Oskar will try to finish off the cultist he is near, incapacitating him instead of killing him, then disengage and withdraw 15 feet west (and a bit south) from the kobolds along the wall.
Quaalxor will cross the wall if possible on his turn, and hold his action to attack when the first one comes near him. If they are already at the wall he will move along it if necessary and attack over it.
Round 1 Tannaris, from his position of cover behind the short stone wall, quickly throws a Fire Bolt at the nearest kobold and watches as his mote of flame strikes, but does not kill, his target as he hops over the wall and draws a blade.
Rumble launches another javelin at the cultist to the right of the door, striking it in the back. The cultist screams in pain and collapses into an unmoving mess while the tabaxi barbarian draws his warhammer and begins scratching at the ground, channeling his inner anger as he enters a state of rage.
Already in the thick of things, Oskar issues a second, almost perfectly placed strike against the cultist to the left of the door, and admires his prowess as the second cultist collapses, dead, remembering that there was a request for prisoners, uses the flat end of his blade against the side of the cultist's head, dropping him unconscious without dealing lethal damage.
The dwarf rogue, using his uncanny abilities, disengages from the scrum and has thoughts of backing away, eyeing backs up against the wall, just around the abutment behind him, but fears a retaliation.
Quaalxor is able to easily make it over the wall. The dwarf grips his axe tightly and readies a strike in the event an adversary dares approach him.
From his vantage point behind the wall, Bren watches as the kobold struck by Tannaris moments earlier staggers, but remains on his feet. He targets the same creature, hoping to put an end to that threat, and does so as his own Fire Bolt clips the creature's shoulder and results in the killing blow.
Without drawing any closer, Strega tosses her own form of magical flame at the kobold directly in front of her. Her eyes grow wide as her powerful blast strikes and nearly incinerates the creature, but the little beast proves to be tough and barely withstands the attack.
G1R01-1.jpg (69.88 KiB) Viewed 1379 times
While the cultists lay bleeding, the kobolds prepare their retaliation.
---
Note:
drpete, Oskar can't both Attack and Disengage in the same turn as they're both actions, and he only has a single action to take. I processed his attack, but left him in place. If you want him to move (not formally disengage), he can still do that, but he would draw an Opportunity Attack from the orange kobold if he did. Just let me know, and I can adjust before round 2.
Actually, how/who the kobolds attack may very well depend on where Oskar ends his turn, so I will post the player's portion of round 1 now, and post the kobold's attack (plus round 2) with my next update.
By the way, the cultists had 7 and 6 hit points remaining respectively, and you guys did 7 and 6 points of damage on the exact right targets!
Everyone, please declare any actions and/or movement for round 2.
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.
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.
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.
Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
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.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
Roll the spent dice and add them together.
The target regains a number of hit points equal to the total.
The target also gains 1 temporary hit point per die spent. Recovery: Long
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Once per day when you finish a short rest, you can choose expended spell slots to recover.
The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
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 peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute.
It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
You can also end your rage on your turn as a bonus action. Recovery: Long
When you make your first attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
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.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
On your turn, you can take one additional action. Recovery: Short
3rd: --
Background: Guild Artisan / Guild Merchant
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Marching Order
5-Foot
Oskar
Quaalxor
Rumble
Strega
Bren
Tannaris
10-Foot
Rumble | Tannaris
Bren | Oskar
Strega | Quaalxor
A pair break off from the cluster and pursue Oskar, locating the dwarf around the corner. The rogue manages to fend off the first of the rapid dagger strikes, but cringes in pain as the sting from the accompanying attack manages to catch flesh. (-5)
A second pair of the pesky opponents abandon their efforts at the back door and recklessly charge at Strega. Their well-coordinated strikes prove to be too much for the druid to defend against and the half-orc gasps in pain as dizziness begins to overcome him and the world, at least temporarily, fades to darkness after the pair of dagger strikes pierce the albino's pale skin (-5) (-6). The half-orc, channeling her inner ferocity, calls upon her Relentless Endurance and manages to barely withstand the damage which normally would have overtaken her.
The final, unpaird kobold remains in place, nervously feeding a stone into its sling. As if aware of Rumble's intentions, the kobold eyes the barbarian and hurls its stone with accuracy, but without effect.
Round 2
Perhaps the suggestion of an enraged barbarian preparing to rush at his target proved to be too distracting as the mote of flame hurled by Tannaris sails harmlessly overhead, striking the side of the temple's outer wall. Rumble, the aforementioned barbarian, rushes at the kobold slinger and, swinging his warhammer in a huge, overhead arc, laughs as his blunt instrument violently crushes the creature's skull; painting the immediate area in blood and brain matter. The tabaxi wheels around, witnesses the pair of kobolds standing over the fallen form of Strega, and draws focus on the one which will serve as his next masterpiece.
Now set upon by a pair of blade-wielding kobolds, Oskar finds himself needing to fight himself out of his current situation. The rogue slips the point of his rapier deep into the gut of the attacker of his nearest the wall, causing it to keel over in pain and begin to bleed out. With just the one opponent now left, he maneuvers around the foe and aligns himself with Quaalxor... only to witness as the dwarf rushes in, and with a roar, slices the already wounded adversary nearly in half with a perfectly placed strike!
Bren, distracted after watching Streganearly fall, wildly hurls a mote of flame which sails past and fizzles out without.
Blood begins to pool beneathfrom the wounds inflicted upon Strega. Realizing her fate might very well be sealed if she remain where she is, in the condition she is, she formally disengages from the pair of kobold attackers, almost hurling herself over the short, stone wall behind her, and positioning herself behind Bren.
The pair of kobolds remaining, now completely surrounded, see only one obvious target... Strega. They collectively raise their daggers again and thrust them down into the collapsed, already unconscious druid. Through some miracle, only one blade manages to sink through her leather armor, leaving her -- just barely -- clinging to life.
The remaining pair of kobolds, with an opening in front of them, rush in that direction. Following the trail of blood left behind by the heavily wounded druid, they meet Bren at the wall instead of Strega, and lash out at the sorcerer with a pair of deadly daggers, clipping the dragonborn with one of their efforts (-5).
G1R02.jpg (91.53 KiB) Viewed 1265 times
G1R03.jpg (86.22 KiB) Viewed 1331 times
After the attack, the pair toss down their daggers and throw their hands up in a universal sign of surrender.
---
Note:
Rex,I'm sorry, man! But it's not over yet.
Since the attack technically took place in round 1, I'm going to need a death saving throw from you for round 2 (this past round), plus go ahead and make a second one for round 3 (the upcoming round). Please note, I want to keep the result of all death saving throws private, so please make your roll (now is a good time to point out that you still have inspiration -- just saying) and post the results in your private forum.That Relentless Endurance totally saved you -- good call using it. I took the liberty of having Strega disengage and seek cover instead of remaining in a battle against the pair of kobolds.
My doing this, however, transferred the attacks that normally targeted her (Strega) to focus on Bren instead. ravenn4544, Bren did end up taking 5 points of damage as a result.
Monsieur Rose, if you didn't already have inspiration, this definitely would have warranted it. I'm digging Rumble's artistry.
Everyone else, please declare any actions and/or movement for round 3.
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.
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.
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.
Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
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.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
Roll the spent dice and add them together.
The target regains a number of hit points equal to the total.
The target also gains 1 temporary hit point per die spent. Recovery: Long
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Once per day when you finish a short rest, you can choose expended spell slots to recover.
The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
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 peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute.
It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
You can also end your rage on your turn as a bonus action. Recovery: Long
When you make your first attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
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.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
On your turn, you can take one additional action. Recovery: Short
3rd: --
Background: Guild Artisan / Guild Merchant
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Marching Order
5-Foot
Oskar
Quaalxor
Rumble
Strega
Bren
Tannaris
10-Foot
Rumble | Tannaris
Bren | Oskar
Strega | Quaalxor
Tannaris draws his second blade and advances to within 10 feet of the kobolds and watches them carefully.
(If they look like they will attack, he will run in and attack them.)
Re: Group 1, Episode 1: Greenest in Flames
Posted: Sat May 18, 2019 4:20 am
by Rex
Strega
Posted in private forum.
Re: Group 1, Episode 1: Greenest in Flames
Posted: Sat May 18, 2019 1:38 pm
by ravenn4544
Bren offers "We should bind them quickly and securely - there are others surrounding the temple. We can deal with them later" He scrambles over the wall and will dig out rope from his pack.
Re: Group 1, Episode 1: Greenest in Flames
Posted: Sun May 19, 2019 8:33 pm
by Ahlmzhad
Quaalxor,
Will move to attack either of the Kobolds on Strega, and if they are both down by the time he gets to move, he will attempt to bandage Strega.
The dropping of the daggers barely registers in his mind, all he sees is an enemy standing over a bloody friend.
As the others move to help Strega, Rumble is able to turn his attention away from the kobold and towards the door.
Re: Group 1, Episode 1: Greenest in Flames
Posted: Wed May 22, 2019 5:45 pm
by drpete
Oskar
Seeing Strega down and others going after the kobolds, Oskar rushes over and uses the healer's kit to stabilize Strega.
Really sorry, folks... got heavily jammed up at work (final exam time). Should be much better going forward.
Re: Group 1, Episode 1: Greenest in Flames
Posted: Thu May 23, 2019 4:06 am
by dmw71
Rear Door
While Tannaris and Oskar gather around the kobolds attempting to surrender, preventing any escape, Rumble and Quaalxor are having none of it. A crushing blow from the barbarians warhammer and a devastating slash from the fighter's battle axe cut eliminate the last of the threat.
"There are others surrounding the temple,"Bren interjects quickly, reminding the group of the circling patrol. He and and the ailing Strega make their way over the fence and, with the rest, head to the rear entrance.
Rear Door.jpg (83.9 KiB) Viewed 1262 times
Lying just outside the rear door to the temple is the form of the cultist Oskar previously knocked unconscious. This rear door is solid, vertical wood planks with steel bindings. A sturdy wood bar can be seen through the cracks suggesting it is barred from the inside.
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.
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.
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.
Breath Weapon: 1 ( DC: 12 | AoE: 5 by 30 ft. line (Dex. save) | Damage: 2d6 ( Half on successful save) | Recovery: Short )
Draconic Resilience
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
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.
When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Recovery: Long
Savage Attacks:
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
While you are transformed, the following rules apply:
Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiency as you and the bonus in its stat block is higher than yours, use the creature’s bonus instead of yours. If the creature has any legendary or lair actions, you can’t use them.
When you transform, you assume the beast’s hit points and Hit Dice. When you revert to your normal form, you return to the number of hit points you had before you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your normal form. For example, if you take 10 damage in animal form and have only 1 hit point left, you revert and take 9 damage. As long as the excess damage doesn’t reduce your normal form to 0 hit points, you aren’t knocked unconscious.
You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast.
You retain the benefit of any features from your class, race, or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense.
You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form.
As a bonus action, you can choose one creature you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less.
Roll the spent dice and add them together.
The target regains a number of hit points equal to the total.
The target also gains 1 temporary hit point per die spent. Recovery: Long
The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.
You have advantage on saves against being charmed, and magic can’t put you to sleep.
Trance
You don't need to sleep, but meditate semiconsciously for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Once per day when you finish a short rest, you can choose expended spell slots to recover.
The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
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 peopl
When you move on your turn in combat, you can double your speed until the end of the turn. Recovery: Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.
On your turn, you can enter a rage as a bonus action.
While raging, you gain the following benefits if you aren’t wearing heavy armor:
You have advantage on Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
You have resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast spells, you can’t cast them or concentrate on them while raging.
Your rage lasts for 1 minute.
It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then.
You can also end your rage on your turn as a bonus action. Recovery: Long
When you make your first attack on your turn, you can decide to attack recklessly.
Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
You can always find a place to perform in any place that features combat for entertainment — perhaps a gladiatorial arena or secret pit fighting club. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
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.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.
The weapon must have the two-handed or versatile property for you to gain this benefit.
On your turn, you can take one additional action. Recovery: Short
3rd: --
Background: Guild Artisan / Guild Merchant
Feature: Guild Membership
As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.
Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers.
You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild’s good graces.
Marching Order
5-Foot
Oskar
Quaalxor
Rumble
Strega
Bren
Tannaris
10-Foot
Rumble | Tannaris
Bren | Oskar
Strega | Quaalxor
Rolls
None
Re: Group 1, Episode 1: Greenest in Flames
Posted: Thu May 23, 2019 4:42 am
by Rex
Strega
Whispering "I am not much use right now, if forced into melee I intend to shape change to give myself a chance."
Strega will try to keep to the middle of the group if possible.