Spelljammer: Light of Xaryxis | DND 5E

Started by PhantomPistoleer, December 18, 2022, 05:02:13 PM

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PhantomPistoleer




LIGHT OF XARYXIS

Adventure Summary

This story revolves around the characters' efforts to save their home world from an attack by an empire of astral elves. The attack is underway when the adventure begins. After taking refuge aboard a spelljamming vessel, the characters head for the stars to discover who is responsible for the attack and how they can save their world.

During the adventure, the characters encounter many space-dwelling creatures, some of which become companions on the party's voyage. The characters also meet Princess Xedalli, an astral elf who is embroiled in a power struggle with her twin brother, Prince Xeleth, over who will rule the empire that currently threatens the characters' world. With or without Xedalli's help, the characters must assemble an unlikely alliance to strike at the heart of the astral elf empire.

The characters encounter many grandiose locations as the adventure unfolds, including an asteroid city known as the Rock of Bral and the imperial citadel of the astral elves, which orbits a star called Xaryxis.

Character Creation

All races, classes, and backgrounds found in Faerun are available.

If, during the adventure, a player wants to create a new character (perhaps because their previous one died or left the party), that player can roll up a new character of the same level as the rest of the adventuring party, choosing from the options available. If the party is in Wildspace or the Astral Sea, you can assume that all the character options from the Astral Adventurer's Guide are available.

PCs are:
1.  5th-level characters;
2.  27 point buy;
3.  625 gold pieces extra to spend, plus one uncommon magic item of the player's choice;
4.  Max HP at first level, class average afterwards;

The characters are presumed to have been a part of an adventuring party that completed the "Lost Mines of Phandelver."  An adventure summary follows:

Adventure Summary for the Lost Mines of Phandelver


Mines of Phandelver Story Overview

Part 1 - "Goblin Arrows"

The adventurers are on the road to the town of Phandalin when they stumble into a goblin ambush. They discover that the goblins (who belong to The Cragmaw Tribe) have captured their dwarf friend Gundren Rockseeker and his escort, a human warrior named Sildar Hallwinter.

The characters must deal with the ambushers and then follow their trail back to the goblins' hideout. They rescue Sildar and learn from him that Gundren and his brothers discovered a famous lost mine. Sildar knows only that Gundren and his map have been taken to somewhere called "Cragmaw Castle."

Part 2 - "Phandalin"

The characters arrive in Phandalin to find it terrorized by The Redbrands, a gang of miscreants led by a mysterious figure called Glasstaff.

A number of interesting NPCs can also be found in Phandalin, laying the hooks for short adventures in part 3. The Redbrands try to run the characters out of town, so the characters return the favor and storm the Redbrand lair.

In a hidden stronghold beneath an old manor, they find that Iarno Albrek or 'Glasstaff', the leader of the Redbrands, is taking his orders from someone called The Black Spider-and that the Black Spider wants the adventurers out of the picture.

Part 3 - "The Spider's Web"

This section provides the characters with several short adventures in the region around Phandalin as they search for more information about the Black Spider and the dwarves' lost mine.

The clues the characters picked up in Phandalin can lead them to spy on a mysterious wizard at the ruins of Old Owl Well, seek the advice of a dangerous banshee, oust a band of ores lurking at Wyvern Tor, and investigate the ruins of the town of Thundertree.

Several of these leads point to Cragmaw Castle, which is the stronghold of King Krol, leader of the Cragmaw goblins.

Here the characters discover that the Black Spider is a drow adventurer named Nezznar, and that the Cragmaw goblins work for him (drow are elves who hail from a realm deep underground). More importantly, they recover Gundren Rockseeker's map to the lost mine, or learn the mine's location from one of the other leads they unearth during part 3.

Part 4 - "Wave Echo Cave"

Following the map or the directions to the lost mine brings the characters to part 4, Wave Echo Cave. That lost underground complex is now overrun by undead and strange monsters.  Nezznar the Black Spider is there with his loyal followers, exploring the mines and searching for the legendary The Forge of Spells.

The adventurers have the opportunity to avenge Gundren Rockseeker, to ensure the prosperity and security of Phandalin by clearing the rich mine of its monsters, and to put an end to the troublemaking of the Black Spider-if they can survive the dangers of the Lost Mine of Phandelver.

House Rules

a.  No Initiative
There will never be a call for initiative.  PCs will either ambush or be ambushed; it will be a rare occurrence for combat to commence with all parties on even footing.  More often than not, PCs will be the ones ambushing the enemy.

b.  No chatterboxes
PCs can usually utter about 20 to 30 words in a round of combat and still be understood by others.  Outside of combat, characters may soliloquize.

c.  Cost of Magic Items
Common: 75gp
Uncommon: 300gp
Rare:  2,500gp
Very rare:  25,000gp
Legendary: 50,000gp

Character Sheet

A simple submission must be initially made prior to submitting a character sheet.

[float=left][img width=300 padding=5]https://previews.123rf.com/images/dilendom/dilendom1805/dilendom180500020/100517385-incognito-unknown-person-silhouette-of-man-on-white-background-.jpg[/img][/float][font=impact][color=red][size=18pt]CODENAME[/size][/color][/font]
[b]Name:[/b]  John/Jane Doe
[b]Race:[/b]  Unknown
[b]Classes:[/b]  Unknown

[b]Brief History:[/b]  Unknown.  History should be brief, though.


Character Sheets should be submitted using the following code:

[font=impact][color=red][size=18pt]NAME[/size][/color][/font]
[i]Size race classes level (background), alignment[/i]
[hr]
[b]Armor Class:[/b]
[b]Hit Points:[/b]
[b]Speed:[/b]
[hr]

[b]STR[/b] [b]| DEX[/b]  [b]| CON[/b]
[b]INT[/b] [b]| WIS[/b] [b]| CHA[/b]

[hr]

[b]Armor:[/b]
[b]Weapons:[/b]
[b]Skills:[/b]
[b]Tool Proficiencies:[/b]
[b]Senses:[/b]
[b]Saves:[/b]
[b]Languages:[/b]

[hr]

[b]Traits:[/b]

[hr]

[b]Features:[/b]

[hr]

[b]Spellcasting:[/b]

[hr]

[b]Actions:[/b]
[hr]

[b]Equipment:[/b]

[hr]

[b]Personality:[/b]


Smut

This is not a lewd adventure, but characters are permitted to be promiscuous and sexually adventurous.  Smut is not the point of the game, and it should never get in the way of it.

WIP
Name: Mercution Silifrey
Race: Human
Class: Wizard
Background: Wildspacer




Accepted characters (so far):

1.  Arcanist | Amanda, human cleric (twilight domain);
2.  Hopefox | Loruk, orc barbarian (sage);
3.  Keyotess | No'lien, wood elf rogue (outlander);

Threads:

Additionally,

BOOKMARKS:

IC:  https://elliquiy.com/forums/index.php?topic=347794.0  | Read, Post, Bookmark!
OOC:  https://elliquiy.com/forums/index.php?topic=347796.0 | Say Hello!
Character sheets: https://elliquiy.com/forums/index.php?topic=347795.msg16366761#msg16366761
Always seeking 5E games.
O/O

Arcanist

I am definately interested PhantomPistoleer!
A wizard of some sort maybe?
Choice is but an Illusion. Consequences are however real.

HopeFox

This looks like a lot of fun! I do love the idea of playing characters from a terrestrial origin, striking out to defeat an extraterrestrial threat.

There's a lot I could do with this! I'm thinking a barbarian right now, who's all for striking off into the unknown.

Quote from: PhantomPistoleer on December 18, 2022, 05:02:13 PM
All races, classes, and backgrounds found in Faerun are available.

To clarify, are we actually from some city or region of Faerun, or are you just using Faerun as a reference for "terrestrial fantasy origin with a particular tech level and racial options"?

If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

#3
The characters are presumed to have completed the Lost Mines of Phandelver, which takes place on the Sword Coast, so the game would start thereabouts.
Always seeking 5E games.
O/O

Miroque

#4
@PhantomP. So group is not spelljammer originals ? Faerun born "soon to be Spelljammers" right?
Example character is "spaceborn" ...

PhantomPistoleer

Quote from: Miroque on December 19, 2022, 07:50:51 AM
@PhantomP. So group is not spelljammer originals ? Faerun born "soon to be Spelljammers" right?
Example character is "spaceborn" ...

Initial characters were born in Faerun, they aren't spaceborn, as it were.
Always seeking 5E games.
O/O

Miroque

@PhantomP: got it. And group has gone through the Lost mines of P together ? (as writing up background)

PhantomPistoleer

Quote from: Miroque on December 19, 2022, 08:13:12 AM
@PhantomP: got it. And group has gone through the Lost mines of P together ? (as writing up background)

Yes, they have successfully completed that quest.

Their compensation has come in the form of 625 gold plus an uncommon magic item.

Alternatively, I can figure out how much you guys WOULD have gotten if you had completed the mines, and give you that instead.
Always seeking 5E games.
O/O

Miroque

I think that 625gp and 1 uncommon item is enought (and simplified)

Miroque

Can that 625gp be used to buy magical items ? (common 50gp, uncommon 250gp, rare 1000gp...). Would love to buy some scrolls and potions...

PhantomPistoleer

Quote from: Miroque on December 19, 2022, 09:22:43 AM
Can that 625gp be used to buy magical items ? (common 50gp, uncommon 250gp, rare 1000gp...). Would love to buy some scrolls and potions...

It can, and I will post the rates some time later today.
Always seeking 5E games.
O/O


Miroque

#12
Name: Tae "Whisper" Shalace
Race: Half-Elf
Class: Sorceror
Background: Spy (El Ahimar family from Keltar, Calimshan)


Armor Class: 12
Hit Points: 24/24
Speed: 30 ft.


STR 10 (+0) | DEX 15 (+2) | CON 10 (+0) | INT 14 (+2) | WIS 10 (+0) | CHA 18 (+4)


Saving Throws: Constitution, Charisma
Skills: Perception, Insight, Stealth, Sleight of Hand, Deception (+1d4), Persuasion (+1d4)
Tool Proficiencies: Disguise Kit, Forgery Kit
Senses: Darkvision (60ft),
Languages: Common, Elven, Alzhedo
Special abilities: Fey Ancestry, Spellcasting (CHA),
Font of Magic (sorcery points 5), Metamagic (Subtle spell 1pt, Empower 1pt/reroll)
Feats: Shadow Touched Sorcerous Origin (Wildmagic): Tide of chaos (gain advantage, 1/rest or surge)

Equipment

Swiftweave clothes (Courtier outfit, Common outfit, Soldier uniform, Winter outfit, Dancer outfit)
Bag of Holding (A disguise kit, a small mirror, a small crumpled note with secrets you stole (could be battle plans, blackmail material, or coordinates to an unknown place), a set of common clothes, a Dagger, Explorer Pack, Soap, 2 towel, scroll case, forgery kit, 3 potion of healing [1d8+1], Potion of Climbing, Silverquill Primer)
2 Dagger
Belt pouch (15gp, Arcane Focus, Signal whistle)
Component Pouch

Spells
Modifier: +4 | Spell Attack: +7 | Save DC: 15
<Cantrips> Mage Hand, Mending, Predigistation, Fire Bolt, Minor Illusion
<Level 1 (slots: 4)> Disguise Self (1/day), Detect Magic, ThunderWave, Mage Armor
<Level 2 (slots: 3)> Invisibility (1/day), Suggestion, Detect Thoughts
<Level 3 (slots: 2)> Fly, Conjure Lesser Demons
<Primer, Level 1 Cleric/Bard spell> Puppet (Normally kept memorized)

Background:
Spy

Feature: Echo of the Great Game
You have learnt so much of techniques from years of stealth and also trickery about how to not draw attention to yourself. You have an utterly un extraordinary way of walk and also way of talk and also move are deliberately forgettable. Whenever while you’re wearing the common clothes, nobody can remember your face nor any special features of you too, unless until they actively make an effort to do so. You have an extra advantage that is you know how to write in the special codes that can only be readable by the people who trained in deciphering of it.

Story so far

Prelude:
Tae was adopted by El Ahimar family from Keltar, Calimshan. They trained her to work as their spy within the walls of Calimport. Tae was furious and dedicated infiltrator for the house, until she found out, that El Ahimar house was infiltrated themselves, by dark forces, seeking to destroy all life in Calimport. Tae sley her spymaster and threw the ritual book the spymaster was seeking, into pyre, to forbid them ever unleashing the forces of abyss into the city. She kept an torn from page of the book, to remind herself of the deed as she fled north following the Sword Coast.

First real adventure: Lost Mines of Phandelver
1) Tae toke refugee in group of likeminded adventurers and they ended up in the city of Neverwinter. They were hired by Gundren Rockseeker, to guard an caravan that was carrying provisions to smalled village, Phandalin. At the road, they were jumped by goblin raiding party. Goblins managed to ambush them pretty solidly, but after the fight adventurers managed to win. What goblins gained in sneaking, they lost in aim in the sunlight.
2) In Phandalin, the group rested up and found that there was lot of jobs around for more martial types. Not only was the village run by gang, there was all kind of mischievious things at play. As the group started to work around the town, an lady called Halia approached Tae and offered her membership in her organization. Being an ex-member of an criminal family, Tae knew it was not something she could pass up. Tae and Halia spoke long into the night, and after agreeing on terms, Tae gained title of Fang among the Zhentarim.
3) Townmaster Harbin Wester hired the group to seek out and deal with the orc menace near Wyvern Tor and chase them away. Even finding the orc encampment was hard. They encountered an giantic ogre, as it was hunting for food, and it was near fatal to them. They managed to win, but were forced to return to the town to rest. On their next trip they found ruined Thundertree village, which was overrun by the wilderness and inhabited by creatures called blights and burned zombies. Near the ruins, they found an tower, which was inhabited by an green dragon. Knowing they had no skills defeating it, they managed to make the woods burn near the tower, driving the dragon away. As the group searched the tower, Tae found an
old manuscript
Silverquill Primer
written in fluid silver.

As they returned to Phandalin to rest and train a bit, Tae used her time to read the newly found manuscript and unlocking its secrets.
Week later, group made their thirth venture, to seek the orcs. Now, with better overland knowledge. Orcs were .. orcs and they were not easily scared away. After an deadly combat, with the orcs and their pet ogre, they returned to the village, wounded but victorious.

4) Hearing their bravery over orcs, Gundar Rockseeker hired them again. To clear out the ancient dwarven castle Cragamaw.
Now they did not need to find it, it was there on the mountain side. All haunting and alone, except filled with goblins of all kind.
Group made preparations and decided to try infiltration and stealth this time. Castle was way too fortified for assault.

This got them inside, but goblins were way too cautious, and their cover was blown. After hard fight, and lot of running they managed to slay the goblin's Bugbear king and hobgoblin masters, forcing the lesser goblins flee to the woods. During the fight, they managed to anger an owlbear trapped in one room and it nearly killed Tae, as it ran her over and continued to run away.
Bugbear king had an female drow advisor, that fled during their final encounter. Gundar kept whining about some lost map all the way to the village.

5) After an weeks rest, group toke very casually. Gundar's map was found among the loot and he started to plan an expedition to an unknown mines, owned by Rockseeker family. When the plans were ready, Gundar seeked the group again, this time, offering pile of gold before hand, and promise of more afterwards, should they liberate his family holdings from what ever lived in them.

The trip to the lost mine was uneventful, but the caves dig deep. At the cavern, group encountered two flocks of stirges and one group of zombies, before they reached the end. The more build areas of the mines. Odd lumination was shining from the mushrooms and fungi on the walls, creating eerie atmosphere.

They found groups of ghouls, zombies and skeletons. Clear indication of unhallowed ruination. They fought an wraith who thought it was an wizard and wanted to seize an place called Forge of Spells. Group soon found the place and were confronted by an floating eyeball.
After nearly fatal combat, group rests in the forge, before seeking what else was there.

As they made their way in to the depths of the mines, they were ambushed by Drow elves and their spider minions. Drow leader, Nezznar was slain in the combat, but his female advisor fled again.

As the group made their way back to the surface and into Phandalin to rest and plan their future.

Personality

Personality: I always check the escape routes of every building I enter.
Flaw: I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.
Ideal: Knowledge: He knows something, and I need to know it too.
Bond: I have secrets that I've uncovered that should never see the light of day.

Wild Magic Surges, 1 out of 20

01-02   Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04   For the next minute, you can see any invisible creature if you have line of sight to it.
05-06   A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
07-08   You cast Fireball as a 3rd-level spell centered on yourself.
09-10   You cast Magic Missile as a 5th-level spell.
11-12   Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14   You cast Confusion centered on yourself.
15-16   For the next minute, you regain 5 hit points at the start of each of your turns.
17-18   You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20   You cast Grease centered on yourself.
21-22   Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24   Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
25-26   An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28   For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30   You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32   You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34   Maximize the damage of the next damaging spell you cast within the next minute.
35-36   Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38   1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40   You regain 2d10 hit points.
41-42   You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44   For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46   You cast Levitate on yourself.
47-48   A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50   You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52   A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54   You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56   Your hair falls out but grows back within 24 hours.
57-58   For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60   You regain your lowest-level expended spell slot.
61-62   For the next minute, you must shout when you speak.
63-64   You cast Fog Cloud centered on yourself.
65-66   Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68   You are frightened by the nearest creature until the end of your next turn.
69-70   Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72   You gain resistance to all damage for the next minute.
73-74   A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76   You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78   You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80   Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82   You can take one additional action immediately.
83-84   Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86   You cast Mirror Image.
87-88   You cast Fly on a random creature within 60 feet of you.
89-90   You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92   If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94   Your size increases by one size category for the next minute.
95-96   You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98   You are surrounded by faint, ethereal music for the next minute.
99-00   You regain all expended sorcery points.

PhantomPistoleer

#13
MERCUTION SILIFREY
Medium human wizard 5 (wild spacer), Chaotic Good


Armor Class:
Hit Points: 42 HP
Speed: 30 ft.



STR 8 (-1) | DEX 15 (+2) | CON 15 (+2)
INT 18 (+4) | WIS 12 (+1) | CHA 8 (-1)




Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Skills: Arcana, Athletics, Perception, Religion, Survival
Tool Proficiencies: Navigator's Tools, vehicles (space)
Senses: Perception 14
Saves: Constitution +6, Intelligence +8, Wisdom +5
Languages: Common, Draconic




Traits:
-- <feats> Resilient, Tough
-- <wildspace adaptation> adapted to zero gravity;
-- <close encounter> encountered a void scavver;




Features:

<Arcane Recovery>
You have learned to regain some of your magical energy by studying your spellbook. 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.

<Transmutation Savant>
Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Transmutation spell into your spellbook is halved.

<Minor Alchemy>
Starting at 2nd level when you select this school, you can temporarily alter the physical properties of one nonmagical object, changing it from one substance into another. You perform a special alchemical procedure on one object composed entirely of wood, stone (but not a gemstone), iron, copper, or silver, transforming it into a different one of those materials. For each 10 minutes you spend performing the procedure, you can transform up to 1 cubic foot of material. After 1 hour, or until you lose your concentration (as if you were concentrating on a spell), the material reverts to its original substance.




Spellcasting:
<cantrips known> 4 (mending, message, mold earth, shape water)
<1st level known (slots 4)> 8 (catapult, comprehend languages, detect magic, expeditious retreat, feather fall, find familiar, mage armor, magic missile)
<2nd level known (slots 3)> 4 (darkvision, levitate, knock, see invisibility)
<3rd level known (slots 2)> 4 (haste, fly, slow, waterbreathing)




Actions:




Equipment:
<weapons> belaying pin, dagger, light crossbow (10 bolts);
<clothes> set of traveler's clothes, cloak of protection;
<recepticles> bag of holding;
<equipment> grappling hook, 50 feet of hemp rope, coin pouch, explorer's pack;
<magic> arcane grimoire, component pouch, spellbook
<money> 10gp




Personality:
Always seeking 5E games.
O/O

Hexed



Miroque

@phantomP: Application rdy (with background)

HopeFox

Quote from: PhantomPistoleer on December 19, 2022, 07:20:36 AM
The characters are presumed to have completed the Lost Mines of Phandelver, which takes place on the Sword Coast, so the game would start thereabouts.

So we should be an established party that has gone through LMoP together? That's a fun idea!

I have a barbarian concept in mind. I was originally thinking about orc or goblin for the race, as someone whose motivation for going into space and protecting Faerun is rooted in loyalty to their own tribe rather than a sense of heroism. That might be difficult to work into an LMoP party, although I have some thoughts on that if it's a concept that would appeal to the other players and the DM. I could use a more friendly race, of course.

... or I could reprise my character from Phantom's last LMoP game?
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

Your character actually doesn't know that they're going to space.
Always seeking 5E games.
O/O

PhantomPistoleer

Always seeking 5E games.
O/O

HopeFox

Quote from: PhantomPistoleer on December 19, 2022, 03:26:32 PM
Your character actually doesn't know that they're going to space.

Oh, of course. But I'm contemplating a character who is possibly less-than-heroic (possibly even evil if that's allowed), so I want to establish ahead of time that he would still be willing to go on the adventure and help the party. Nothing is worse than a PC who doesn't want to go along with the story.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

keyotess

This sounds interesting. :)  I will get to work on a character.
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

Arcanist

PhantomPistoleer - How does divine magic work in spelljammer? Are there any issues with regards to spell casting for a cleric? I was thinking of an Elven Cleric.
Choice is but an Illusion. Consequences are however real.

Chulanowa

What level of sexual content were you thinking, if any?

PhantomPistoleer

Quote from: Arcanist on December 19, 2022, 07:23:46 PM
PhantomPistoleer - How does divine magic work in spelljammer? Are there any issues with regards to spell casting for a cleric? I was thinking of an Elven Cleric.

No issues, I don't think.

Quote from: Chulanowa on December 19, 2022, 07:45:30 PM
What level of sexual content were you thinking, if any?

Not the focus, but pcs may indulge in smut if they want.
Always seeking 5E games.
O/O

Arcanist

#25
Twilight
Name:  Amanda Nyx
Race:  Human
Classes:  Cleric (Twilight Domain)

Brief History:  Amanda had nightmares since she was very young. Her nightmares were so real that at times she found it hard to tell the difference between it and reality. Her parents sought help from the temple of Selune. Amanda spent a time there and found that her dreams lessen in the "presence" of the goddess and she soon took her vows. Her first assignment as a young acolyte of Selune was to provide succour to the people of Phandelver. It was not long that the village was terrorised by the Redbrands and their mysterious leader. Knowing that with her current abilities, she would be unable to do much in the defence of the village, she kept a low profile but continued to help the villagers of Phandelver. It was only when a party of adventurers appeared that she joined their fight against the Redbrands. The adventurers were victorious and soon found herself part of the party. Her fighting arm, spells and abilities supporting them all the way to the end when they defeated the Black Spider.

Choice is but an Illusion. Consequences are however real.

HopeFox

LORUK THE LOREKEEPER
Name:  Loruk the Lorekeeper
Race:  Orc
Classes:  Barbarian (Path of the Ancestral Guardian)
Background:  Sage

Brief History:  Loruk was raised by the lead shaman of the Many Arrows tribe, trained in the heritage of their ancestors and the lore of the world around them - men, animals and spirits. He learned to fight, hunt and raid like all orc men, but he always knew that his highest calling was to remember the history of their mighty tribe and ensure that its traditions continued forever.

Loruk was sent to Wyvern Tor to scout the new settlers around Phandalin as a potential target for his tribe's raids. When a band of adventurers drove his fellow scouts out of their camp at Wyvern Tor, he struck a deal with them, to fight alongside them and lend them his strength and his knowledge, rather than return to his tribe empty-handed. With his new friends, the adventuring life has been good to him, expanding his horizons and letting him learn new lore, and accumulate no small amount of treasure along the way.
If you're such an iconoclast, where were you when we trashed Constantinople?

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PhantomPistoleer

I actually really like how you weaved your PC into the party, HF.  It is neat.
Always seeking 5E games.
O/O

PhantomPistoleer

Quote from: Arcanist on December 20, 2022, 12:59:52 AM
Twilight
Name:  Amanda Nyx
Race:  Human
Classes:  Cleric (Twilight Domain)

Brief History:  Amanda had nightmares since she was very young. Her nightmares were so real that at times she found it hard to tell the difference between it and reality. Her parents sought help from the temple of Selune. Amanda spent a time there and found that her dreams lessen in the "presence" of the goddess and she soon took her vows. During one of her errands for the temple. she encounterd a group of adventurers battling what seem to be goblins. Normally reserved, she took arms and joined in the fight selflessly. It was as if she was guided by the Goddess Selune and soon found herself part of the party. Her fighting arm, spells and abilities supporting them all the way to the end when they defeated the Black Spider.

PS: More of less completed character.

I just want to make a little change to your background.

The adventure starts in Neverwinter, and the party traveled along the High Road along the Sword Coast towards Phandelver.  Along the Triboar Trail, the party came upon a goblin ambush.  Instead of meeting at this juncture, I'd like for your priestess to have been in Phandelver all along.

She could have joined the party there in order to rid the village of the Redbrands, a band of "mercenaries" that had been bullying and even killing the peaceful citizens there.  Would that be acceptable?
Always seeking 5E games.
O/O

Arcanist

#29
That would be fantastic. Done.
Will adjust when I wake in the morning.
Choice is but an Illusion. Consequences are however real.

PhantomPistoleer

Quote from: Miroque on December 19, 2022, 09:40:35 AM
Name: Tae "Whisper" Shalace
Race: Half-Elf
Class: Sorceror
Background: Spy (El Ahimar family from Keltar, Calimshan)


Armor Class: 12
Hit Points: 24/24
Speed: 30 ft.


STR 10 (+0) | DEX 15 (+2) | CON 10 (+0) | INT 14 (+2) | WIS 10 (+0) | CHA 18 (+4)


Saving Throws: Constitution, Charisma
Skills: Perception, Insight, Stealth, Sleight of Hand, Deception (+1d4), Persuasion (+1d4)
Tool Proficiencies: Disguise Kit, Forgery Kit
Senses: Darkvision (60ft),
Languages: Common, Elven, Alzhedo
Special abilities: Fey Ancestry, Spellcasting (CHA),
Font of Magic (sorcery points 5), Metamagic (Subtle spell 1pt, Empower 1pt/reroll)
Feats: Shadow Touched Sorcerous Origin (Wildmagic): Tide of chaos (gain advantage, 1/rest or surge)

Equipment

Swiftweave clothes (Courtier outfit, Common outfit, Soldier uniform, Winter outfit, Dancer outfit)
Bag of Holding (A disguise kit, a small mirror, a small crumpled note with secrets you stole (could be battle plans, blackmail material, or coordinates to an unknown place), a set of common clothes, a Dagger, Explorer Pack, Soap, 2 towel, scroll case, forgery kit, 2 potion of healing [1d8+1], Potion of Climbing, Silverquill Primer)
2 Dagger
Belt pouch (15gp, Arcane Focus, Signal whistle)
Component Pouch

Spells
Modifier: +4 | Spell Attack: +7 | Save DC: 15
<Cantrips> Mage Hand, Mending, Predigistation, Fire Bolt, Minor Illusion
<Level 1 (slots: 4)> Disguise Self (1/day), Detect Magic, ThunderWave, Mage Armor
<Level 2 (slots: 3)> Invisibility (1/day), Suggestion, Detect Thoughts
<Level 3 (slots: 2)> Fly, Conjure Lesser Demons
<Primer, Level 1 Cleric/Bard spell> Puppet (Normally kept memorized)

Background:
Spy

Feature: Echo of the Great Game
You have learnt so much of techniques from years of stealth and also trickery about how to not draw attention to yourself. You have an utterly un extraordinary way of walk and also way of talk and also move are deliberately forgettable. Whenever while you’re wearing the common clothes, nobody can remember your face nor any special features of you too, unless until they actively make an effort to do so. You have an extra advantage that is you know how to write in the special codes that can only be readable by the people who trained in deciphering of it.

Story so far

Prelude:
Tae was adopted by El Ahimar family from Keltar, Calimshan. They trained her to work as their spy within the walls of Calimport. Tae was furious and dedicated infiltrator for the house, until she found out, that El Ahimar house was infiltrated themselves, by dark forces, seeking to destroy all life in Calimport. Tae sley her spymaster and threw the ritual book the spymaster was seeking, into pyre, to forbid them ever unleashing the forces of abyss into the city. She kept an torn from page of the book, to remind herself of the deed as she fled north following the Sword Coast.

First real adventure: Lost Mines of Phandelver
1) Tae toke refugee in group of likeminded adventurers and they ended up in the city of Neverwinter. They were hired by Gundren Rockseeker, to guard an caravan that was carrying provisions to smalled village, Phandalin. At the road, they were jumped by goblin raiding party. Goblins managed to ambush them pretty solidly, but after the fight adventurers managed to win. What goblins gained in sneaking, they lost in aim in the sunlight.
2) In Phandalin, the group rested up and found that there was lot of jobs around for more martial types. Not only was the village run by gang, there was all kind of mischievious things at play. As the group started to work around the town, an lady called Halia approached Tae and offered her membership in her organization. Being an ex-member of an criminal family, Tae knew it was not something she could pass up. Tae and Halia spoke long into the night, and after agreeing on terms, Tae gained title of Fang among the Zhentarim.
3) Townmaster Harbin Wester hired the group to seek out and deal with the orc menace near Wyvern Tor and chase them away. Even finding the orc encampment was hard. They encountered an giantic ogre, as it was hunting for food, and it was near fatal to them. They managed to win, but were forced to return to the town to rest. On their next trip they found ruined Thundertree village, which was overrun by the wilderness and inhabited by creatures called blights and burned zombies. Near the ruins, they found an tower, which was inhabited by an green dragon. Knowing they had no skills defeating it, they managed to make the woods burn near the tower, driving the dragon away. As the group searched the tower, Tae found an
old manuscript
Silverquill Primer
written in fluid silver.

As they returned to Phandalin to rest and train a bit, Tae used her time to read the newly found manuscript and unlocking its secrets.
Week later, group made their thirth venture, to seek the orcs. Now, with better overland knowledge. Orcs were .. orcs and they were not easily scared away. After an deadly combat, with the orcs and their pet ogre, they returned to the village, wounded but victorious.

4) Hearing their bravery over orcs, Gundar Rockseeker hired them again. To clear out the ancient dwarven castle Cragamaw.
Now they did not need to find it, it was there on the mountain side. All haunting and alone, except filled with goblins of all kind.
Group made preparations and decided to try infiltration and stealth this time. Castle was way too fortified for assault.

This got them inside, but goblins were way too cautious, and their cover was blown. After hard fight, and lot of running they managed to slay the goblin's Bugbear king and hobgoblin masters, forcing the lesser goblins flee to the woods. During the fight, they managed to anger an owlbear trapped in one room and it nearly killed Tae, as it ran her over and continued to run away.
Bugbear king had an female drow advisor, that fled during their final encounter. Gundar kept whining about some lost map all the way to the village.

5) After an weeks rest, group toke very casually. Gundar's map was found among the loot and he started to plan an expedition to an unknown mines, owned by Rockseeker family. When the plans were ready, Gundar seeked the group again, this time, offering pile of gold before hand, and promise of more afterwards, should they liberate his family holdings from what ever lived in them.

The trip to the lost mine was uneventful, but the caves dig deep. At the cavern, group encountered two flocks of stirges and one group of zombies, before they reached the end. The more build areas of the mines. Odd lumination was shining from the mushrooms and fungi on the walls, creating eerie atmosphere.

They found groups of ghouls, zombies and skeletons. Clear indication of unhallowed ruination. They fought an wraith who thought it was an wizard and wanted to seize an place called Forge of Spells. Group soon found the place and were confronted by an floating eyeball.
After nearly fatal combat, group rests in the forge, before seeking what else was there.

As they made their way in to the depths of the mines, they were ambushed by Drow elves and their spider minions. Drow leader, Nezznar was slain in the combat, but his female advisor fled again.

As the group made their way back to the surface and into Phandalin to rest and plan their future.

Personality

Personality: I always check the escape routes of every building I enter.
Flaw: I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.
Ideal: Knowledge: He knows something, and I need to know it too.
Bond: I have secrets that I've uncovered that should never see the light of day.

Wild Magic Surges, 1 out of 20

01-02   Roll on this table at the start of each of your turns for the next minute, ignoring this result on subsequent rolls.
03-04   For the next minute, you can see any invisible creature if you have line of sight to it.
05-06   A modron chosen and controlled by the DM appears in an unoccupied space within 5 feet of you, then disappears I minute later.
07-08   You cast Fireball as a 3rd-level spell centered on yourself.
09-10   You cast Magic Missile as a 5th-level spell.
11-12   Roll a d10. Your height changes by a number of inches equal to the roll. If the roll is odd, you shrink. If the roll is even, you grow.
13-14   You cast Confusion centered on yourself.
15-16   For the next minute, you regain 5 hit points at the start of each of your turns.
17-18   You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face.
19-20   You cast Grease centered on yourself.
21-22   Creatures have disadvantage on saving throws against the next spell you cast in the next minute that involves a saving throw.
23-24   Your skin turns a vibrant shade of blue. A Remove Curse spell can end this effect.
25-26   An eye appears on your forehead for the next minute. During that time, you have advantage on Wisdom (Perception) checks that rely on sight.
27-28   For the next minute, all your spells with a casting time of 1 action have a casting time of 1 bonus action.
29-30   You teleport up to 60 feet to an unoccupied space of your choice that you can see.
31-32   You are transported to the Astral Plane until the end of your next turn, after which time you return to the space you previously occupied or the nearest unoccupied space if that space is occupied.
33-34   Maximize the damage of the next damaging spell you cast within the next minute.
35-36   Roll a d10. Your age changes by a number of years equal to the roll. If the roll is odd, you get younger (minimum 1 year old). If the roll is even, you get older.
37-38   1d6 flumphs controlled by the DM appear in unoccupied spaces within 60 feet of you and are frightened of you. They vanish after 1 minute.
39-40   You regain 2d10 hit points.
41-42   You turn into a potted plant until the start of your next turn. While a plant, you are incapacitated and have vulnerability to all damage. If you drop to 0 hit points, your pot breaks, and your form reverts.
43-44   For the next minute, you can teleport up to 20 feet as a bonus action on each of your turns.
45-46   You cast Levitate on yourself.
47-48   A unicorn controlled by the DM appears in a space within 5 feet of you, then disappears 1 minute later.
49-50   You can't speak for the next minute. Whenever you try, pink bubbles float out of your mouth.
51-52   A spectral shield hovers near you for the next minute, granting you a +2 bonus to AC and immunity to Magic Missile.
53-54   You are immune to being intoxicated by alcohol for the next 5d6 days.
55-56   Your hair falls out but grows back within 24 hours.
57-58   For the next minute, any flammable object you touch that isn't being worn or carried by another creature bursts into flame.
59-60   You regain your lowest-level expended spell slot.
61-62   For the next minute, you must shout when you speak.
63-64   You cast Fog Cloud centered on yourself.
65-66   Up to three creatures you choose within 30 feet of you take 4d10 lightning damage.
67-68   You are frightened by the nearest creature until the end of your next turn.
69-70   Each creature within 30 feet of you becomes invisible for the next minute. The invisibility ends on a creature when it attacks or casts a spell.
71-72   You gain resistance to all damage for the next minute.
73-74   A random creature within 60 feet of you becomes poisoned for 1d4 hours.
75-76   You glow with bright light in a 30-foot radius for the next minute. Any creature that ends its turn within 5 feet of you is blinded until the end of its next turn.
77-78   You cast Polymorph on yourself. If you fail the saving throw, you turn into a sheep for the spell's duration.
79-80   Illusory butterflies and flower petals flutter in the air within 10 feet of you for the next minute.
81-82   You can take one additional action immediately.
83-84   Each creature within 30 feet of you takes 1d10 necrotic damage. You regain hit points equal to the sum of the necrotic damage dealt.
85-86   You cast Mirror Image.
87-88   You cast Fly on a random creature within 60 feet of you.
89-90   You become invisible for the next minute. During that time, other creatures can't hear you. The invisibility ends if you attack or cast a spell.
91-92   If you die within the next minute, you immediately come back to life as if by the Reincarnate spell.
93-94   Your size increases by one size category for the next minute.
95-96   You and all creatures within 30 feet of you gain vulnerability to piercing damage for the next minute.
97-98   You are surrounded by faint, ethereal music for the next minute.
99-00   You regain all expended sorcery points.

I think the background is way too deep, and I need it to be a bit less specific for the sake of flexibility.
Always seeking 5E games.
O/O

Miroque

#31
@phantomP: Background too deep ? Its more or less what happened in Lost mines of P (from character perspective) + short prelude. Its ment more to me, as I have never played Lost mines of P, so I can think how my character views things, nothing more.

For GM, there is key info : Tae = from Calimport, connected to crime family El Ahimar, as they trained her to be spy (background), but when Tae figured they are pretty rotten inside, she flew...  Found group of adventurers in north, grouped up and helped to clear the Lost mines of P.

Rest... fluff... for those who want to read it.

HopeFox

Quote from: PhantomPistoleer on December 20, 2022, 08:34:09 AM
I actually really like how you weaved your PC into the party, HF.  It is neat.

Thank you! So should I work on a full sheet now?

For people with spellbooks (wizards, or characters with a ritual book from Ritual Caster or Book of Ancient Secrets), what is the cost for getting new spells into one's book? Do we just pay the 50 gp per level as the scribing cost, or do we also need to pay the magic item cost of a spell scroll of that level?
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

Quote from: HopeFox on December 20, 2022, 03:24:06 PM
Thank you! So should I work on a full sheet now?

For people with spellbooks (wizards, or characters with a ritual book from Ritual Caster or Book of Ancient Secrets), what is the cost for getting new spells into one's book? Do we just pay the 50 gp per level as the scribing cost, or do we also need to pay the magic item cost of a spell scroll of that level?

You may.

Scroll and copy cost, although you may forego scroll cost if another party member has a spell that you want.
Always seeking 5E games.
O/O

HopeFox

Quote from: PhantomPistoleer on December 20, 2022, 03:41:09 PM
You may.

Scroll and copy cost, although you may forego scroll cost if another party member has a spell that you want.

Cool! I'll get started on that today. I'll see what the other PCs have - it looks like I can scab Leomund's tiny hut from Amanda, which will help!

Do consumable items like scrolls and potions cost half of your listed prices, so 37.5 gp for level 1 scrolls and 150 gp for level 2 and 3 scrolls? Or full price? Half price for consumables is typical in the published rules for buying and making magic items, but either is fine.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

Quote from: HopeFox on December 20, 2022, 04:24:19 PM
Cool! I'll get started on that today. I'll see what the other PCs have - it looks like I can scab Leomund's tiny hut from Amanda, which will help!

Do consumable items like scrolls and potions cost half of your listed prices, so 37.5 gp for level 1 scrolls and 150 gp for level 2 and 3 scrolls? Or full price? Half price for consumables is typical in the published rules for buying and making magic items, but either is fine.

Full price, unless a price has been posted elsewhere.

If you can find an instance in the published rules where consummables should be half the listed cost, however, I will happily oblige.
Always seeking 5E games.
O/O

Arcanist

#36
Amanda Nyx
Medium human cleric 5 (Twilight Domain, Neutral Good


Armor Class: 18
Hit Points: 38 HP
Speed: 30 ft.



STR 15 (+2) | DEX 10 (+0) | CON 14 (+2)
INT 10 (+0) | WIS 18 (+4) | CHA 8 (-1)





Armor: Shields, Light, Medium & Heavy
Weapons: Simple and Martial Weapons
Skills: Insight, Investigation, Perception, Religion & Survival
Senses: Passive Perception: 17 | Passive Investigation: 12 | Passive Insight: 17
Saves: Strength +2, Constitution +2, Wisdom +7 & Charisma +2
Languages: Common, Elvish, Celestial & Abyssal



Traits:
-- <Background Feature: Heart of Darkness>
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
-- <feats> Fey-Touched - Misty Step and Gift of Alacity | Gem of the Green Dragon
-- <Fey-Touched> Misty Step and Silvery Barbs;
-- <Gem of the Green Dragon> When you take damage from a creature within 10 ft. of you, you can use your reaction to force the creature to make a STR saving throw (DC 16). On a failure, the target takes 2d8 force damage and pushed up to 10 ft. away from you. On a success, the target takes half as much damage and isn't pushed. You can use this reaction 3 times per long rest.




Features:
<Eyes of Night>
You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.
As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot

<Vigilant Blessing>
The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

<Harness Divine Power>
You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.

<Channel Divinity: Turn Undead>
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

Destroy Undead
Starting at 5th level, when an undead fails its saving throw against your Turn Undead feature, the creature is instantly destroyed if its challenge rating is at or below a certain threshold, as shown in the Destroy Undead table.

<Channel Divinity: Twilight Sanctuary>
You can use your Channel Divinity to refresh your allies with soothing twilight.
As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

  • You grant it temporary hit points equal to 1d6 plus your cleric level.
  • You end one effect on it causing it to be charmed or frightened.




Spellcasting:
Modifier: +4 | Spell Attack: +8 | Save DC: 16
<cantrips known> 4 (Guidance,Sacred Flame, Toil the Dead, Light)
<1st level known (slots 4)> Bless, Cure Wounds, Faerie Fire, Silvery Barbs, Guiding Bolt, Healing Word, Sleep
<2nd level known (slots 3)> Enhance Ability, Misty Step, Moonbeam, See Invisibility, Spiritual Weapon
<3rd level known (slots 2)> Aura of Vitality, Dispel Magic, Leomund's Tiny Hut, Motivational Speech




Actions:



Equipment:
<weapons> ; Warhammer, Light Hammer
<clothes> Holy Symbol, set of common clothes, chainmail , Shield
<recepticles> backpack;
<equipment> bedroll, mess kit, Rations, Rope 50ft, Tinderbox, torch, Waterskin, Chest, hammer, crowbar, Holy Water, Manacles, Steel Mirror, Oil Flask & Wooden Stakes
<magic> component pouch, Amulet of the Devout, Guardian Emblem & immovable rod
<Poessions> Silver Coin
<money> 25gp




Personality: Amanda's nighmares still has lasting impact on her psyche despite the succour she found within the arms of her Goddess Selune. Although not a common occurrence now, she still wakes up drenched in sweat, her world ending as she knew it. This has also given her a introverted and reserved personality. Besides, how could want share the visions of what she has seen? How does one tell everyone that the world is about to end? Then again, there are the doubts of her own sanity. Amanda does not make friends easily and even then does not share much of herself. However, she has slowly started to open up to her party of adventurers. Perhaps even soon seeing them as family.

Choice is but an Illusion. Consequences are however real.

HopeFox

Quote from: PhantomPistoleer on December 20, 2022, 04:39:24 PM
Full price, unless a price has been posted elsewhere.

If you can find an instance in the published rules where consummables should be half the listed cost, however, I will happily oblige.
Certainly! This is from the downtime activity "Buying a Magic Item" from Xanathar's Guide to Everything (D&D Beyond link):



The suggested crafting time and cost for crafting magic items in the same section are also halved for consumable items.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

HopeFox

Is Mercution part of the party, or does he fit in somewhere else?
If you're such an iconoclast, where were you when we trashed Constantinople?

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Miroque

@Hopefox: I think Mercution is Npc (for the spelljammer era.. as its made using spacer stuff, where PCs are created using faerun stuff) but I could be worng.

Miroque

@Arcanist: I think Amanda (cleric of the twilight realms) and Tae (shadowtouched) have things in common.

Btw, do we have any "lockpicker" coming ? I meen, Tae could change Forgery Kit prof to thieves tools.. but I think forgery (as part of Spy  background) is a bit more fitting.. codes and all

Miroque

@Hopefox: I think Amanda (being cleric) has no access to Tiny hut spell, it being Bard/Wizard/Sorceror spell.

Arcanist

I think Amanda and Tae would be great friends. Maybe we can decide in something.

Amanda does have access to some wizard spells because of her domain features. So yes I have sleep and Leomund’s tiny hut :) and also Silvery barbs as part her first level in fey touched.
Choice is but an Illusion. Consequences are however real.

Miroque

@Arcanist: I ment more of .. can Amanda copy that spell into spellbook, being cleric.. but maybe in Ritual book.. thats so much different another beast altogether..

and ye, if you want write up some nocturnaöl rituals Amanda does.. for her goddess.. :)

PhantomPistoleer

Quote from: HopeFox on December 21, 2022, 01:27:32 AM
Certainly! This is from the downtime activity "Buying a Magic Item" from Xanathar's Guide to Everything (D&D Beyond link):



The suggested crafting time and cost for crafting magic items in the same section are also halved for consumable items.

I will consider it, but the answer will probably be no.  However, we can say that a consummable is 2/3 the cost.  This aligns with the cost of healing potions (50gp) and the going rate for common magic items (75gp).  I don't want to incorporate the dicerolling mechanic found in Xanathar, and prefer to use the one found in the Saltmarsh adventure module.

Quote from: HopeFox on December 21, 2022, 02:42:34 AM
Is Mercution part of the party, or does he fit in somewhere else?

He is not part of the party.
Always seeking 5E games.
O/O

HopeFox

Quote from: PhantomPistoleer on December 21, 2022, 05:41:02 AM
I will consider it, but the answer will probably be no.  However, we can say that a consummable is 2/3 the cost.  This aligns with the cost of healing potions (50gp) and the going rate for common magic items (75gp).  I don't want to incorporate the dicerolling mechanic found in Xanathar, and prefer to use the one found in the Saltmarsh adventure module.

Okay, so 50 gp for common consumable items, and 200 gp for uncommon consumables. Great! I can figure out my ritual book based on those prices.
If you're such an iconoclast, where were you when we trashed Constantinople?

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keyotess

#46
No'lien
Name:  No'lien
Race:  wood elf
Classes:  Rogue: Inquisitive

Brief History: No'lien grew up in the High Forest on stories of the elders of the village on things they had experienced and seen outside of the forest.  Scenes of great beauty, dances done from the pureness of the heart, works of art and No'lien wanted to experience the same things.  After going through her naming ceremony when she came of age, No'lien left her elven community to explore the world.

She was traveling east when she came upon a caravan and joined it.  Later on it was attacked by goblins.  Not one to stand by while foul creatures were attacking, No'lien jumped in to defend the caravan with the others.  She grouped up with several other adventurers, Tae being one of them,  to clear out a cave infested by goblins.  From there they traveled to Phandelver joined up with Amanda to fight the Redbrands, chase off orcs threatening from the north, only to pick up another companion, a surprisingly cosmopolitan orc.  Although No'lien was keeping a close eye on him, one never knew when an orc would lose control and go on a murder spree.  With her companions, she chased off Nezznar, a drow.  She nearly got an arrow into him, but he had the luck of Lloth protecting him. 

Now she was in Phandelver, considering where to go next as she enjoyed some downtime with her companions.
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

PhantomPistoleer

Quote from: keyotess on December 22, 2022, 12:12:13 AM
No'lien
Name:  No'lien
Race:  wood elf
Classes:  Rogue: Inquisitive

Brief History: No'lien grew up in the High Forest on stories of the elders of the village on things they had experienced and seen outside of the forest.  Scenes of great beauty, dances done from the pureness of the heart, works of art and No'lien wanted to experience the same things.  After going through her naming ceremony when she came of age, No'lien left her elven community to explore the world.

She was traveling east when she came upon a caravan being attacked by goblins.  Not one to stand by while foul creatures were attacking, No'lien jumped in to help.  She grouped up with several other adventurers, Tae being one of them,  to clear out a cave infested by goblins.  From there they traveled to Phandelver joined up with Amanda to fight the Redbrands, chase off orcs threatening from the north, only to pick up another companion, a surprisingly cosmopolitan orc.  Although No'lien was keeping a close eye on him, one never knew when an orc would lose control and go on a murder spree.  With her companions, she chased off Nezznar, a drow.  She nearly got an arrow into him, but he had the luck of Lloth protecting him. 

Now she was in Phandelver, considering where to go next as she enjoyed some downtime with her companions.

I like it, but I sort of dislike the whole "came upon a caravan getting attacked by goblins" aspect of the character.

It would be more sensible, I think, to have the PC having joined the caravan some time earlier as a scout.
Always seeking 5E games.
O/O

keyotess

Quote from: PhantomPistoleer on December 22, 2022, 12:16:12 PM
I like it, but I sort of dislike the whole "came upon a caravan getting attacked by goblins" aspect of the character.

It would be more sensible, I think, to have the PC having joined the caravan some time earlier as a scout.

I will make that change. :)
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

PhantomPistoleer

Quote from: keyotess on December 22, 2022, 12:26:00 PM
I will make that change. :)

Great.  It's just that the fight isn't that big of a deal and is usually resolved inside of a minute.
Always seeking 5E games.
O/O

Hexed

Firebrand
Name:  Letan
Race:  Zariel Bloodline Tiefling
Classes: Oath of the Ancient Paladin

Brief History:  Born to a wealthy family in Neverwinter the child's purple skin and obvious markings of some long hidden dealings made her an instant disgrace to the family. After silencing the midwife they dumped her in an orphanage as far away in the city from them as they could. There she was given a name and raised if barely, the low funded and overcrowded facility was not a good place for a demon tainted child. It took years but she eventually she was able to escape not just the orphanage but the city where she eventually found her way into the Neverwinter Woods where she explored and survived till she found a clearing deep within. The druids and their fae allies that used the clearing took the young fire loving tiefling in.

For years she learned the ways of the woods, of druidism, the blade, and potentially how not to set everything around her on fire. Before she could take any oaths. Before she could claim to be a guardian of the woods she was cast out to learn. For how could she swear to protect life if she'd not in truth lived. How could she help bring light to the world if she didn't know the world. Returning to Neverwinter to put the last of her past to rest she was involved in a series of events that ended with her in a bar fight that put her prowess before a dwarf named Gundren. The dwarf needed capable folk to escort a wagon and she needed new places to see which led her to joining others in guarding a load of supplies. The Cragmaw Tribe goblins were completely unexpected if not an unwelcome break from travel's monotony. 




Found the picture and completely changed my plans.

So quick question.  http://dnd5e.wikidot.com/wondrous-items:adamantine-armor   is an uncommon magic item that comes in any medium or heavy armor that isn't hide. With league play adamantine full plate armor is a valid uncommon magic item selection since they don't use costs for magic items. The forums for non-league play however quickly devolve into massive arguments about it.

So as GM do you consider Adamantine full plate armor a valid pick for an uncommon magic item?

HopeFox

LORUK THE LOREKEEPER
Medium orc barbarian 5 (sage), neutral evil


Armor Class: 16
Hit Points: 50
Speed: 40'



STR 14/19 (+2/+4) | DEX 14 (+2) | CON 14 (+2)
INT 14 (+2) | WIS 10 (0) | CHA 10 (0)




Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Skills: Arcana +5, Athletics +5/+7, History +5, Medicine +3, Nature +5, Survival +5
Tool Proficiencies: None
Senses: Darkvision 60'
Saves: Strength +5/+7, Constitution +5
Languages: Common, Orc, Abyssal, Primordial




Traits:
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature.
Darkvision
Aggressive
Primal Intuition
Powerful Build
Feat: Ritual Caster (wizard)




Features:
Rage (3/lr, +2 damage)
Unarmored Defense
Reckless Attack
Danger Sense
Primal Path (Path of the Ancestral Guardian)
Ancestral Protectors
Extra Attack
Fast Movement



Spellcasting:
Ritual casting using Intelligence. Rituals known:
Level 1: comprehend languages, detect magic, find familiar
Level 2:
Level 3: water breathing



Equipment:
Weapons: Battleaxe, handaxe x2, javelin x4, longbow, 40 arrows
Armor: Shield
Utility: Explorer's pack, bottle of black ink, quill, small knife, a letter posing questions about the integrity of orc culture in the face of a changing world, set of common clothes, salt, straw, components for 1 casting of find familiar, a scroll with the phrase "I can't understand you, but I'm going to cast a spell that will help" in many languages
Magic items: enduring spellbook, gauntlets of ogre power, illuminator's tattoo
Coins: 2 gp, 9 sp, 10 cp
Familiar: Kordo Spineripper, hawk



Personality: Loruk has the agressive outlook and confidence that might makes right that is espoused by orc culture, but his hot blood is tempered by patience and an ability to see the world from a broader viewpoint. For himself, he wants what every orc wants - wealth, power, bloodshed on the battlefield, comfort and indulgence in downtime. But with the voices of his ancestors always in his head, both figuratively and literally, he has greater concerns for the future of his entire race - what does it mean to be an orc in a changing world? He is motivated by curiosity and duty as well as more venal concerns, always keen to learn about new cultures or the events of history.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

keyotess

No'lien
Medium Wood Elf Rogue: Inquisitive 5th level (Outlander: pilgrim), Neutral Good


Armor Class: 16
Hit Points: 28
Speed: 35



STR 9 | DEX 16 | CON 10
INT 12 | WIS 16 | CHA 12




Armor: Light
Weapons: Simple weapons, Long Bows, Short Bow, Hand Crossbow, Long Sword, Short Sword, Rapier
Skills: Athletics, Insight*, Investigation*, Perception, Sleight of Hand, Stealth, Survival
Tool Proficiencies: Flute, Thieves' Tools
Senses: Darkvision
Saves: Str: -1, *Dex: +6, Con: +3, *Int: +4, Wis: +3, Cha: +1
Languages: Elven, Sylvan, Common, Thieves Cant, Gnome




Traits:
◆ Wood Elf (+2 Dexterity, +1 Wisdom)
◆Darkvision 60 ft
◆ Trance: Elves don't need to sleep, but meditate semi consciously, for 4 hours a day. While meditating, I can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, I gain the same benefit that a human does from 8 hours of sleep, but I still need 8 hours for a long rest.
◆Fleet of Foot: Your base walking speed increases to 35 feet.
◆Keen Senses. You have proficiency in the Perception skill.
◆Mask of the Wild.
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
◆ Adv. vs. being charmed; Magic can't put me to sleep

Background: Outlander: Pilgrim
Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout o f terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.




Features:
◆ Expertise (Rogue 1, PHB 96) [with two skills]  I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
1st level: Insight, Perception
◆ Sneak Attack (Rogue 1, PHB 96) [3d6]
   Once per turn, I can add damage to finesse/ranged attack if I have adv.
   I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
◆ Thieves' Cant (Rogue 1, PHB 96)
   I know the secret rogue language that I can use to convey messages inconspicuously
◆ Cunning Action (Rogue 2, PHB 96)
   I can use a bonus action to take the Dash, Disengage, or Hide action
◆Ear for Deceit
When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8
◆Eye for Detail
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
◆Insightful Fighting
At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
◆Sharpshooter: 4th feat
• Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
• Your ranged weapon attacks ignore half cover and three-quarters cover.
• Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
◆Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.



Spellcasting: N/A




Actions:
Shortbow: +7 tohit, 1d6+4 Piercing
Rapier: +6 tohit, 1d8+3 Piercing
Dagger: +6, 1d4+3 Piercing, Thrown: 20/60

Bonus Actions: Dash, Disengage, Hide, Perception, Investigation



Equipment:
wearing: Traveler's clothes
Backpack: Flute, Mess Kit, Scroll Case, Pen & Ink (1 oz), Candle (5), Paper (20 sheets), Vial of Perfume, Soap
Rations: 3 days
Weapons: rapier, 2 daggers
Armor: leather
Magic Items:  Bracers of Defense: +2 AC, +1 Short Bow, Quiver of Ehlonna: 60 arrows | short bow
Coin Purse: 10 gp, 10 sp, 10 cp, Thieves Tools



Personality:
No'lien in a word is curious.  She is out to see new things and experience life.  She loves figuring things out and if their is a puzzle in front of her, she will start figuring it out.  She is generally friendly and willing to listen to anyone talk.  She enjoys good music, dancing, and art in all of its form.
Personality: I’m driven by a wanderlust that led me away from home.   There’s nothing I like more than a good mystery.
Ideal: Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bond: My family, clan, or tribe is the most important thing in my life, even when they are far from me.
Flaw: Most people scream and run when they see a demon. I stop and take notes on its anatomy.  Doesn't take proper precautions during danger.
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

PhantomPistoleer

Quote from: Hexed on December 22, 2022, 06:24:54 PM
Firebrand
Name:  Letan
Race:  Zariel Bloodline Tiefling
Classes: Oath of the Ancient Paladin

Brief History:  Born to a wealthy family in Neverwinter the child's purple skin and obvious markings of some long hidden dealings made her an instant disgrace to the family. After silencing the midwife they dumped her in an orphanage as far away in the city from them as they could. There she was given a name and raised if barely, the low funded and overcrowded facility was not a good place for a demon tainted child. It took years but she eventually she was able to escape not just the orphanage but the city where she eventually found her way into the Neverwinter Woods where she explored and survived till she found a clearing deep within. The druids and their fae allies that used the clearing took the young fire loving tiefling in.

For years she learned the ways of the woods, of druidism, the blade, and potentially how not to set everything around her on fire. Before she could take any oaths. Before she could claim to be a guardian of the woods she was cast out to learn. For how could she swear to protect life if she'd not in truth lived. How could she help bring light to the world if she didn't know the world. Returning to Neverwinter to put the last of her past to rest she was involved in a series of events that ended with her in a bar fight that put her prowess before a dwarf named Gundren. The dwarf needed capable folk to escort a wagon and she needed new places to see which led her to joining others in guarding a load of supplies. The Cragmaw Tribe goblins were completely unexpected if not an unwelcome break from travel's monotony. 




Found the picture and completely changed my plans.

So quick question.  http://dnd5e.wikidot.com/wondrous-items:adamantine-armor   is an uncommon magic item that comes in any medium or heavy armor that isn't hide. With league play adamantine full plate armor is a valid uncommon magic item selection since they don't use costs for magic items. The forums for non-league play however quickly devolve into massive arguments about it.

So as GM do you consider Adamantine full plate armor a valid pick for an uncommon magic item?

No, I wouldn't.

I would say that you could "adamantine" full plate for the cost of an uncommon magical item, but that you would have to pay the cost of the full plate.
Always seeking 5E games.
O/O

Hexed


Arcanist

#55
Have to adjust my character then because my uncommon magic item is adamantine full plate.

So I would have to but splint, cause full plate cost too much) and uncommon item for adamantine?
Choice is but an Illusion. Consequences are however real.

PhantomPistoleer

Quote from: Arcanist on December 23, 2022, 07:32:34 AM
Have to adjust my character then because my uncommon magic item is adamantine full plate.

So I would have to but splint, cause full plate cost too much) and uncommon item for adamantine?

Yes.
Always seeking 5E games.
O/O

PhantomPistoleer

I will review the character sheets submitted today.

I have received a few exciting PMs, too, that I hope will develop into full-fledged PCs, too.
Always seeking 5E games.
O/O

Arcanist

So normal chainmail
But a few items to help everyone.
Choice is but an Illusion. Consequences are however real.

PhantomPistoleer

All right, Miroque.  Let's have a look at your pretty little spy.

A few questions:

1.  Are you using a half-elf variant or just the ordinary half-elf?
2.  Can you change "special abilities" to "features"?  As for feats, it makes me think that you're
3.  I think your base ability scores were 10, 14, 10, 13, 10, 15.  As an elf, you probably went Dex 1, Int 1, Cha 2.  You got a 1 to Cha from Shadowtouched.  Right?
4.  You chose to pick Shadowtouched instead of getting two +1 bonuses, right?
5.  I will not actually charge you for having "Alzhedo" as a known language.  It will never come up in the adventure, and it is not inherently useful.  Your PC can still know Alzhedo, but you may choose an additional language.

As for your background, I'm a tinge put off that you didn't just minimize it.  Allow me to show you why:

Legend:

Quote
First real adventure: Lost Mines of Phandelver

1) Tae took refugee in group of likeminded adventurers and they ended up in the city of Neverwinter.  This is not true.  The adventuring party had not been established prior to arriving to Neverwinter, and, to wit, the party did not become an adventuring party until after Gundren hired them to protect his caravan. They were hired by Gundren Rockseeker, to guard a caravan that was carrying provisions and mining equipment to small village, Phandalin. At the road, they were jumped ambushed by goblin raiding partyThe goblins were specifically sent to ambush the caravan. Goblins managed to ambush them pretty solidly, may or may not have ambushed the party; but after the fight adventurers managed to win. What goblins gained in sneaking, they lost in aim in the sunlight.

There is a huge aspect here that's missing.  Gundren has been taken captive by the goblins, his horse has been killed, and the party must go to the goblin's caverns to recover Gundren.  However, Gundren has been taken to Cragmaw castle, and the party does not know where it is.

2) In Phandalin, the group rested up and found that there was lot of jobs around for more martial types. Not only was the village run by gang, there was all kind of mischievious things at play. As the group started to work around the town, an lady called Halia approached Tae and offered her membership in her organization. Being an ex-member of an criminal family, Tae knew it was not something she could pass up. Tae and Halia spoke long into the night, and after agreeing on terms, Tae gained title of Fang among the Zhentarim.


Oof, no.  I need to talk to you in PMs.

Always seeking 5E games.
O/O

PhantomPistoleer

Arcanist:  Amanda looks great.

Hopefox:  Your barbarian looks great.

Keyotess:  Your rogue looks great.

Hexed, I really like your druid's background and you can start working on a character sheet, if you so wish.

Accepted characters (so far):

1.  Arcanist | Amanda, human cleric (twilight domain);
2.  Hopefox | Loruk, half-orc barbarian (sage);
3.  Keyotess | No'lien, wood elf rogue (outlander);
Always seeking 5E games.
O/O

HopeFox

Quote from: PhantomPistoleer on December 23, 2022, 03:47:55 PM
Arcanist:  Amanda looks great.

Hopefox:  Your barbarian looks great.

Keyotess:  Your rogue looks great.

Hexed, I really like your druid's background and you can start working on a character sheet, if you so wish.

Accepted characters (so far):

1.  Arcanist | Amanda, human cleric (twilight domain);
2.  Hopefox | Loruk, half-orc barbarian (sage);
3.  Keyotess | No'lien, wood elf rogue (outlander);

Yay, glad you like him! He is a full orc, though.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

#62
This is a character for Opale.  Opale doesn't know how to make 5e characters.  Or maybe she does.  I don't know.  She's tricky that way.  Also, head's up.  Opale's PC is kind of sort of cursed.  HER idea, not mine.  So I threw this together real quick, and if you have any ideas, lemme know.

Opale, check this out to see what sort of personality your character has: http://dnd5e.wikidot.com/background:criminal

WIP

OPALE'S PC
Medium human rogue (thief) 5 (criminal), chaotic neutral


Armor Class:
Hit Points:
Speed:



STR 9 | DEX 18 | CON 14
INT 14 | WIS 12 | CHA 14




Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Skills: Acrobatics, Deception, Performance, Persuasion, Sleight of Hand*, Stealth*
Tool Proficiencies:  Thieves' tools, Playing Cards, Extra Tool
Senses: Perception 11
Saves: Dexterity, Intelligence
Languages: Common, Elven, Thieves Cant




Traits:




Features:
<Expertise>
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

<Sneak Attack>
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d6 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.

<Thieves' Cant>
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.

<Cunning Action>
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

<Fast Hands>
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

<Second-Story Work>
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.  In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

<Uncanny Dodge>
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you




Spellcasting:




Actions:



Equipment:
<weapons> rapier, shortbow (20 arrows), two daggers
<armor> studded leather armor
<clothes> a set of dark common clothes including a hood;
<kits> burglar's pack
<tools> a crowbar, thieves' tools
<containers> pouch
<magical> boots of elvenkind, cloak of elvenkind, gloves of thievery
<money> 5gp





Personality:
Always seeking 5E games.
O/O

keyotess

Wooot!  Thanks!  Look forward to playing with everyone! :)
By accepting what is and making the best use of every situation, life can be fulfilled without a constant demand for more. --Wen Tzu

In writing, a flaw is not the interesting part of a character.  What is interesting is how a person overcomes a flaw.  I want to read how a person overcomes a flaw, not how the flaw overcomes the person.

My story contribution: FemFour: superheroine, Futa, NC-H

On/Offs: https://elliquiy.com/forums/index.php?topic=335439.0

PhantomPistoleer

Quote from: HopeFox on December 23, 2022, 04:08:35 PM
Yay, glad you like him! He is a full orc, though.

Sorry, I fixed that on the main post. 
Always seeking 5E games.
O/O

Arcanist

Choice is but an Illusion. Consequences are however real.

Opale

Heya all !

Thank you Phantom for helping me. more details to come :)

Arcanist

Hi Opale,
Long time. Hope you have been keeping well!
Choice is but an Illusion. Consequences are however real.

Opale

Hi Arcanist :)

Thank you, likewise. Merry Xmas !

Tremerette

#69


Clara Half Elven-Changeling Charlatan Bard (College of Lore)
WIP: To Do- Sort out Gear, Find Old background from the lost mines game and update
Character Sheet

Str 10, Dex 16, Con 12, Int 12, Wis 11, Cha 16
Hit Points: 33/33
Proficiencies +3
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Lute, Piano, Harp
Saving Throws: Dexterity, Charisma
Skill Proficiencies: Deception, Sleight of Hand, Insight, Persuasion *E, Acrobatics, Performance *E, Perception, Athletics, Stealth, Survival
Tool Proficiencies: Disguise kit, forgery kit
Languages: Common, Undercommon, Draconic

Feat: Telekinetic:

Source: Tasha's Cauldron of Everything

You learn to move things with your mind, granting you the following benefits:

Increase your Intelligence, Wisdom, or Charisma* score by 1, to a maximum of 20.

You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.



Shapechanger. As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Equipment: A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch containing 47gp 2sp,  a rapier (+4, 1d8+2 Piercing-Moon Touched), a diplomat's pack, a lute, Studded Leather armor and a dagger, Shortbow, Slippers of Spiderclimbing, Immovable Rod, 160

Jack of All Trades: Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
Song of Rest: Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
Expertise: At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Font of Inspiration: Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.
Bonus Proficiencies

When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.

Cutting Words: Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.

Known Cantrips: Vicious Mockery, Light, Prestigitation, Mage Hand*
Known Spells: Healing Word, Feather Fall, Silvery Barbs, Comprehend Languages, Unseen Servant, See Invisibility, Bestow Curse, Leomunds Tiny Hut
Spell Slots: 1st 4/4 Per Day, 2nd 3/3 Per Day, 3rd 2/2 Per Day
Bardic Inspiration 1d6: 3/3Per Day

HopeFox

Welcome, Opale! Excited to see what you do with your pirate lady.
If you're such an iconoclast, where were you when we trashed Constantinople?

Ons/Offs: https://elliquiy.com/forums/index.php?topic=358012.0

PhantomPistoleer

Sadly, Captain Whitebread will not reprise his role as a paladin.

I will start the game within the next two days.

Please have submissions ready.

Character sheets do not need to be completed yet.  There will be no rush.
Always seeking 5E games.
O/O

Opale

Still here and interested !
If you can add the elements I sent to you to the character you posted dear Phantom :)

Mwah.

rayguncourtesan

Is it too late for a forum newbie to join on up? I'd been eyeing this thread while in the approval queue and now I'm able to post...

PhantomPistoleer

Quote from: rayguncourtesan on December 26, 2022, 09:38:32 PM
Is it too late for a forum newbie to join on up? I'd been eyeing this thread while in the approval queue and now I'm able to post...

Why not?
Always seeking 5E games.
O/O

rayguncourtesan

Yay! I have a few questions, is it best to pop them here or DM you to avoid spamming the thread?

PhantomPistoleer

Quote from: rayguncourtesan on December 27, 2022, 07:45:22 AM
Yay! I have a few questions, is it best to pop them here or DM you to avoid spamming the thread?

You may do either.  :)
Always seeking 5E games.
O/O


rayguncourtesan

#78
Elissa
Name:  Elissa Tazixor
Race:  Human
Classes:  Paladin

Brief History:  When asked about her past, Elissa proudly announces that she is from a long line of matriarchal chieftains who rule an island devoid of men somewhere in the Sea of Fallen Stars and that she has travelled to the Sword Coast to prove herself worthy of succeeding to her mother's throne. Having boarded the wrong ship in Baldur's Gate (she had intended to sail to Waterdeep, the famed City of Splendors she had heard so much about while travelling the Heartlands) she found herself short of coin in Neverwinter and signed on with the caravan of Gundren Rockseeker intending to make a little money and then continue further south to correct her error. As events unfolded in Phandalin she stayed with the party to see the matter through. A good natured woman, but all too willing to charge head-long into the jaws of danger. It was at her insistence that the party travelled to Thundertree to confront the dragon rumored to be lairing there, calling the beast out to do battle she drove her spear into its heart and has been bragging about defeating it (almost) single-handed ever since.

My pitch, I hope it satisfies!

AribethAmkiir

looking to join.

Is there anything the group is lacking?

rayguncourtesan

Think we're shy an arcane magic user? I hadn't realised we were doubling up on paladins or I'd have made a sorceress!

Arcanist

Goody goody two shoes……. :)

Showing my age …..
Choice is but an Illusion. Consequences are however real.

Opale


Arcanist

Choice is but an Illusion. Consequences are however real.

AribethAmkiir

#84
CHARITY
Name:  Charity
Race:  Tiefling (Glasya Bloodline), Criminal background
Classes:  Sorcerer (Aberrant Mind)

Brief History:  Abandoned and discarded as an infant, Charity spent her younger years in an orphanage with the other undesirables.  There she was an outcast even among the outcasts and bullied due to her demonic appearance.  At the age of thirteen, when her sorcerous abilities began to awaken, she was kicked out of the orphanage and forced to live upon the streets.   It wasn't long before she was taken in by the local criminal element, who were intent on exploiting her newfound abilities.  For the next several years she used her abilities to survive and earn them a profit.  However, eventually that wasn't enough.  They told her she could be more powerful.  Convinced her she could live like a queen without fear of being beaten or persecuted due to her appearance. All she had to do was allow a "Master Warlock" to perform a special ritual that would "unlock" her true potential. 

Loyal to those who had taken her in and helped her survive, Charity submitted to the ritual.  To this day she doesn't know if it worked as intended or if it went horribly wrong.  In truth, her memory of the event is piece meal.  What she does know is that it bleached her hair, paled her skin, and unlocked psychic abilities.  The warlock who performed it disappeared along with most of those who had been in attendance.  That, and ever since, her dreams have been haunted by horrors beyond her imagining.

Trouble seems to follow her.  She's fairly certain she's cursed.  She's spent most of her adult life running from one problem or another. When she isn't running she's doing her best to learn something about what had happened to her those many years ago. That was why she was in Phandalin when the bandits attacked.  Despite her own misgivings and a certainty that any help she provided would only come back to bite her, she had helped those adventurers.   People whom she dares call friends, now.  Like most of her life, one thing lead to another seemingly with little control of her own.  It's been months now since she first joined them.  They've earned her trust and loyalty.  She hopes she'd done the same.  Her past, however, makes her wonder if she's being foolish and naive. Better to be foolish and naive, than to be forever alone.

Isengrad

Will
Name:  Will Wyvrenjack
Race:  Custom Lineage(Appears half-Elf)
Classes:  Warlock hexblade(Hexgunner)

Brief History:  Growing up in and around Saltmarsh was never a pretty thing, a hard but simple life. Will spent his youth fishing and repairing what he could around the village, being handy with tools. Pirates were always a concern, most we're content to stay away from such a small town but they still had to put up with a few raids here and there. It was during one such raid that Will found himself forced to make a choice, to let a family die to the whim of a tyrant, or to grasp the strange pistol that lay before him. The events, and the choice he made that night changed the course of his life. Asked to flee, to save himself he took what meager belongings he had and fled north along the sword cost. Later becoming embroiled in the events surrounding the mines of Phandelver and Gundren Rockseeker. The Adventures that followed formed him and those he fought alongside into fast friends.









Concept
I've been wanting to do a Spellslinger/Hexgunner build for a good while. Just need a few ruling to get it to work. well actually, that improved pact weapon can work with pistols, rifles and other smokepowder weapons. This is all so I can essentially play a Warlock that does not take eldritch blast(at least until much later)

Of course this is all assuming that this game is still accepting players.

original artwork by karabiner

PhantomPistoleer

Quote from: AribethAmkiir on January 01, 2023, 04:23:58 PM
CHARITY
Name:  Charity
Race:  Tiefling (Glasya Bloodline), Criminal background
Classes:  Sorcerer (Aberrant Mind)

Brief History:  Abandoned and discarded as an infant, Charity spent her younger years in an orphanage with the other undesirables.  There she was an outcast even among the outcasts and bullied due to her demonic appearance.  At the age of thirteen, when her sorcerous abilities began to awaken, she was kicked out of the orphanage and forced to live upon the streets.   It wasn't long before she was taken in by the local criminal element, who were intent on exploiting her newfound abilities.  For the next several years she used her abilities to survive and earn them a profit.  However, eventually that wasn't enough.  They told her she could be more powerful.  Convinced her she could live like a queen without fear of being beaten or persecuted due to her appearance. All she had to do was allow a "Master Warlock" to perform a special ritual that would "unlock" her true potential. 

Loyal to those who had taken her in and helped her survive, Charity submitted to the ritual.  To this day she doesn't know if it worked as intended or if it went horribly wrong.  In truth, her memory of the event is piece meal.  What she does know is that it bleached her hair, paled her skin, and unlocked psychic abilities.  The warlock who performed it disappeared along with most of those who had been in attendance.  That, and ever since, her dreams have been haunted by horrors beyond her imagining.

Trouble seems to follow her.  She's fairly certain she's cursed.  She's spent most of her adult life running from one problem or another. When she isn't running she's doing her best to learn something about what had happened to her those many years ago. That was why she was in Phandalin when the bandits attacked.  Despite her own misgivings and a certainty that any help she provided would only come back to bite her, she had helped those adventurers.   People whom she dares call friends, now.  Like most of her life, one thing lead to another seemingly with little control of her own.  It's been months now since she first joined them.  They've earned her trust and loyalty.  She hopes she'd done the same.  Her past, however, makes her wonder if she's being foolish and naive. Better to be foolish and naive, than to be forever alone.

Quote from: Isengrad on January 01, 2023, 08:46:27 PM
Will
Name:  Will Wyvrenjack
Race:  Custom Lineage(Appears half-Elf)
Classes:  Warlock hexblade(Hexgunner)

Brief History:  Growing up in and around Saltmarsh was never a pretty thing, a hard but simple life. Will spent his youth fishing and repairing what he could around the village, being handy with tools. Pirates were always a concern, most we're content to stay away from such a small town but they still had to put up with a few raids here and there. It was during one such raid that Will found himself forced to make a choice, to let a family die to the whim of a tyrant, or to grasp the strange pistol that lay before him. The events, and the choice he made that night changed the course of his life. Asked to flee, to save himself he took what meager belongings he had and fled north along the sword cost. Later becoming embroiled in the events surrounding the mines of Phandelver and Gundren Rockseeker. The Adventures that followed formed him and those he fought alongside into fast friends.









Concept
I've been wanting to do a Spellslinger/Hexgunner build for a good while. Just need a few ruling to get it to work. well actually, that improved pact weapon can work with pistols, rifles and other smokepowder weapons. This is all so I can essentially play a Warlock that does not take eldritch blast(at least until much later)

Of course this is all assuming that this game is still accepting players.

This all looks so cool.  I approve of the concepts.
Always seeking 5E games.
O/O

Isengrad

#87
Will Wyvrenjack
Medium Custom origin Warlock(hexblade) 5th (Folk hero), CG


Armor Class: 16
Hit Points: 33/33
Speed: 30



STR:(8/-1) | DEX:(14/+2)  | CON:(12/+1)
INT:(12/+1) | WIS:(14/+2) | CHA:(18/+4)




Armor: Light armor, Medium armor, Shields
Weapons: Simple weapons, Martial weapons, Firearms
Skills: Animal Handling(+5), Survival(+5), Perception(+5), Nature(+4), Intimidation(+7)
Tool Proficiencies: Tinkers tools, Vehicles(land)
Senses: no special senses
Saves: Wisdom(+5/+6), Charisma(+7/+8)
Languages: Common, Elvish




Traits:
Feat|Gunner
You have a quick hand and keen eye when employing firearms, granting you the following benefits:
Increase your Dexterity score by 1, to a maximum of 20.
You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
You ignore the loading property of firearms.
Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

Variable trait: Perception proficiency
Background trait|Rustic Hospitality
Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.




Features:
Pact Magic
Your arcane research and the magic bestowed on you by your patron have given you facility with spells.

Cantrips
You know two cantrips of your choice from the warlock spell list. You learn additional warlock cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Warlock table.

Spell Slots
The Warlock table shows how many spell slots you have to cast your warlock spells of 1st through 5th level. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your warlock spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell witch bolt, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st Level and Higher
At 1st level, you know two 1st-level spells of your choice from the warlock spell list.

The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level or higher. A spell you choose must be of a level no higher than what's shown in the table's Slot Level column for your level. When you reach 6th level, for example, you learn a new warlock spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability
Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Charisma modifier

Spell attack modifier = your proficiency bonus + your Charisma modifier

Spellcasting Focus
You can use an arcane focus as a spellcasting focus for your warlock spells.

Otherwordly Patron|Hexbalde

Hexblade's Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.

Hex Warrior
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.

The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.

Eldritch Invocations
In your study of occult lore, you have unearthed Eldritch Invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability.

At 2nd level, you gain two eldritch invocations of your choice. When you gain certain warlock levels, you gain additional invocations of your choice, as shown in the Invocations Known column of the Warlock table. A level prerequisite refers to your level in this class.

Additionally, when you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.

Known Invocations
Improved pact weapon: Prerequisite: Pact of the Blade feature

You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.

In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.

Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.(Includes smokepowder weapons as well per DM's aproval)

Thirsting Blade:Prerequisite: 5th level, Pact of the Blade feature

You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn.

Eldritch Smite:Prerequisite: 5th level, Pact of the Blade feature

Once per turn when you hit a creature with your pact weapon, you can expend a warlock spell slot to deal an extra 1d8 force damage to the target, plus another 1d8 per level of the spell slot, and you can knock the target prone if it is Huge or smaller.

Pact Boon|Pact of the Blade
At 3rd level, your otherworldly patron bestows a gift upon you for your loyal service. You gain one of the following features of your choice.

Pact of the Blade
-You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

-Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.

-You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.

-You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.





Spellcasting:
Spell attack: +7 Spell save DC: 15  Spell slots: 2 slots| 3rd level
Spells known
cantrip
-Green flame blade
-Prestidigitation
-Minor illusion
1st lvl
-Shield
-hex
2nd lvl
-Branding smite
-Misty step
3rd lvl
-Elemental weapon
-Counterspell




Actions:
Made with Bowie knife
Green-flame blade: +7 to hit| 1d6+4 S+1d8 Fire| 1d8+4 fire to adjacent enemy
Bowie Knife attack: +7 to hit| 1d6+4 S

Made with the Pistol
Pistol attack: +8 to hit(range 30/90)| 1d10+5 P| two attacks



Equipment:
Weapons: *TPistol of warning, TBowie knife(reskinned scimitar)
Clothes & Armor: Travelers Clothes, Chain shirt, Longcoat of Protection(reskinned cloak)
Receptacles: Backpack, Pouch
Equipment: Bedroll, mess kit,10 torches, 10 days worth of rations, waterskin(full), 50 ft hempen rope, 60 bullets, Tinkers tools
Magic: 3 potions of healing
Money: 22gp 5sp

Legend  *=Pact weapon T= Hex warrior weapon



Personality: Will is about as straight forward as you can get, while he certainly possesses a silver tongue he finds that lies don't taste good on his tongue, so more often than not he will tell it to you straight(A fact that has gotten him in trouble more than once). Confident in his own abilities he tries to lift those around him up with a kind word of encouragement, a show of trust or a swift kick in the backside. He tends to judge people based on their actions rather than any honied words that might spill from their lips. Having experienced it first hand to some extent, he does not suffer tyrants or bullies and is more than willing to square up with them. Still as far as he has gotten in life, he tries not to forget where he came from, just a simple handyman in a small fishing village. Still the man has his vices, and a fondness for alcohol usually sees him face down in the bar or waking up somewhere without his pants.

original artwork by karabiner

PhantomPistoleer

No qualms, Isengrad.

Please join the IC ASAP!
Always seeking 5E games.
O/O

AribethAmkiir

#89
MERCY, THE TELEPATH
Medium Tiefling (Glasya Bloodline), Sorcerer (Aberrant Mind) 5, Chaotic Neutral


Armor Class: 12
Hit Points: 32
Speed: 30
Proficiency bonus +3



STR: 8   | DEX: 14  | CON: 14     
INT:  10 | WIS:  12 | CHA: 18




Armor: none
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Skills: Deception, Stealth, Persuasion, Insight
Tool Proficiencies: Dice set, thieves' tools
Senses: Darkvision
Saves: Constitution and Charisma
Languages: Common, Infernal.




Traits:
<Feats:> Telekinetic:
You learn to move things with your mind, granting you the following benefits:

*  Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
*  You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
*  As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

<Darkvision:> see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
<Hellish Resistance:> Fire Resistance
<Infernal Legacy - Legacy of Malbolge:> You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Disguise Self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to so do when you finish a long rest. Charisma is your spellcasting ability for these spells.

Background:

<Criminal Contact:> 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.




Features:

<Sorcerous Origin - Aberrant Mind:>
Psionic Spells:
Starting at 1st level, you learn additional spells when you reach certain levels in this class, as shown on the Psionic Spells table. Each of these spells counts as a sorcerer spell for you, but it doesn't count against the number of sorcerer spells you know.

Whenever you gain a sorcerer level, you can replace one spell you gained from this feature with another spell of the same level. The new spell must be a divination or an enchantment spell from the sorcerer, warlock, or wizard spell list.

Telepathic Speech:
Starting at 1st level, you can form a telepathic connection between your mind and the mind of another. As a bonus action, choose one creature you can see within 30 feet of you. You and the chosen creature can speak telepathically with each other while the two of you are within a number of miles of each other equal to your Charisma modifier (minimum of 1 mile). To understand each other, you each must speak mentally in a language the other knows.

The telepathic connection lasts for a number of minutes equal to your sorcerer level. It ends early if you are incapacitated or die or if you use this ability to form a connection with a different creature.

<Sorcerer>
Font of Magic:
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.

* Sorcery Points. You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.

* Flexible Casting. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest.
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot's level.

Metamagic:
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two Metamagic options of your choice. You gain another one at 10th and 17th level.
* Quickened Spell. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting. 
* Empowered Spell. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls.
     -You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.


Spellcasting:
Known Spells: 6
Modifier:  +4  | Spell Attack +8 | Save DC: 16
<Cantrips Known:> Mind Sliver (sublcass), Minor Illusion (racial), Prestidigitation. Mage Hand, Shape Water, Light, Chill Touch
<1st level spells:> 4 spell slots Dissonant Whispers (sublcass), Silvery Barbs (subclass, traded), Disguise Self (racial, sla), Magic Missile, Mage Armor,
<2nd level spells:> 3 spell slots Invisibility (racial, sla), Tasha's Mind Whip (subclass, trade), Suggestion (subclass, trade), Phantasmal Force, Maximillian's Earthen Grasp, Misty Step
<3rd level spells:> 2 spell slots Hunger of Hadar (subclass), Sending (subclass), Fireball




Actions:





Equipment:
<Weapons:> Two daggers, a light crossbow and 20 bolts
<Clothes:> Dark common clothes with hood
<receptacles:> coin purse, backpack
<equipment:> crowbar, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50' of hempen rope
<magic:> Bloodwell vial +1, Broom of Flying
<money:> 25 gp



Personality:
<Traits:> "I would rather make a new friend than a new enemy."  "I typically have a plan for what to do when things go wrong, and they almost always go wrong."
<Ideals:> "I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care."  "There's a spark of good in everyone."  "The world is a cruel and unforgiving place, I try to make it a little better."
<Bonds:> "Something important was taken from me, and I aim to take it back." 
<Flaws:> "I'm not nearly as confident as I pretend to be."


Opale

ooops ! sorry I didn't notice the game had started ! posting :)


Opale

JALIA WETKISS
Medium human rogue (thief) 5 (criminal), chaotic neutral


Armor Class:
Hit Points:
Speed:



STR 9 | DEX 18 | CON 14
INT 14 | WIS 12 | CHA 14




Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Skills: Acrobatics, Deception, Performance, Persuasion, Sleight of Hand*, Stealth*
Tool Proficiencies:  Thieves' tools, Playing Cards, Extra Tool
Senses: Perception 11
Saves: Dexterity, Intelligence
Languages: Common, Elven, Thieves Cant




Traits:




Features:
<Expertise>
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

<Sneak Attack>
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 3d6 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.

<Thieves' Cant>
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.

<Cunning Action>
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

<Fast Hands>
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

<Second-Story Work>
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.  In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

<Uncanny Dodge>
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you




Spellcasting:




Actions:



Equipment:
<weapons> rapier, shortbow (20 arrows), two daggers
<armor> studded leather armor
<clothes> a set of dark common clothes including a hood;
<kits> burglar's pack
<tools> a crowbar, thieves' tools
<containers> pouch
<magical> boots of elvenkind, cloak of elvenkind, gloves of thievery
<money> 5gp





Personality:
Jalia is a pirate lady with a big heart, but that she hides under some cynical humour, pranks and cruelty sometimes. She's also an incredibly gorgeous blonde babe, turning heads, and getting too much attention for her own good. Also, she's a ropebunny, loving to be restrained and abused sexually like a whore, but she'll never admit it.
Personality: The best way to get me to do something is to tell me I can't do it.
Ideal: People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Bond: I'm trying to survive and solve the curse that is upon me.
Flaw: I'm cursed with a insanely high libido, which causes me to become permanently dumber and sluttier if I don't swallow male seed on a regular basis.