The Mill Zintra and Palaeo remain defensively in place, ready.
"I said come out!"Grimbul grumbles as he repeats his demand. Despite the convincing attempt, there is no action or response seen through the slightly cracked open front doors of the mill.
Kañ-Demir deftly repositions himself along the western wall, then creeps towards the window on that side. Peering inside is dark, until...
Dureau casts his 'Light' cantrip on a stone and tosses it inside, illuminating the immediate area; which is still largely out of view given the somewhat narrow gap in the partially open doors.
Mill.png (810.99 KiB) Viewed 3179 times
Straight ahead, those in line with the doors are able to see that the main floor is dominated by a massive stone grinding wheel driven by a water wheel in the stream. This mill is still in operation, and still turns noisily.
Once the light spills into the room, Kañ-Demir is afforded a better view.
Back outside, Catarina veers off to the east and approaches the nearest flame.
---
Note: Since I'm no longer paying for Roll20, I lost my ability to add dynamic lighting to my maps, which kind of sucks. I have blurring the images (as you may have noticed) to replicate the line of sight affects, but I can only blur in block sections, not diagonals, so it won't be perfect.
Pulpatoon and BearSiren817, please see your private forums. Otherwise...
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.
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.
Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Muttering to Grimbul, I hope this isn't about to be a big mistake, the cleric advances to the door. Toll the Dead readied if he sees an enemy, he will kick open the doors.
Grimbul nods his head slings his bow returns the arrow back to his quiver and draws out his axe and hammer "Aye." the dwarf moves forward and pushes the right hand door open with his hammer and looks to the left around the other partially opened door.
Catarina will use the rest of her move back if she can and relay to the group that the fire seems odd. "I think we may be headed into a trap. The fire isn't a normal cooking fire. It is trash, kindling, rags, clothing, and other random materials strewn together and set ablaze."
Re: Group 2, Episode 2: Greenest in Flames
Posted: Tue Jun 25, 2019 2:26 pm
by Pulpatoon
Kañ-Demir sticks his head around the corner to wave at his companions. Silently, he motions towards the lefthand corner of the building and gestures to indicate someone lurking there, on the left side of the door.
The Mill "I hope this isn't about to be a big mistake,"Dureau mutters to Grimbul, the dwarven ranger standing just in front of him to his left. "Aye," the dwarf agrees, slinging his bow and instead filling his hands with his axe and hammer. The dwarf begins approaching the partially opened front door to the mill --
"I think we may be headed into a trap,"Catarina purrs urgently, cautioning the group. "This fire they set, it seems odd, almost like it was intentionally staged."
The warning catches Grimbul's ears just in time, as the ranger is able to stop the hammer in his right hand from pushing open the front door even further.
A moment later, Kañ-Demir sticks his head around the southwest corner of the mill, waving to his companions to catch their attention. Silently, he holds up an index finger to indicate a single target, then points towards his corner of the building, gesturing the general location of that occupant.
Mill.png (594.7 KiB) Viewed 3135 times
The group, realizing they have their subject outnumbered, but plagued with the authenticity of the attempt to set the mill aflame, take a beat to regroup.
The only sound or hint of movement from inside the mill, from what you can see, is the grinding of the massive stone wheel which continues to turn noisily.
---
So, what's the plan?
Note, if the plan -- actually, regardless, let's everyone roll for initiative (to put some sense to the timing of events) and also include any movement and or attack rolls, plus the "if needed" roll.
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.
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.
Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Grimbul steps back from the door and talks in lower tones so the others can hear but not the foe. "I got an Idea. I'll go round and bust a window on tha right side of the mill someone go back and watch through the window on tha left. Then if someone's got a way ta open one of them doors we see if we can't spring out own trap."
I'll get the door. When I hear the window break, I'll wait a few seconds before going in and Tolling the Dead. At that point, make it all hands on deck.
Catarina will move to the door and stop a step back behind any allies hoping to have a shot at any enemies. (Depending if her action will have to be a held action she then will not be able to move any further once shooting). If she can move again she will move back to her original spot.
Kañ-Demir signals that he understands, and heads back to the left window. He looks for a rock or something similar, with which he could smash the shuttered window, should he desire to.
Springing the Plan "I got an idea,"Grimbul says, stepping back from the door, before continuing in a low tone. "I'll go round to the right and bust a window. Someone else, you be on the watch through the window on to the left. Someone else, open one of front doors and we'll see if we can't spring our own trap."
Kañ-Demir nods his agreement, and returns to the western wall to the left, locating a rock and readying to apply it through the window on his side, if needed.
"I'll get the door,"Dureau agrees. "When I hear the window break, I'll wait a few seconds before going in."
Then, once everyone is in place, Grimbul proceeds to shatter the window in the eastern wall.
At the sound of the shattering glass --
From the front door, what sounds like a slight shuffling sound is heard over the noisy grinding wheel, primarily coming from just inside the door to the left. Still, no hint of motion is detected by Dureau, or Catarina, or Zintra when peering through the slightly ajar portal.
From the western window, Kañ-Demir does not immediately see anything, but hears the same shuffling sound; which is likely from the fleeing cultist. The monk holds a rock in hand, ready to smash the glass at the first need.
After smashing the eastern window, Grimbul cranes his neck in through the now open window frame and realizes his vantage point into the southwest corner is cut off, leaving him unable to get eyes on the known cultist.
Dureau begins to slowly count a few seconds after the initial crash is heard. Just behind him, Catarina cautiously backs away from the door a short distance and Zintra awaits patiently with Palaeo hovering overhead, ready to assist if needed.
An instant before the cleric is set to burst through the front door...
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.
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.
Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Grimbul feels the pain and calls out to the others "More over ere! Aid me!" the dwarf shouts as he gets stuck in the side. "More of them bastards over ere!"
Re: Group 2, Episode 2: Greenest in Flames
Posted: Mon Jul 15, 2019 3:42 pm
by dmw71
Initiative
20: Kañ-Demir
16: Catarina
16: Dureau
15: Grimbul <-- Start here.
14: Zintra
9: Palaeo
A Call For Help Dureau begins to slowly count a few seconds after the initial crash is heard. Just behind him, Catarina cautiously backs away from the door a short distance and Zintra awaits patiently with Palaeo hovering overhead, ready to assist if needed.
An instant before Dureau is set to burst through the front door, a pained dwarven cry is heard coming from the eastern side of the mill; the side Grimbul ventured off to cover, and set the plan in motion.
"More over ere! Aid me!" he shouts. "More of them bastards over ere!"
---
Sorry, you guys totally could have responded to Ed's reply. I probably should have clarified that, and lifted the "hold actions" request.
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.
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.
Faanku as Zintra | Female | Chaotic Good | Gnome (Forest) | Wizard (2) | HD (1d6): 2 | HP: 14 | AC: 13 | SP: 25' | Initiative: +3 | Darkvision: Yes | Inspiration: No | Background: Far Traveler | Senses: Perception: 13, Investigation: 13, Insight: 13
Actions: A familiar can't attack, but it can take other actions as normal.
Features:
Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Familiar. In combat, a familiar rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal. When a familiar drops to 0 hit points, it disappears, leaving behind no physical form.
Disgusted with her inaccurate shot (and depending what she sees Catarina will drop her bow to the ground and pull out a dagger -ready to pull out either her rapier or another dagger in preparation for the next round).
Hearing the dwarf call for help, Dureau abandons his original plan. Moving to the side of the building, he will Toll the Dead on whatever enemy is closest to Grimbul.