- Created
- 4 years, 8 months ago
- Creator
- Blossomfall
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Profile
- Common
- Draconic
- Elvish
Learning: Gnomish, Sylvan (Tourist Knowledge) (3weeks - 21 days?)
- Simple Weapons
- Martial Weapons
- ???
- Armour
- Shields
- Item
Dragonchess Set
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Contains three charges of Misty Step. Teleport 30 ft as a bonus action
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Voidwalker+9 1d10(+1)/magic (MOD:+4)
Blade Ward
You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.
Booming Blade (5ft/2d8 thunder)
You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack's normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
The wind has the following effects:
It deafens you and other creatures in its area.
It extinguishes unprotected flames in its area that are torch-sized or smaller.
It hedges out vapor, gas, and fog that can be dispersed by strong wind.
The area is difficult terrain for creatures other than you.
The attack rolls of ranged weapon attacks have disadvantage if the attacks pass in or out of the wind.
Phantasmal Force (60ft/1min/concentration)
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs.
The phantasm includes sound, temperature, and other stimuli, also evident only to the creature.
The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm's reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm's area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Dragon's Breath (Touch/concentration/bonus action/3d6 acid/cold/lightning/poison/fire)
You touch one willing creature and imbue it with the power to spew magical energy from its mouth, provided it has one. Choose acid, cold, fire, lightning, or poison. Until the spell ends, the creature can use an action to exhale energy of the chosen type in a 15-foot cone. Each creature in that area must make a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save, or half as much damage on a successful one.
Damage increases by 1d6 for each slot level above 2nd.
Arcane Lock (touch, 1 action)
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
- Two Longswords
- Soothsayer
- Light Crossbow (20 bolts)
- Set of Fine Clothes (gradient of silver and purple, runes on sleeve)
- Chainmail (-stealth)
- Item
- 41-day Rations (Modest)
- Basilisk Meat
- Kraken Meat (?)
- Diamond (1000g) x4
Diamond (75) - Crystal x13
- 1 ruby
- 1 sapphire
- Uncut Opal (50g)
20 gems (2400g) - assorted gems worth 2000gp
- assorted gems (150gp)
- 1 cut Amythest (100g)
- 2 vials of gem shards
- Scroll of Pedigree
- Signet Ring
- Letter of Recommendation (Alec)
Letter of Recommendation (The Guild, Techlin) - Vial of Poison Claws (from Ghouls)
- Book without a title
- Heroic Draconic Poetry Book
- Rope Hempen (50ft)
- wyvern skin cape
- vial (x3)
- parchment & quill
Disguise Kit
Statue of Golden Lion
A set of dragon notes on how to be a dragon
Commemorative Mug - iron band along the side, carved into it is "Techlin Quarten Guild Hall"
Coded Letter on Shadow Monk
Sketch of dude in gem
10 vials
Draconic Book on Treaty with Dragons
Key Gem that starts and stops airship
Bottle of Vodka (x2)
Mushroom Wine (x3)
Boots of Featherfall (perma Featherfall)
Saddle (inside Siren of the Skies)
Books:
- Chiseled Dragonborn riding a salamander
- Chiseled shepherd riding giant ants
- small potion in glass vial (yellowy liquid)
- 9 fun mushrooms that Must Be Eaten with Water
- maps of faewilds
- translation guide from Elvish to Sylvan
- Fae compass - points towards portal
- silver ooze x1 (shapeshifter)
- stone, faintly glowing blue sigil
- face mask
30g
95g
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Aliquam egestas lectus ac metus lacinia efficitur. Morbi quis purus vitae libero dictum gravida. Donec eget nisl ex. Curabitur vitae leo sed odio aliquet accumsan. Proin egestas posuere sapien ac finibus. Pellentesque et dolor elit.
For the duration, you can read the thoughts of certain creatures. When you cast the spell and as your action on each turn until the spell ends, you can focus your mind on any one creature that you can see within 30 feet of you. If the creature you choose has an Intelligence of 3 or lower or doesn’t speak any language, the creature is unaffected.
You initially learn the surface thoughts of the creature—what is most on its mind in that moment. As an action, you can either shift your attention to another creature’s thoughts or attempt to probe deeper into the same creature’s mind. If you probe deeper, the target must make a Wisdom saving throw. If it fails, you gain insight into its reasoning (if any), its emotional state, and something that looms large in its mind (such as something it worries over, loves, or hates). If it succeeds, the spell ends. Either way, the target knows that you are probing into its mind, and unless you shift your attention to another creature’s thoughts, the creature can use its action on its turn to make an Intelligence check contested by your Intelligence check; if it succeeds, the spell ends.
Questions verbally directed at the target creature naturally shape the course of its thoughts, so this spell is particularly effective as part of an interrogation.
You can also use this spell to detect the presence of thinking creatures you can’t see. When you cast the spell or as your action during the duration, you can search for thoughts within 30 feet of you. The spell can penetrate barriers, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. You can’t detect a creature with an Intelligence of 3 or lower or one that doesn’t speak any language.
Once you detect the presence of a creature in this way, you can read its thoughts for the rest of the duration as described above, even if you can’t see it, but it must still be within range.
I have a penchant for witty remarks, though I tend to keep my calm most of the time.
Kindness. People less fortunate than I should be helped when I have the opportunity to, even in this chaotic mess.
I'm looking for my long lost parent, Theomaeth, the storm dragon...
Some people can find me way too pessimistic and secretive for their tastes. Also, I can get a little... wild with some ale.
+ Breath Weapon (The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save, and half
as much damage on a successful one. The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6
at 16th level.)
2: Seren Arvel (Badass Moon Elf Knight)
3: Cordiality Chu'thul (Nervous Tiefling Outcast-turned-Knight)
-FIGHTER CLASS FEATURES-
Eldritch Strike
You learn how to make your weapon strikes undercut a creature's resistance to your spells. When you hit a creature with a weapon attack, that creature has disadvantage on the next saving throw it makes against a spell you cast before the end of your next turn.
- Shatterswords of Lyrros
- Princess Anna of the Duchy of Platsk & the Resistance
- Corrlaine
- Gorg the Gnome
- SPELL SAVE DC: 16
- children of harmony - causes things to keep growing (potential connection w gnomes?)
- Cordiality - 3rd level Fighter
INSPIRATION: 2
1ST LEVEL SLOTS: 4/4
2ND LEVEL SLOTS: 3/3
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