch? How crude. Pulling a small pebble from his pocket, he utters a few words and the pebble begins to shine with magical light.
Dureau casts Light as I'm sure you figured out.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Catarina will try and get the dwarfs attention, “Any traps we should know about?” She then will enter the tunnel if the agreement is stealth. With her ability to dash back with cat like reflexes she is willing to go ahead of the light by 20 ft ahead. Leaving her 20 ft to see clearly with her dark vision ahead of the light spells extra 20 ft in dim light. (Sorry for the lack of narrative but want to make sure I have the rules right too)
Urth takes the key and puts it in a pocket. Ok, I will probabally not lose the key with a small smile.
Dureau, you are the only one who cant see as well in the dark, I will lead you if you could keep the light covered as we move, it may help us remain unnoticed. Catarina could you scout ahead of the group?
Urth takes the key and puts it in a pocket. Ok, I will probabally not lose the key with a small smile.
Dureau, you are the only one who cant see as well in the dark, I will lead you if you could keep the light covered as we move, it may help us remain unnoticed. Catarina could you scout ahead of the group?
The cleric puts his hand on the warlock's shoulder before covering the pebble, plunging the room into darkness. Lead the way.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Grakluse Longleaf-A Candle in the Darkness
Jacxor Ironforge-Dungeon of the Mad Mage (5e)
Kreed Oaken-Chaos halls
Xlore Strongoak-B11 King's Festival & B12 Queen's Harvest - AD&D 2e
The Old Tunnel
The group agrees upon an order -- Catarina, Targ, Kañ-Demir, Grimbul, Urth, and Dureau -- and after the final preparations have been made, the group enters the cramped corridor.
The tunnel is dark, narrow, and long with a solid stone floor with patches of dirt and dust. Years of disuse have left the tunnel chocked with webs, but it is otherwise clear.
10-feet.
20-feet.
30-feet.
Progress is slow, but steady, with no apparent end in sight, however the estimate was that it ran for nearly 100-feet.
After another 10- or 20-feet, the end of the tunnel begins to come into view. An iron grate, meant to disguise the opposite end as a simple sewer grate, blocks the exit.
G2R0.jpg (20.01 KiB) Viewed 523 times
The sound of hundreds of tiny feet are heard rapidly scampering towards you. Waves of mottled fur and razor sharp teeth come into view as swarms of rats begin to race towards what they hope will be their next meals!
Beyond the rats and the exit, the sound of lightly lapping water is heard.
---
Everyone, I will need an initiative roll plus any actions/movement for round 1.
Also, please review the marching orders added to the bottom of the footer information and let me know if any changes are needed.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
Only another creature that knows thieves’ cant understands such messages.
It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Tool Proficiency
Brewer's Supplies
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Tool Proficiency
Cook's Utensils, Horn, Mason's Tools
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
This sense doesn’t tell you anything about a creature’s capabilities or identity.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
Those who share your religion will support you (but only you) at a modest lifestyle.
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Yelling, Light! the cleric tosses his pebble, instantly filling the tunnel with light. Seeing the rats swarming toward them, Dureau tries an old favorite, the sound of the bell echoing off the tunnel walls.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
Grimbul takes up his bow and tries for a shot if he can manage to do so with those in front of him however if a clear shot cannot be had he will remain where he is until something is within a clear shot to attack.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred "If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Rats.. he mutters when he sees the swarms. Although he would like nothing more than to burn them all Urth hold off any attack for fear of hitting a party member in the narrow tunnel. He drops back a step and keeps his eyes moving from checking behind and further down the tunnel.
Didn't roll anything since he isn't fighting at the moment
Round 1 Catarina licks her lips at the sight of the approaching rat swarms. Remaining in place, she produces her trusty bow and sends an arrow into the mass of rolling fur and watches with satisfaction as her arrow skewers a fair number of the oncoming creatures, reducing their numbers; but also realizes, despite her perfect aim, her piecing attack had a somewhat limited effect against the approaching horde.
"Rats..."Urth mutters from somewhere behind the front ranks. The ducking and side-to-side shifting of the companions in front of him makes targeting the swarm difficult, but the warlock picks his moment and unleashes a Eldritch Blast. A deep blue flash surrounds his fingers as a beam of crackling energy streaks towards the approaching swarm, but it sails harmlessly overhead due to the extreme caution taken to avoid hitting one of his companions.
From the "front" of the second grouping, Grimbul takes up his bow and attempts to safely time a shot between the unpredictable movement of his allies in front of him, and his shot sails finds a small cluster of rats on the fringe of the swarm, but doesn't really thin their numbers in any meaningful way.
The swarms approach in waves, with the first one just passing Catarina in the lead, and settling in the space occupied by Targ. The trailing swarm taunts the tabaxi. Neither, because of the distance traveled, are able to do anything more than annoy at this point.
Kañ-Demir, now with a swarm directly in front of him, steps forward and delivers a spear thrust with his staff, then a sweeping kick. Both attacks are mildly effective at cutting into the swarm's numbers.
Targ, with rats beginning to crawl over his boots and up his pant legs, stands frozen in place, waving at the rodents in hopes of scattering them.
"Light!"Dureau cautions as he tosses his pebble forward, instantly filling the tunnel with light -- causing everyone that had been relying on infravision or specialized warlock's vision to strain to recover their vision. Then, with the nearest swarm targeted, the cleric causes a dolorous bell sound to chime, momentarily filling tunnel walls with an echoing clang. The spell is effective, however, as it sends dozens of rats scurrying back towards the exit.
G2R1.jpg (56.73 KiB) Viewed 504 times
The persistent squeaking, hissing, and chattering sounds from the remaining swarms are unnerving as the sounds are intensified as they echo off the walls in the confined quarters.
---
"Friendly fire" really isn't a thing in 5e, so feel free to fire at will. That said, the more allies you're attempting to shoot around, the greater 'cover' your targets will have. In this situation, let's go with this:
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
Only another creature that knows thieves’ cant understands such messages.
It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
You have studied dragons and their lore for many years. You can automatically identify locations built or used by dragons and can identify dragon eggs and scales by sight. If you fail an Intelligence check to recall lore relating to dragons, you know someone or some book you can consult for the answer unless the DM rules that the lore is unknown.
Note: This has been modified to limit this study and familiarity to just metallic dragons, not those of the chromatic variety.
Computer +1 | Urth Stormwind | Human | Warlock (2) | Alignment: Lawful Good | Gender: Male | HD: 2 (1d8) | HP: 20 | AC: 12 | SP: 30' | Initiative: +1 | Darkvision: No (Devil's Sight to 120-feet) | Inspiration: Yes
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Tool Proficiency
Brewer's Supplies
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
As well respected as clan crafters are among outsiders, no one esteems them quite so highly as dwarves do. You always have free room and board in any place where shield dwarves or gold dwarves dwell, and the individuals in such a settlement might vie among themselves to determine who can offer you (and possibly your compatriots) the finest accommodations and assistance.
You have advantage on saves against poison and resistance against poison damage.
Stonecunning:
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Tool Proficiency
Cook's Utensils, Horn, Mason's Tools
Dwarven Toughness:
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:
You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action.
For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.
Your accent, mannerisms, figures of speech, and perhaps even your appearance all mark you as foreign. Curious glances are directed your way wherever you go, which can be a nuisance, but you also gain the friendly interest of scholars and others intrigued by far-off lands, to say nothing of everyday folk who are eager to hear stories of your homeland.
You can parley this attention into access to people and places you might not otherwise have, for you and your traveling companions. Noble lords, scholars, and merchant princes, to name a few, might be interested in hearing about your distant homeland and people.
When you would normally roll one or more dice to restore hit points with a spell to a creature at 0 hit points, you instead use the highest number possible for each die.
In addition, you learn the spare the dying cantrip, which doesn’t count against the number of cleric cantrips you know. For you, it has a range of 30 feet, and you can cast it as a bonus action.
As an action, you can open your awareness to magically detect undead. Until the end of your next turn, you know the location of any undead within 60 feet of you that isn’t behind total cover and that isn’t protected from divination magic.
This sense doesn’t tell you anything about a creature’s capabilities or identity.
As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Starting at 2nd level, you can use your Channel Divinity to mark another creature’s life force for termination.
As an action, you choose one creature you can see within 30 feet of you, cursing it until the end of your next turn. The next time you or an ally of yours hits the cursed creature with an attack, the creature has vulnerability to all of that attack’s damage, and then the curse ends.
As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity.
You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells.
Those who share your religion will support you (but only you) at a modest lifestyle.
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
On November 2nd I will be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred "If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Kañ-Demir puts his back against the wall so as to provide as little impediment to his companion's line of sight as possible. He continues to work to eliminate rats.