Odyssey of the Dragonlords (D&D, M/M | Closed)

Started by Lyron, January 17, 2022, 06:42:07 PM

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Armphid

#75
Quote from: Isengrad on January 23, 2022, 03:33:31 AM
You are right, I did mess up on transcribing it. I've made some adjustments, should be inline if the Mythweavers calculator is right.

Since you're going bladesinger and your PC did spend some time among a Minor noble house you could use the Courtier background from Sword coast. Someone, while not a high ranking noble, that is familiar with a courts inner working and politics. Bonds and such pulled from and edited from Guild artisan as a suggestion and hey, insight and persuasion as skills and 2 other languages.

Good call!  Courtier will work just fine. 

Quote from: Lyron on January 23, 2022, 07:36:12 AM
Y'know, it's occurred to me that the BBCode doesn't have space for age or height or weight. I can edit the code and tell you where to add it, or y'all can just stick it in notes. Preference?

Tables get rough in BBCode, lol. Honestly, it's fine if you'd rather focus on maintaining the list on Roll20. Like the others said, you have access to all level 1 cleric spells. It's up to you, but you can load the other spells onto the sheet if you ever think you might want to use one of those on a later IC day. Each spell has a circle to the left of the title - not the red title, but the black one. You can use that to track which spells are prepared.

I'm good either way on where to put the age/height/weight.  I think we should have at least the first two though.  The organized tabletop player would like to have a place for it on the sheet but I think it would be okay in Notes.  That's where I put my Proficiencies. 

And yeah, the BBCode is rough.  I did something that jankied up by equipment section and I've no idea what I did.  Half considering starting over.

And now I did it to my Features section too.  I just...I am so stressed out over this right now.  I'll try again later.  May bow out.  We'll see.  Sorry.

Isengrad

Send me your sheet, let me look at it. I may be able to repair it.

original artwork by karabiner

Xurtan

Quote from: Armphid on January 23, 2022, 08:33:33 AM
May bow out.  We'll see.  Sorry.

But then who is going to call Darius 'Daddy'? *thinks* Seriously though, take your time. Table coding is always awkward. A lot of the roll20 stuff supports drag and drop, if you'd prefer to go that route I can work on a step by step tutorial or such, later this afternoon. Sorry the coding is giving you such a fight, though, I know it can be frustrating.

Xurtan

https://youtu.be/3Q8WnJ2beWM

Actually that isn't a bad guide, for all that you'll have to ignore some of the DM only bits. But the charactermancer is very visually segmented, and it lets you add any custom things you need or want to. Later you can click on the compendium button in the top right of roll20, search spells or items, and even just drag and drop a lot of them. :) Play around with that if the code is giving you fits. You're too pretty to stress so much. *nod*

Isengrad

There is also sheets such as the Mythweaver sheet that is very good. Just make it there and throw up a basic profile. No reason to let coding discourage you.

Just, you seemed excited about this game and now have your concept down...it would just be a shame to see you drop out, I think I speak for everyone here when I say we want to see you play.

original artwork by karabiner

Armphid

#80
Thank you all for your help and kind words.  I haven't given up.  I just got extremely frustrated.  I'm taking another whack at it. 

Whack complete!  Here it is!  At risk of being annoying by asking for more help, I'm not in love with the pic I found, so if anyone has other suggestions, please share them!




Mistrion “Mist” Peradan





RACE: Half Elf                CLASS/LEVEL: Wizard/1
EPIC PATH: The Lost One                ALIGNMENT: Neutral Good





score
mod.
save
               
score
mod.
save
STRENGTH
{8}[-1](-1)               
INTELLIGENCE
{16}[+3](+5)
DEXTERITY
{16}[+3](+3)               
WISDOM
{10}[+0](+2)
CONSTITUTION
{14}[+2](+2)               
CHARISMA
{12}[+1](+1)



ARMOR CLASS [13]                HIT POINTS [8]                HIT DIE [1/1 d6]
SPEED  [30]                INITIATIVE [+3]                PROFICIENCY [+2]










ACROBATICS (Dex)
[+5]               
MEDICINE (Wis)
[+0]
ANIMAL HANDLING (Wis)
[+0]               
NATURE (Int)
[+3]
ARCANA (Int)
[+5]               
PERCEPTION (Wis)
[+0]
ATHLETICS (Str)
[-1]               
PERFORMANCE (Cha)
[+1]
DECEPTION (Cha)
[+1]               
PERSUASION (Cha)
[+3]
HISTORY (Int)
[+3]               
RELIGION (Int)
[+3]
INSIGHT (Wis)
[+2]               
SLEIGHT OF HAND (Dex)
[+3]
INTIMIDATION (Cha)
[+1]               
STEALTH (Dex)
[+5]
INVESTIGATION (Int)
[+5]               
SURVIVAL (Wis)
[+0]




attack     bonus     damage     damage type     notes
Dagger     [+5]     [1d4+3]     Piercing     Thrown 20/60    
Ray of Frost     [+5]     [1d8]     Cold     Range 60'; Target is -10 to Speed until the start of Mist's next turn.    

RACE / CLASS / BACKGROUND FEATURES









feature     notes     source
Darkvision     60'     race
Fey Ancestry     Advantage vs. being Charmed; magic cannot put him to sleep     race
Skill Versatility     Acrobatics; Stealth     race
Armor Proficiency     None     class
Weapon Proficiencies     daggers, darts, slings, quarterstaffs, light crossbows     class
Spell Casting    
Full Description
3 Cantrips; Prepare up to 4 (INT mod+Wizard Level) Spells.  Must finish a long rest and have access to a Spellbook to prepare spells; may add spells to Spellbook at cost of 50gp/level of the spell and 1 hour/level of the spell.  Ritual Casting.  Can use Arcane Focus in place of material components unless they have a gp cost.
     class
Arcane Recovery    
Full Description
1/day after a short rest, may regain (Wizard Level/2, rounded up) Spell Slots.  Cannot recover slots of 6th Level+
     class
Court Functionary    
Full Description
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.
     Courtier

SPELL DC [13]   CASTING BONUS [+5]     SPELL ABILITY [Intelligence]    SPELL LEVEL [Wizard]


SPELL     {1}     {2}     {3}     {4}     {5}     {6}     {7}     {8}     {9}
SLOTS     2/2     ./.     ./.     ./.     ./.     ./.     ./.     ./.     ./.

SPELLS KNOWN


















lvl.     name     target     range     duration     effect
{0}     Prestidigitation     Varies     10'     1 hour    
Full Description
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action
{0}     Mending     Object     Touch     Instantaneous    
Full Description
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
{0}     Ray of Frost     1 creature     60'     Instantaneous     1d8 Cold Damage; -10 Speed until start of Mist's next turn
{1}     Silvery Barbs     1 creature     60'     Instantaneous    
Full Description
When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw, the triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
{1}     Mage Armor     1 creature     Touch     8 hours     AC = 13+ DEX mod; ends if target puts on armor.
{1}     Shield     Self     Self     Until start of his next turn     When Mist would be hit with an attack or is targeted with Magic Missile spell, use 1 reaction for +5AC
{1}     Tasha's Hideous Laughter     1 creature     30'     Concentration; up to 1 minute (10 rounds)    
Full Description
A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laugher if this spell affects it. The target must succeed on a Wisdom saving throw of fall prone, becoming Incapacitated and unable to stand up for the Duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.
{1}     Detect Magic     Self     Self     Concentration; up to 10 minutes.     
Full Description
Ritual.  You sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of Common metal, a thin sheet of lead, or 3 feet of wood or dirt.
{1}     Identify     1 object or creature     Touch     Instantaneous    
Full Description
Ritual.  You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its Properties and how to use them, whether it requires Attunement to use, and how many Charges it has, if any. You learn whether any Spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what Spells, if any, are currently affecting it.
{2}     name here     target here     range here     duration here     effect here
{3}     name here     target here     range here     duration here     effect here
{4}     name here     target here     range here     duration here     effect here
{5}     name here     target here     range here     duration here     effect here
{6}     name here     target here     range here     duration here     effect here
{7}     name here     target here     range here     duration here     effect here
{8}     name here     target here     range here     duration here     effect here
{9}     name here     target here     range here     duration here     effect here

EQUIPMENT







quantity     name     notes
1     Dagger     1d4P; Finesse, Light, Thrown (Rng 20/60)
1     Whaletooth Wand     Arcane Focus
1     Spellbook     Required to prepare spells
1     Fine Clothes     Notes
1    
Explorer's Pack
backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50' hemp rope
     notes here

.. platinum pieces   5 gold pieces   .. silver pieces   .. brass pieces

APPEARANCE
On the short side, Mist has a slender build and fine, delicate features that take after his elven mother.  His skin is fair and smooth, though he does have a few scars; a teardrop shaped one on his right shin and a more recent three inch line on the inside of his left forearm from when one of his step-siblings "slipped" with a knife.  His hair is a blonde has is worn long, down to his shoulders, and is usually pushed back and gathered with a faded ribbon that was a gift from his elven grandmother.  His eyes are the bright green of the first leaves of spring and his full lips are pink.  His body is sleek beneath his clothes, with no body hair (another trait from his elvish side). 

Whoever he is dressed, he always carries a book strapped at his waist and treats in such a way that it is clearly valuable to him.

PERSONALITY
Mist rarely makes the first move in social situations and is wary of many people, though he is notably less so around people who are not humans or elves.  He is bright and curious; one of the few times in which he will speak up is if he witnesses something he isn't familiar with or knows little about.  He is young and it can show, the youth earnest and eager to please those who show him kindness or even respect. 

IDEALS
My talents were given to me so that I could use them to benefit the world (Good).
Everything is new, but I have a thirst to learn (Neutral).

BONDS
I owe my mentors a great debt for forging me into the person I am today.
I'm fascinated by the beauty and wonder of this new land.
One day I will return to my family and prove that I am greater than any of them.

FLAWS
I crave the acceptance and affection that my family denied me.
I have a weakness for the exotic beauty of the people of these lands.

BACKSTORY
Born to an elf bard after returning home from a decades long journey through the lands of other peoples, Mistrion Peradan (translates to Mistaken Son Half-Man) spent the first seven years of his life among the elves and was often subject to bullying from his peers and the disgust of adults, veiled to varying degrees.  Shortly after turning seven, his mother took him on a journey that lasted a year, going away from elven lands.  They traveled through many nations and places, until she brought him to the human man she claimed was his father, a minor noble in the northern, cold land of Bearlund.  His parents spoke to each other for a long time and his mother stayed for a week before she left, leaving Mistrion behind in the care of his father.  While his father tried to do well by the boy, incorporating him into family life, recognizing him as his bastard so he could learn the ways of court, and ensuring he was educated as well as his other children.  Mistrion's step-mother was concerned that this half-elf bastard was a threat to her children's inheritance and was not kind.  His half-siblings varied between taking cues from each of their parents, sometimes friendly and supporting, sometimes cruel.  Among elves, he had been too much of a human for people's comfort, and now he was too much of an elf for those he lived among.  He found solace in reading and soon found a patron in the local ruler's Court Wizard, who detected the hint of magical talent in the boy and gave him his first lessons in The Art.

Not long after his 14th birthday, a party of adventurers came to the town Mistrion's family lived in.  The band stayed there for half a year, helping deal with a number of threats and problems and then staying the winter.  During this time, the youth made an effort to befriend the company, whose leader was a friend of the Court Wizard.  Seeing an opportunity, Mistrion's stepmother spoke to (and may have done other things) to convince the adventurer's that the half-elf boy needed mentorship and training that the Court Wizard could not provide.  Whatever their reasons, when the party resumed their journeys, Mistrion went with them as an apprentice to Torithion, the party's elf wizard.  He traveled with them, studied, and served as a general minion and servant to the group for more than a year before the band heard of the rumors of an expedition to find the treasure of the mysterious Dragonlords. 

The journey by sea was a long one that became suddenly dangerous when their ship crossed into a strange sea where the stars overhead were wrong.  A terrific storm battered and destroyed the ship, Mistrion managing to survive by lashing himself to a broken spar and found himself shipwrecked in the strange land of Thylea.  It has not yet been a month and he has now come to the city of Mytros, seeking any news of his comrades and a way home.

LANGUAGES
Common, Elvish, Dwarven, Giant, Draconic

NOTES
Physical Data

Age: 16
Height: 5'5"
Weight: 130lbs

Things Discovered About Him So Far
Shameless stolen from Isengrad because I love the idea of this section

Character Generation Notes
Using the customization rules from Tasha's, I changed the Half Elf attribute bonuses to +2INT, +1 DEX, +1CON.

Isengrad

Quote from: Armphid on January 23, 2022, 11:48:49 AM
Whack complete!  Here it is!  At risk of being annoying by asking for more help, I'm not in love with the pic I found, so if anyone has other suggestions, please share them!

Found some that might work.


original artwork by karabiner

Armphid

Ooooh, those are much better than mine.  Very nice!  Thank you.

Isengrad


original artwork by karabiner

Xurtan

Quote from: Armphid on January 23, 2022, 11:48:49 AM
At risk of being annoying by asking for more help, I'm not in love with the pic I found, so if anyone has other suggestions, please share them!

Here's a couple of others that might work:




Armphid

You guys are so good at this stuff!  Awesome.  Thank you!

Brittlby

Quote from: Armphid on January 23, 2022, 06:05:12 PM
You guys are so good at this stuff!  Awesome.  Thank you!

Right? Suspiciously good. >_> you folx holding out on me with hot Medusa-Man pictures too? Lol
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

Isengrad


original artwork by karabiner

Brittlby

Ooooo… green. I’m gonna figure out how to use both somehow. Maybe go green right before it’s time to shed the skin. Lol

Thank you for finding that!
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

Xurtan

The only other one I noticed as a potential beyond the one you found/the ones Isengrad linked is this one:



Most of the male medusa/gorgon style art is either far closer to naga, or just weirdly brutish, which didn't seem the style you were going for, hah.

Brittlby

#90
You are correct sir!

… hah! He’s got the little gold nipple cages! Why would you do that? He’s literally going to have to say, “HEY! My eyes are up here!” To petrify people!
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

Armphid

To be fair, that would make it easier to only petrify people when you wanted to, rather than all the time.

Brittlby

Quote from: Armphid on January 23, 2022, 07:24:11 PM
To be fair, that would make it easier to only petrify people when you wanted to, rather than all the time.

Ahh, touché… Think chess, not checkers.
Nitpicking naysayers barking like beagles, through the tall grass of poisonous tongues
Slide down your throat like an antidote you can quote...

O/O

Envious

I'll have my sheet finished and posted tonight!

Isengrad


original artwork by karabiner

Armphid


Xurtan


Envious

There are a few things I'm not sure how to correctly put in! If you spot anything that's off, please let me know. I'm working on the picture and name now, but I think I've got the core of it down =]

I'm not sure what to put after the + of the 1d6. Or what my spell level is. 1? Or how many spell slots I have. Is it 2/6? Two casts available, six spell slots?


mace     [+.2.]     [1d6+.]     bludgeon     notes here     


NAME HERE





RACE __ Satyr                CLASS/LEVEL __ Cleric / 1
EPIC PATH __ The Vanished One                ALIGNMENT __ Chaotic Good





score
mod.
save
               
score
mod.
save
STRENGTH
{14}[+2](+2)               
INTELLIGENCE
{10}
(0)
DEXTERITY
{8}[-1](-1)               
WISDOM
{17}[+3](+5)
CONSTITUTION
{14}[+2](+2)               
CHARISMA
{12}[+1](+3)



ARMOR CLASS [.16.]                HIT POINTS [.10.]                HIT DIE [1/1 d.8.]
SPEED  [.30.]                INITIATIVE [.+2.]                PROFICIENCY [.+2.]










ACROBATICS (Dex)
[.-1.]               
MEDICINE (Wis)
[.+5.]
ANIMAL HANDLING (Wis)
[.+5.]               
NATURE (Int)
[.0.]
ARCANA (Int)
[.0.]               
PERCEPTION (Wis)
[.+5.]
ATHLETICS (Str)
[.2.]               
PERFORMANCE (Cha)
[.1.]
DECEPTION (Cha)
[.1.]               
PERSUASION (Cha)
[.1.]
HISTORY (Int)
[.0.]               
RELIGION (Int)
[.0.]
INSIGHT (Wis)
[.5.]               
SLEIGHT OF HAND (Dex)
[.-1.]
INTIMIDATION (Cha)
[.1.]               
STEALTH (Dex)
[.-1.]
INVESTIGATION (Int)
[.0.]               
SURVIVAL (Wis)
[.5.]





attack     bonus     damage     damage type     notes
mace     [+.2.]     [1d6+.]     bludgeon     notes here     
dagger     [+.2.]     [1.d.4.+.]     type here     notes here     
attack here     [+..]     [.d..+.]     type here     notes here     

RACE / CLASS / BACKGROUND FEATURES




feature     notes     source
fey heritage     You have advantage on saving throws against being charmed or frightened, and spells can't put you to sleep.     race
memory for music     You have proficiency with one instrument of your choice. You have advantage on Performance checks made with the selected instrument. You can also memorize and perform any song after hearing it only once.     race
enchanting music     You can cast the minor illusion cantrip. When you reach 3rd level, you can cast the sleep 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 also cast the suggestion spell with this trait and regain the ability to do so when you finish a long rest. Casting these spells requires access to an instrument that you are proficient with. Charisma is your spellcasting ability for these spells.     race
...     ...     ...

SPELL DC [.13.]   CASTING BONUS [.5.]     SPELL ABILITY [.wisdom.]    SPELL LEVEL [.]


SPELL     {1}     {2}     {3}     {4}     {5}     {6}     {7}     {8}     {9}
SLOTS     ./.      ./.     ./.     ./.     ./.     ./.     ./.     ./.     ./.

SPELLS KNOWN














lvl.     name     target     range     duration     effect
{0}     Guidance     target here     touch     concentration up to 1 min     You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
{0}     Sacred Touch     target here     60 feet     instantaneous     Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.
At Higher LevelsThe spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
{0}     Light     target here     touch     1 hour     You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
{0}     Minor Illusion     target here     30 feet     1 minute     You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
{1}     Bless - Domain     target here     30 feet     Concentration up to 1 minute     You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
{1}     Cure Wounds - Domain     target here     Touch     instantaneous     A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
{1}     Healing Word     target here     60 feet     instantaneous     A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
{1}     Detect Magic     target here     range here     concentration up to 10 minutes     For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
{1}     Command     target here     6 feet     1 round     You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
{1}     Detect Poison and Disease     target here     Self     concentration up to 10 minutes     For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
{#}     name here     target here     range here     duration here     effect here

EQUIPMENT







quantity     name     notes
1     Scroll Case     notes here
1     Winter Blanket     notes here
1     Common Clothes     notes here
1     Herbalism Kit     notes here
1     Priest Pack     notes here
1     Chain Mail     notes here

.. platinum pieces   .5. gold pieces   .. silver pieces   .. brass pieces

APPEARANCE
... incoming! still searching for a picture

PERSONALITY
... I am utterly serene, even in the face of disaster. Easy going and carefree, he goes from place to place enjoying the simple pleasures of life. He enjoys games and music and can often be found strumming on his lute and making up silly limericks. Friendly and social, he doesn't mind spending time to help someone out. Don't mistake it for altruism, though! He always has a hint on how his "favor" can be returned. Nothing will sour his mood faster than seeing animals being treated poorly.

IDEALS
... Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)

BONDS
... I entered seclusion to hide from the ones who might still be hunting me. I must someday confront them.

FLAWS
... Now that I've returned to the world, I enjoy its delights a little too much.

BACKSTORY
... There's nothing better than being needed, and he has the distinct impression that he was needed all the time! That he was adored for his particular set of skills! He just can't remember what they are or why they were needed. He remembers glittering gold, the caress of a lover, and the irresistible charms of a nymph! He was certain that he must have been a famous musician, but people don't much like his singing!

LANGUAGES
... common, sylvan, dwarvish

NOTES
...

Xurtan

Spell levels are essentially how powerful the spell is. At 1st level as a Cleric, you have access to first level spells. You gain access to second level spells at Cleric level 3. You gain access to third level spells at Cleric level 5. The number of spell slots you have at level one is 2; that is, you can cast two spells that you have prepared before you need to Long Rest to gain them back. The number of spells that you can prepare is WIS + Cleric level. In your case, that would be 4 prepared spells, and you are able to cast any two of them.

I'm assuming you mean the damage on your Mace, in which case in that specific instance you'd add your STR mod to the damage and attack roll. For the dagger, as it's a finesse weapon, you may use either your STR OR DEX mod (but not both at the same time). Does that help? I know it feels like a lot to keep track of, but don't worry about it. Once you figure out the internal consistency of a lot of the rules it starts making sense. <3

Isengrad

#99
Envious, what background did you go with?

Oh, also your mace should be +4 to hit. you add Prof and str to hit.

Edit: Did some search for Satyr(easier than Male Madusa :P )
Satyr art


original artwork by karabiner