[Beginner's 5th Edition] Muddale Mutton Massacre (OOC)
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: Chulanowa on 19-09-2018, 03:12:46</h2>
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				Title: <strong>[Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>19-09-2018, 03:12:46</strong>
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				Hi there everyone and welcome aboard! These first two posts are going to have a lot of stuff to them, so I hope that's not too off-putting. Beyond that, this is any other OOC thread; use it to converse, discuss, table talk, post bongo cat memes (<em>please</em> post bongo cat memes) and whatever else you like.<br><br>So then!<br><br><div align="center"><span style="font-size: 24pt;" class="bbc_size"><strong>Rules</strong></span></div><br>&nbsp;&nbsp;&nbsp;First off, the rules of this endeavor...<br><br>&nbsp;&nbsp;&nbsp;• All the standard rules of playing on E apply, of course.<br>&nbsp;&nbsp;&nbsp;&nbsp;• Respect each other's ons / offs. While this isn't planned to be a sexual RP, we're adults playing adult characters, adult stuff happens; be respectful towards each other when it does.<br>&nbsp;&nbsp;&nbsp;• If a rules question comes up, please allow me to answer it.<br>&nbsp;&nbsp;&nbsp;• Speaking of, always feel free to ask me something! It's what I'm doing this for, after all. <br>&nbsp;&nbsp;&nbsp;• If you have to drop the game or take a hiatus, please say so! RL always comes first, but let us know so we can work with it.<br>&nbsp;&nbsp;&nbsp;• Be excellent to each other... And, <em>PARTY ON, DUDES!</em>!<br><br><div align="center"><strong><span style="font-size: 14pt;" class="bbc_size">Gameplay</span></strong></div><br>&nbsp;&nbsp;&nbsp;Being a system game, of course D&amp;D has a set of rules. Thankfully, these rules are pretty approachable, at least when compared to prior editions of the game. Gone are the pages and pages of tables and charts and endless redundancies and contradictions. It's a pretty sleek system, as far as dice-based RPG's go. <br><br>&nbsp;&nbsp;&nbsp;This is how it works, at the most basic level:<br>&nbsp;&nbsp;&nbsp;<strong>1. The DM describes the environment and situation.</strong> I tell you guys what the scene is basically, what's going on around you, any foes you may be aware of, etc.<br>&nbsp;&nbsp;&nbsp;<strong>2. The players describe what they want to do.</strong> do you want to kick down a door? Investigate for footprints? Grab&nbsp; beer and look for a good time? Describe it! Dice are then rolled to resolve the action, if the outcome is uncertain; some things are just trivial or taken as a given (a member of a noble house certainly recognizes their house's coat of arms), while some are just impossible for a character to achieve (A dwarf can't fly without magic, no matter how hard he flaps his arms)<br>&nbsp;&nbsp;&nbsp;<strong>3. The DM narrates the outcome of the adventurer's actions.</strong> "You strike a mighty blow against the beholder, and it recoils away from you, dripping green ichor. With&nbsp; snarl and some words in a guttural tongue, it readies its many eyes to fire beams of magic at you!" And so forth. <br><br>&nbsp;&nbsp;&nbsp;It's the dice part of Step #2 that can get complicated at times. But, that's also pretty simple; to resolve most actions, the DM calls for you to roll a single twenty-sided die. You add to (or subtract from, sometimes) this roll a modifier based on your abilities and if applicable, proficiency. If your total is equal to or higher than the target number set by the DM, you succeed in your action, and if its lower, you fail.<br><br>&nbsp;&nbsp;&nbsp;• <strong>Advantage, Disadvantage, and Inspiration</strong>: Sometimes your character will have advantage on a D20 roll; you have the higher ground on a foe, or you are a noble trying to cow a pig farmer, or some similar situation; in this case, you roll <em>two</em> D20's, and take the one with the higher result. Disadvantage is the opposite, when you are getting the short end of a scenario, you may have to roll 2d20, and take the <em>lower</em> result. <br>&nbsp;&nbsp;&nbsp;<strong>Inspiration</strong> is a boon given to a player by the DM due to inspired roleplay, staying true to a character's persona even when disadvantageous, and generally whenever the DM feels its called for. A character can only have one inspiration at a time; they can spend it to cancel any disadvantage, or to give themselves advantage at any time; you can also spend your inspiration to cancel disadvantage / give advantage to another player!<br><br><div align="center"><strong><span style="font-size: 12pt;" class="bbc_size">Combat</span></strong></div><br>&nbsp;&nbsp;&nbsp;For the most part, combat follows the same outline as any other scenario; the DM describes the scene, characters and NPCs react to it, DM describes again, so on and so forth. Combat actions are resolved using a D20 roll, same as noncombat actions, though with a few extra layers.<br><br>&nbsp;&nbsp;&nbsp;• <strong>Actions:</strong> Each character gets three actions during their combat turn; one standard action (attacking, using a skill, using movement), one move action (using movement; you can move on both a standard and move action in the same round) and, if you have something to use it for, a bonus action (some spells, class features, using a weapon in your second hand.) These can be used in any order you wish, and you do not have to use all of them if you don't want to.<br><br>&nbsp;&nbsp;&nbsp;• <strong>Initiative:</strong> Of course figuring out who acts when is important in combat. at the start of the first round of combat, the DM calls ofr an initiative roll; this is just a D20 roll, modified by your initiative bonus. Highest acts first, lowest acts last. (For PBP play, this takes a long time; I'll be using a more loose system; Actions will <em>happen</em> in initiative order, but I'm not goign to make everyone wait to <em>post</em> in initiative order!) If you want, you can set your initiative to happen after someone who got a lower result than you did. <br><br>&nbsp;&nbsp;&nbsp;• <strong>Attacking, Defending, and Damage:</strong> To attack a foe, you roll 1d20 and add a modifier; For melee attacks, this is either Strength or Dexterity (depending on your weapon) plus your Proficiency bonus, while for ranged attacks, you use your dexterity bonus and proficiency bonus. <strong>Defense</strong> is for the most part passive; your armor and shield (if any) give you a statistic called <em>Armor class</em> - this is the target number a foe must achieve to hit you. <br>&nbsp;&nbsp;&nbsp;If you score a hit, you get to roll damage; the size and number of dice you use depends on what weapon you're hitting with. You add the moddifier you used on your attack roll to the result of these dice. (So if you used Dexterity to attack with a rapier, you add your dexterity bonus to the damage)<br><br>&nbsp;&nbsp;&nbsp;• <strong>Criticals:</strong> if you roll a 20 on the attack roll, before applying any modifiers, that is a critical hit; you get to double the dice you used for damage in this case (So if you're using htat rapier which normally uses 1d8 for damage, you would instead roll 2d8). (<strong>House Rule:</strong> If you have Disadvantage, roll a 20, and your lower die is still a hit, you still get to treat it as a critical hit)[/b]<br><br>&nbsp;&nbsp;&nbsp;I hope that's not too much to take in! if you have any questions, by all means, ask; I imagine some things will come up as we play, which is fine too. I just wanted ot make sure that there's some groundwork in.
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				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>19-09-2018, 03:13:07</strong>
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				<div align="center"><span style="font-size: 24pt;" class="bbc_size"><strong>Characters</strong></span></div><br>&nbsp;&nbsp;&nbsp;Included below (and into the next two posts because character limits) are twelve characters - one of each character class - with a variety of races and backgrounds. I've included names, genders, images, and a sort of "background outline" for each, but if you'd rather change or expand that stuff, go right ahead (though I do ask if you change images, don't use photos, 3D rendered images, or anime stuff.) What I've set up is intended to be the "crunch" part of the character and some setup; of course if you're fine with just what's there, cool.<br><br>&nbsp;&nbsp;&nbsp;One thing I'm not worried about is party balance; If everyone wants to play a spellcaster of some sort, that's awesome, do that, same if everyone wants to just kick dicks all day long. Pick what you like! <br><br>&nbsp;&nbsp;&nbsp;I <em>would</em> like, once everyone's settled on their pick, for the group to come up with at least cursory ties to one another; you're all level one, so it's likely you've not had any grand adventures together (yet...) and may in fact have just met last night. "Got shitfaced and went looking for gold" is perfectly fine. <br><br>&nbsp;&nbsp;&nbsp;The character sheets <em>do</em> have a lot of information on them; it's kind of unavoidable. If you have any questions, again, that's what I'm here for. <br><br><hr><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Azeyrax Hra'nathar, Male Blue Dragonborn Barbarian</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/11/f6/bf/11f6bf630b6a8ce0c987b6cd26f35256.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Chaotic Neutral<br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 14 </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 13 </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 30' </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +1</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/21/e1/fb/21e1fb7202cc795e0f0edb1b1585b5b4.jpg)</div>&nbsp;&nbsp;&nbsp;Azeyrax served honorably on a pirate-hunting fleet far to the south for several years. He notoriously had quite a temper, which only got more severe after a battle injury to his head. Though the wound has since healed, Azeyrax has found himself on "indefinite shore leave," and has found work as a hired sword.<br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Strength and Constitution<br><strong>Skills:</strong> Athletics, Intimidation, Perception, and Survival<br><strong>Armor:</strong> Light and Medium armors, as well as shields.<br><strong>Weapons:</strong> All weapons<br><strong>Tools:</strong> Navigator's tools, water vehicles<br><strong>Languages:</strong> Common, draconic<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Greataxe, two handaxes, four javelins, A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center <br>(or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, a belt pouch containing 10 gp, and an explorer's pack (contains a backpack, <br>a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin.)</div></div><br><br><strong>Race:</strong> Dragonborn (Blue)<br>&nbsp;&nbsp;&nbsp;Born of dragons, as their name proclaims, the dragonborn walk proudly through a world that greets them with fearful incomprehension. Shaped by draconic gods or the dragons themselves, dragonborn originally hatched from dragon eggs as a unique race, combining the best attributes of dragons and humanoids. Some dragonborn are faithful servants to true dragons, others form the ranks of soldiers in great wars, and still others find themselves adrift, with no clear calling in life.<br>&nbsp;&nbsp;&nbsp;A continual drive for self-improvement reflects the self-sufficiency of the race as a whole. Dragonborn value skill and excellence in all endeavors. They hate to fail, and they push themselves to extreme efforts before they give up on something. A dragonborn holds mastery of a particular skill as a lifetime goal. Members of other races who share the same commitment find it easy to earn the respect of a dragonborn.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Draconic Ancestry</div><div class="spoiler_body">You have draconic ancestry. Choose one type of dragon; Your breath weapon and damage resistance are determined by the dragon type. <br><strong>(Azeyrax is a scion of blue dragons, and thus has a lightning-based breath weapon and resistance to lightning damage)</strong></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Damage Resistance</div><div class="spoiler_body">You are resistant to Lightning damage <strong>(whenever you would take lightning damage, reduce it by half.)</strong></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Breath Weapon</div><div class="spoiler_body">You can use your action to exhale destructive energy. Your draconic ancestry determines the size, shape, and damage type of the exhalation. <br>When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by your draconic ancestry.<br><br>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. <br>The damage increases to 3d6 at 6th level, 4d6 at 11th level, and 5d6 at 16th level.<br><br>After you use your breath weapon, you can’t use it again until you complete a short or long rest.<br><br><strong>(When Azeyrax uses his breath weapon, all creatures in a 30-foot line must make a Dexterity saving throw or take lightning damage)</strong></div></div><br><br><strong>Class:</strong> Barbarian<br>&nbsp;&nbsp;&nbsp;Barbarians, different as they might be, are defined by their rage: unbridled, unquenchable, and unthinking fury. More than a mere emotion, their anger is the ferocity of a cornered predator, the unrelenting assault of a storm, the churning turmoil of the sea. For some, their rage springs from a communion with fierce animal spirits. Others draw from a roiling reservoir of anger at a world full of pain. For every barbarian, rage is a power that fuels not just a battle frenzy but also uncanny reflexes, resilience, and feats of strength. Barbarians come alive in the chaos of combat. They can enter a berserk state where rage takes over, giving them superhuman strength and resilience. A barbarian can draw on this reservoir of fury only a few times without resting, but those few rages are usually sufficient to defeat whatever threats arise.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Rage</div><div class="spoiler_body">On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor:<br><br>&nbsp;&nbsp;&nbsp;• You have advantage on all Strength checks and Strength saving throws.<br>&nbsp;&nbsp;&nbsp;• When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. <strong>(Axeryax gets a +2 bonus at level 1)</strong><br>&nbsp;&nbsp;&nbsp;• You have resistance to bludgeoning, piercing, and slashing damage. <strong>(If you would take bludgeoning, piercing, or slashing damage, instead reduce it by half)</strong><br><br>If you are able to cast spells, you can't cast them or concentrate on them while raging.<br><br>Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.<br><br>Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.<br><br><strong>(Azeryax can use Rage two times before needing to finish a long rest)</strong></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Unarmored Defense</div><div class="spoiler_body">While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.</div></div><br><br><strong>Background:</strong> Sailor<br>&nbsp;&nbsp;&nbsp;You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has come to try your hand at something new. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing and presumed lost with all hands? What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain and first mate? Did you leave your ship on good terms with your fellows, or on the run?<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Ship's Passage</div><div class="spoiler_body">When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Lyanna Ezzrix, Female Tiefling Bard</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/41/e2/08/41e208541a7c662a1d74598f11cce160.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Chaotic Good</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 7</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 11</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 30</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +2 </span><br></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/96/99/43/9699438930f6bfc6997dd631cc97f683.jpg)</div>&nbsp;&nbsp;&nbsp;Lyanna was a perfect fit in the six Street weasels; since the world had never given the young tiefling anything, she figured she would have to <em>take</em> what she needed - or wanted. She also resolved to not let others in the gutters suffer as she had; a criminal with a heart of gold, if you will. <br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Dexterity, Charisma<br><strong>Skills:</strong> Acrobatics, Arcana, deception, performance, stealth<br><strong>Armor:</strong> Light Armor<br><strong>Weapons:</strong> All simple weapons, plus hand crossbows, longswords, rapiers, and shortswords<br><strong>Tools:</strong> Lute, Voice, concertina, dice games, thieves' tools<br><strong>Languages:</strong> Common, Infernal<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Rapier, a lute, leather armor, a dagger, a crowbar, a set of dark common clothes including a hood, a belt pouch containing 15 GP, and an entertainer's pack (contains backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit.)</div></div><br><br><strong>Race:</strong> Tiefling<br>&nbsp;&nbsp;&nbsp;To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.<br>&nbsp;&nbsp;&nbsp;Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect. Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Darkvision</div><div class="spoiler_body">Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can 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.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Hellish Resistance</div><div class="spoiler_body">You have resistance to fire damage. <strong>(Whenever you would take fire damage, take half as much instead)</strong></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Infernal Legacy</div><div class="spoiler_body">You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level 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 darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.</div></div><br><br><strong>Class:</strong> Bard<br>&nbsp;&nbsp;&nbsp;Whether scholar, skald, or scoundrel, a bard weaves magic through words and music to inspire allies, demoralize foes, manipulate minds, create illusions, and even heal wounds. The greatest strength of bards is their sheer versatility. Many bards prefer to stick to the sidelines in combat, using their magic to inspire their allies and hinder their foes from a distance. But bards are capable of defending themselves in melee if necessary, using their magic to bolster their swords and armor. Their spells lean toward charms and illusions rather than blatantly destructive spells. They have a wide-ranging knowledge of many subjects and a natural aptitude that lets them do almost anything well. Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spellcasting</div><div class="spoiler_body">You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations. See Spells Rules for the general rules of spellcasting and the Spells Listing for the bard spell list.<br><br><strong>Cantrips</strong><br>You know two cantrips of your choice from the bard spell list. You learn additional bard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Bard table.<br><br><strong>Spell Slots</strong><br>The Bard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br><br>For example, if you know the 1st-level spell cure wounds and have a 1st-level and a 2nd-level spell slot available, you can cast cure wounds using either slot.<br><br><strong>Spells Known of 1st Level and Higher</strong><br>You know four 1st-level spells of your choice from the bard spell list.<br><br>The Spells Known column of the Bard table shows when you learn more bard spells of your choice. Each of these spells must be of a level for which you have spell slots, as shown on the table. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br><br>Additionally, when you gain a level in this class, you can choose one of the bard spells you know and replace it with another spell from the bard spell list, which also must be of a level for which you have spell slots.<br><br><strong>Spellcasting Ability</strong><br>Charisma is your spellcasting ability for your bard spells. Your magic comes from the heart and soul you pour into the performance of your music or oration. 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 bard spell you cast and when making an attack roll with one.<br><br><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Charisma modifier<br><br><strong>Spell attack modifier</strong> = your proficiency bonus + your Charisma modifier<br><br><strong>Ritual Casting</strong><br>You can cast any bard spell you know as a ritual if that spell has the ritual tag.<br><br><strong>Spellcasting Focus</strong><br>You can use a musical instrument (see the Tools section) as a spellcasting focus for your bard spells.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Bardic Inspiration</div><div class="spoiler_body">You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.<br><br>Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.<br><br>You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.<br><br>Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.</div></div><br><br><strong>Background:</strong> Criminal<br>&nbsp;&nbsp;&nbsp;You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.<br>&nbsp;&nbsp;&nbsp;There are many kinds of criminals, and within a thieves guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. What was the role you played in your criminal life?<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Criminal Contact</div><div class="spoiler_body">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.</div></div><br><br><strong>Cantrips</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Minor Illusion</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 Action<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Somatic, Material (a bit of fleece)<br><strong>Duration:</strong> 1 minute<br><br>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.<br><br>If you create a sound, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.<br><br>If you create an image of an object it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.<br><br>A creature can use its action to make an Investigation check on the illusion. If it discerns the illusion for what it is, the illusion becomes faint to it.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Thaumaturgy</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Verbal<br><strong>Duration:</strong> Instantaneous / up to 1 minute<br><br>You create one of the following magical effects within range:<br><br>&nbsp;&nbsp;&nbsp;• Your voice booms up to three times as loud as normal for 1 minute.<br>&nbsp;&nbsp;&nbsp;• You cause flames to flicker, brighten, dim, or change color for 1 minute.<br>&nbsp;&nbsp;&nbsp;• You cause harmless tremors in the ground for 1 minute.<br>&nbsp;&nbsp;&nbsp;&nbsp;•You create a sound that originates from a point of your choice within range.<br>&nbsp;&nbsp;&nbsp;• You cause an unlocked door or window to fly open or slam shut.<br>&nbsp;&nbsp;&nbsp;• You alter the appearance of your eyes for 1 minute.<br><br>If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Vicious Mockery</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 Action<br><strong>Range:</strong> 60 feet<br><strong>Components:</strong> Verbal<br><strong>Duration:</strong> Instantaneous<br><br>Choose a target you can see. If it can hear you, it must pass a Wisdom save or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn.<br><br>The damage increases by 1d4 when you reach 5th, 11th, and 17th level.</div></div><br><br><strong>1st Level Spells</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Charm Person</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> 1 hour<br><br>A humanoid you can see must succeed on a Wisdom saving throw, with advantage if you are currently fighting it, or it becomes charmed by you until the spell ends or someone in your party harms it. It will know it has been charmed when the spell ends.<br><br><strong>At Higher Levels:</strong> You can target one additional creature for each slot level above 1st. They must be within 30 feet of each other when you target them.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Faerie Fire</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (Ritual)<br><strong>Range:</strong> 60 feet<br><strong>Components:</strong> Verbal<br><strong>Duration:</strong> Concentration; up to 1 minute<br><br>Blue, green, or violet lights outline objects inside a 20-foot cube of space. All creatures in the area make a Dexterity save or be cast in light as well. The light cast by this spell illuminates a 10-foot radius.<br><br>An attack can be made with advantage against any creature or object that is affected by this spell and that creature or object cannot become invisible.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Healing Word</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 bonus action<br><strong>Range:</strong> 60 feet<br><strong>Components:</strong> Verbal<br><strong>Duration:</strong> Instantaneous<br><br>A creature you can see regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.<br><br><strong>At Higher Levels:</strong> The healing increases by 1d4 for each slot level above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Thunderwave</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Self (15 foot cube)<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Instantaneous<br><br>Each creature in a 15-foot cube originating from you must make a Constitution save. On failure, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a success, the creature takes half damage and isn't pushed.<br><br>Unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect. The spell emits a thunderous boom audible out to 300 feet.<br><br><strong>At Higher Levels:</strong> The damage increases by 1d8 for each slot level above 1st.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Forinn Daggston, Male Hill Dwarf Cleric</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/3a/94/11/3a94112e24cee3ef95809b59a248eab0.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Lawful Good</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 11</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 18 </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 25'</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +0</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/61/18/33/61183308ce75cc98f6dbf1b96d8afff9.jpg)</div>&nbsp;&nbsp;&nbsp;Forinn entered the priesthood of Moradin at a fairly young age. For years he served as a clerk, librarian, and theoretical metallurgist; he never thought that a true divine calling would come to him. When it <em>did</em>, when that forge flame spoke to him and told him to spread the will of Moradin among the sky-walkers, Forinn's life changed forever.<br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Wisdom, Charisma<br><strong>Skills:</strong> Arcana, History, Insight, Religion<br><strong>Armor:</strong> All Armor and shields<br><strong>Weapons:</strong> Simple weapons, as well as the battleaxe, handaxe, light hammer, and warhammer<br><strong>Tools:</strong> Smith's tools<br><strong>Languages:</strong> Celestial, Common, Dwarvish, and Goblin<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Warhammer, chain mail, light crossbow w/20 bolts, shield, holy symbol of Moradin, a bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, a belt pouch containing 10 gp, and a priest's pack (contains Includes a backpack, a blanket, 10 candles, a tinderbox, an alms box, 2 blocks of incense, a censer, vestments, 2 days of rations, and a waterskin.)</div></div><br><br><strong>Race:</strong> Hill Dwarf<br>&nbsp;&nbsp;&nbsp;Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs—these common threads unite all dwarves. Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud. As a hill dwarf, you have keen senses, deep intuition, and remarkable resilience. <br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Darkvision</div><div class="spoiler_body">Accustomed to life underground, you have superior vision in dark and dim conditions. You can 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.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Dwarven Resilience</div><div class="spoiler_body">You have advantage on saving throws against poison, and you have resistance against poison damage <strong>(if you would take poison damage, instead take half as much)</strong>.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Dwarven Combat Training</div><div class="spoiler_body">You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Tool Proficiency</div><div class="spoiler_body">You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Stonecunning</div><div class="spoiler_body">Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Hill Dwarven Toughness</div><div class="spoiler_body">Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.</div></div><br><br><strong>Class:</strong> Cleric<br>&nbsp;&nbsp;&nbsp;Clerics are intermediaries between the mortal world and the distant planes of the gods. As varied as the gods they serve, clerics strive to embody the handiwork of their deities. No ordinary priest, a cleric is imbued with divine magic. Divine magic, as the name suggests, is the power of the gods, flowing from them into the world. Clerics are conduits for that power, manifesting it as miraculous effects. The gods don’t grant this power to everyone who seeks it, but only to those chosen to fulfill a high calling.<br>&nbsp;&nbsp;&nbsp;Clerics combine the helpful magic of healing and inspiring their allies with spells that harm and hinder foes. They can provoke awe and dread, lay curses of plague or poison, and even call down flames from heaven to consume their enemies. For those evildoers who will benefit most from a mace to the head, clerics depend on their combat training to let them wade into melee with the power of the gods on their side.<br>&nbsp;&nbsp;&nbsp;<strong>(Forinn reveres Moradin, tha patriarch and leader of the Dwarven Gods, collectively called the <em>Morndinsamman</em>. Moradin is a god of Craft, knowledge, protective warfare, and furthering the aims of Dwarves as a whole. His holy symbol is an anvil with either a hammer or a flame atop it.)<br></strong><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spellcasting</div><div class="spoiler_body">As a conduit for divine power, you can cast cleric spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the cleric spell list.<br><br><strong>Cantrips</strong><br>At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.<br><br><strong>Preparing and Casting Spells</strong><br>The Cleric table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br><br>You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.<br><br>For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.<br><br>You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.<br><br><strong>Spellcasting Ability</strong><br>Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.<br><br><strong>Spell save DC</strong> = 8 + your proficiency bonus + your Wisdom modifier<br><br><strong>Spell attack modifier</strong> = your proficiency bonus + your Wisdom modifier<br><br><strong>Ritual Casting</strong><br>You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br><strong>Spellcasting Focus</strong><br>You can use a holy symbol (see the Adventuring Gear section) as a spellcasting focus for your cleric spells.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Divine Domain</div><div class="spoiler_body">Choose one domain related to your deity: Knowledge, Life, Light, Nature, Tempest, Trickery, or War. The Life domain is detailed at the end of the class description and provides examples of gods associated with it. See the Player’s Handbook for details on all the domains.Your choice grants you domain spells and other features when you choose it at 1st level. It also grants you additional ways to use Channel Divinity when you gain that feature at 2nd level, and additional benefits at 6th, 8th, and 17th levels.<br><br><strong>Domain Spells</strong><br>Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.<br><br>If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Life Domain</div><div class="spoiler_body"><strong><span class="bbc_u">Life Domain Spells</span></strong>[/u]<br><table class="bbc_table"><tbody><tr><td>1<sup>st</sup></td><td>&nbsp;&nbsp;&nbsp;Bless,&nbsp;&nbsp;&nbsp;Cure Wounds</td></tr><tr><td>3<sup>rd</sup></td><td>&nbsp;&nbsp;&nbsp;Lesser Restoration,&nbsp;&nbsp;&nbsp;Spiritual Weapon</td></tr><tr><td>5<sup>th</sup></td><td>&nbsp;&nbsp;&nbsp;Beacon of Hope,&nbsp;&nbsp;&nbsp;Revivify</td></tr><tr><td>7<sup>th</sup></td><td>&nbsp;&nbsp;&nbsp;Death Ward,&nbsp;&nbsp;&nbsp;Guardian of Faith</td></tr><tr><td>9<sup>th</sup></td><td>&nbsp;&nbsp;&nbsp;Mass Cure Wounds,&nbsp;&nbsp;&nbsp;Raise Dead</td></tr></tbody></table><br><strong><span class="bbc_u">Bonus Proficiency</span></strong><br>At 1st level, you gain proficiency with heavy armor.<br><br><strong><span class="bbc_u">Disciple of Life</span></strong><br>Also starting at 1st level, whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level.</div></div></div></div><br><br><strong>Background:</strong> Sage<br>&nbsp;&nbsp;&nbsp;You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Researcher</div><div class="spoiler_body">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. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign</div></div><br><br><strong>Cantrips</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Guidance</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Touch<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Concentration; up to 1 minute<br><br>Touch a willing creature. It can add a 1d4 to one ability check of its choice. The spell then ends. It can roll the die before or after making the check.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Mending</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 minute<br><strong>Range:</strong> Touch<br><strong>Components:</strong> Verbal, Somatic, Material (2 lodestones)<br><strong>Duration:</strong> Instantaneous<br><br>This spell repairs a single break or tear in an object you touch. As long as the damage is no longer than 1 foot in any dimension, you mend it and leave no trace of the damage.<br><br>This spell can't restore magic to an object.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sacred Flame</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 60 feet<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Instantaneous<br><br>The target must pass a Dexterity save or take 1d8 radiant damage. It gains no benefit from cover for this save.<br><br>The damage increases by 1d8 when you reach 5th, 11th, and 17th level.<br></div></div><br><strong>1st Level Spells</strong><br>(Forinn can change what spells he has access to after a long rest; these are the spells he begins the game having prepared, as well as his *Domain* spells)<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">*Bless*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Verbal, Somatic, Material (holy water)<br><strong>Duration:</strong> Concentration; up to 1 minute<br><br>You bless up to three creatures of your choice. Whenever a target makes an attack roll or a saving throw, it can add a 1d4 to it.<br><br><strong>At Higher Levels:</strong> You can target one additional creature for each slot level above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">*Cure Wounds*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Touch<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Instantaneous<br>A creature you touch regains hit points equal to 1d8 + your spellcasting modifier. This spell has no effect on undead or constructs.<br><br><strong>At Higher Levels:</strong> The healing increases by 1d8 for each slot level above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Detect Magic</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (Ritual)<br><strong>Range:</strong> Self<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Concentration; up to 10 minutes<br><br>An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one.<br><br>This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Guiding Bolt</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 120 feet<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> 1 Round<br><br>Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage.<br><br><strong>At Higher Levels:</strong> The damage increases by 1d6 for each slot level above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Protection from Evil and Good</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Touch <br><strong>Components:</strong> Verbal, Somatic, Mateiral (Holy water or powdered silver and iron; consumed)<br><strong>Duration:</strong> Concentration; up to 10 minutes<br><br>One willing creature you touch is protected against aberrations, celestials, elementals, fey, fiends, and undead. 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 already has such an effect by one of them, the target has advantage on any new saving throw against it.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Shield of Faith</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 bonus action<br><strong>Range:</strong> 60 feet<br><strong>Components:</strong> Verbal, somatic, material<br><strong>Duration:</strong> Concentration; up to 10 minutes<br><br>A creature of your choice gets a +2 bonus to AC for the duration.<br></div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Hazel Underbush, Female Lightfoot Halfling Druid</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/ec/08/0c/ec080c31adfb426429c265c2d3691684.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Neutral</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 9</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 16</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 25</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +3</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/e2/16/62/e216626a15d2d641d9c4d2f3722465d2.jpg)</div>&nbsp;&nbsp;&nbsp;Hazel grew up in a far-flung halfling tribe. Marked from birth to serve the spirits, she was inducted into the druidic Orders at a young age, and has spent her adult life exploring the lands away from her tribe to learn more of the mysteries of the fey, protect the wonders of the Green Mother, and bring the joy of Shiallia to the less enlightened foreigners. <br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Intelligence, Wisdom <br><strong>Skills:</strong> Animal Handling, Insight, Nature, Religion<br><strong>Armor:</strong> Light armor, medium armor, and sheilds (Druids will not wear armor or use weapons made of metal)<br><strong>Weapons:</strong> clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, and spears<br><strong>Tools:</strong> Herbalism Kit<br><strong>Languages:</strong> Common, Druidic, Halfling, Orc, Sylvan<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Leather armor, wooden shield, quarterstaff, sling, a druidic focus, holy symbol of Shiallia, a set of prayer beads, 5 sticks of incense, vestments, a set of common clothes, a belt pouch containing 15 gp, and an explorer's pack (contains backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it)</div></div><br><br><strong>Race:</strong> Lightfoot Halfling<br>&nbsp;&nbsp;&nbsp;The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.<br>&nbsp;&nbsp;&nbsp;Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.<br>&nbsp;&nbsp;&nbsp;As a lightfoot halfling, you can easily hide from notice, even using other people as cover. You’re inclined to be affable and get along well with others. Lightfoots are more prone to wanderlust than other halflings, and often dwell alongside other races or take up a nomadic life. Lightfoots are hte most common variety of halflings.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Lucky</div><div class="spoiler_body">When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Brave</div><div class="spoiler_body">You have advantage on saving throws against being frightened.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Halfling Nimbleness</div><div class="spoiler_body">You can move through the space of any creature that is of a size larger than yours.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Naturally Stealthy</div><div class="spoiler_body">You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.</div></div><br><br><strong>Class:</strong> Druid<br>&nbsp;&nbsp;&nbsp;Whether calling on the elemental forces of nature or emulating the creatures of the animal world, druids are an embodiment of nature’s resilience, cunning, and fury. They claim no mastery over nature. Instead, they see themselves as extensions of nature’s indomitable will. Druids revere nature above all, gaining their spells and other magical powers either from the force of nature itself or from a nature deity. Many druids pursue a mystic spirituality of transcendent union with nature rather than devotion to a divine entity, while others serve gods of wild nature, animals, or elemental forces. The ancient druidic traditions are sometimes called the Old Faith, in contrast to the worship of gods in temples and shrines.<br>&nbsp;&nbsp;&nbsp;Druid spells are oriented toward nature and animals—the power of tooth and claw, of sun and moon, of fire and storm. Druids also gain the ability to take on animal forms, and some druids make a particular study of this practice, even to the point where they prefer animal form to their natural form.<br>&nbsp;&nbsp;&nbsp;Druids are also concerned with the delicate ecological balance that sustains plant and animal life, and the need for civilized folk to live in harmony with nature, not in opposition to it. Druids accept that which is cruel in nature, and they hate that which is unnatural, including aberrations (such as beholders and mind flayers) and undead (such as zombies and vampires). Druids sometimes lead raids against such creatures, especially when the monsters encroach on the druids’ territory.<br>&nbsp;&nbsp;&nbsp;<strong>(Hazel reveres Shiallia, a relatively minor fey goddess of nature, fertility, and joy. She is the patron and protector of pregnant forest creatures, a planter of trees and nurturer of seedlings. She rejoices in life and shields against death. She is said to be earthy and winsome.)</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Druidic</div><div class="spoiler_body">You know Druidic, the secret language of druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message’s presence with a successful DC 15 Wisdom (Perception) check but can’t decipher it without magic.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spellcasting</div><div class="spoiler_body">Drawing on the divine essence of nature itself, you can cast spells to shape that essence to your will. See Spells Rules for the general rules of spellcasting and the Spells Listing for the druid spell list.<br><br><strong>Cantrips<br>At 1st level, you know two cantrips of your choice from the druid spell list. You learn additional druid cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Druid table.<br><br><strong>Preparing and Casting Spells</strong><br>The Druid table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these druid spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br><br>You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of druid spells equal to your Wisdom modifier + your druid level (minimum of one spell). The spells must be of a level for which you have spell slots.<br><br>For example, if you are a 3rd-level druid, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.<br><br>You can also change your list of prepared spells when you finish a long rest. Preparing a new list of druid spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.<br><br><strong>Spellcasting Ability</strong><br>Wisdom is your spellcasting ability for your druid spells, since your magic draws upon your devotion and attunement to nature. You use your Wisdom whenever a spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a druid spell you cast and when making an attack roll with one.<br><br><strong>Spell save DC =</strong> 8 + your proficiency bonus + your Wisdom modifier<br><br><strong>Spell attack modifier =</strong> your proficiency bonus + your Wisdom modifier<br><br><strong>Ritual Casting</strong><br>You can cast a druid spell as a ritual if that spell has the ritual tag and you have the spell prepared.<br><br><strong>Spellcasting Focus</strong><br>You can use a druidic focus (see the Adventuring Gear section) as a spellcasting focus for your druid spells.</strong></div></div><br><br><strong>Background:</strong> Acolyte<br>&nbsp;&nbsp;&nbsp;You have spent your life in the service of a temple to a specific god or pantheon of gods.You act as an intermediary between the realm of the holy and the mortal world, performing sacred rites and offering sacrifices in order to conduct worshipers into the presence of the divine.You are not necessarily a cleric; performing sacred rites is not the same thing as channeling divine power. Choose a god, a pantheon of gods, or some other quasi-divine being, and work with your DM to detail the nature of your religious service.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Shelter of the Faithful</div><div class="spoiler_body">As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle.<br><br>You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.</div></div><br><br><strong>Cantrips</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Druidcraft</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Instantaneous<br><br>You create one of the following effects within range:<br><br>&nbsp;&nbsp;&nbsp;• You create a harmless sensory effect that predicts what the weather will be for the next 24 hours. This effect persists for 1 round.<br>&nbsp;&nbsp;&nbsp;• You make a flower blossom, a seed pod open, or a leaf bud bloom.<br>&nbsp;&nbsp;&nbsp;• You create a harmless nature-related sensory effect. The effect must fit in a 5-foot cube.<br>&nbsp;&nbsp;&nbsp;• You light or put out a small flame.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Shillelagh</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 bonus action<br><strong>Range:</strong> Touch<br><strong>Components:</strong> Verbal, Somatic, Material (Mistletoe, shamrock leaf, and a club / quarterstaff)<br><strong>Duration:</strong> 1 minute<br><br>For the duration, you can use your spellcasting ability instead of Strength for a club or quarterstaff you touch, and the weapon's damage die becomes a d8. The weapon also becomes magical if it isn't. The spell ends if you cast it again or if you let go of the weapon.<br></div></div><br><br><strong>1st level Spells</strong> <br>(Hazel can change what spells she has access to after a long rest; these are the spells he begins the game having prepared.)<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Animal Friendship</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Verbal, Somatic, Material (A morsel of food)<br><strong>Duration:</strong> 24 hours<br><br>Choose a beast that you can see. It must be able to see and hear you. If its Intelligence is 4 or higher, the spell fails. Otherwise, it must pass a Wisdom save or be charmed by you. If you or one of your companions harms it, the spell ends.<br><br><strong>At Higher Levels:</strong> You can target one additional beast for each slot level above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Entangle</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 90 feet<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Concentration; up to 1 minute<br><br>Plants that grab and entwine fill a 20-foot square with a point of origin that you choose. The area becomes difficult terrain. When the spell ends, the plants wilt away.<br><br>If a creature is standing in the area when you cast the spell it must pass a Strength save or be restrained. A restrained creature can release itself by using its action to attempt another Strength save, being freed on a success.</div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Purify Food and Drink</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (ritual)<br><strong>Range:</strong> 10 feet<br><strong>Components:</strong> Verbal, somatic<br><strong>Duration:</strong> Instantaneous<br><br>Non-magical food and drink within a 5-foot-radius sphere centered on a point is rendered free of poison and disease.<br></div></div><br></div></div>
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			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>19-09-2018, 03:13:23</strong>
			</dt>
			<dd class="postbody">
				<div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Rethgif Yugatsuj, Male Standard Human Fighter</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/75/47/46/754746f0f8a547fecad3481e9806e5a2.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Lawful Neutral</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 13</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 18</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 30</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +0</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/8d/51/48/8d51487a3277fbf958c15b8a8f51cde8.jpg)</div>&nbsp;&nbsp;&nbsp;Rethgif regrets leaving the farm. Soldiering is a hard life, and the tales of glory and valor never panned out; being on the losing side of a war doesn't pay too well, either. Determined to make a name for himself despite these setbacks, Rethgif has taken up a career of <em>adventure!</em> - better to be remembered as the guy roasted alive by the local dragon than forgotten as a swineherd's son on a battlefield, right? <br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Strength, Constitution<br><strong>Skills:</strong> Animal Handling, Athletics, History, Intimidation<br><strong>Armor:</strong> All armor and sheilds<br><strong>Weapons:</strong> All weapons<br><strong>Tools:</strong> Playing cards, land vehicles<br><strong>Languages:</strong> Common, Dwarvish<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Chain mail, longsword, shield, light crossbow w/20 bolts, an insignia of rank, a trophy taken from a fallen enemy (a dagger, broken blade, or piece of a banner), a set of bone dice or deck of cards, a set of common clothes, a belt pouch containing 10 gp, and a dungeoneer's pack</div></div><br><br><strong>Race:</strong> <br>&nbsp;&nbsp;&nbsp;In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.<br>&nbsp;&nbsp;&nbsp;Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.<br><br><strong>Class:</strong> Fighter<br>&nbsp;&nbsp;&nbsp;Questing knights, conquering overlords, royal champions, elite foot soldiers, hardened mercenaries, and bandit kings—as fighters, they all share an unparalleled mastery with weapons and armor, and a thorough knowledge of the skills of combat. And they are well acquainted with death, both meting it out and staring it defiantly in the face. Some fighters feel drawn to use their training as adventurers. The dungeon delving, monster slaying, and other dangerous work common among adventurers is second nature for a fighter, not all that different from the life he or she left behind. There are greater risks, perhaps, but also much greater rewards—few fighters in the city watch have the opportunity to discover a magic flame tongue sword, for example.<br>&nbsp;&nbsp;&nbsp;Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some degree of skill. Likewise, a fighter is adept with shields and every form of armor. Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat. Some concentrate on archery, some on fighting with two weapons at once, and some on augmenting their martial skills with magic. This combination of broad general ability and extensive specialization makes fighters superior combatants on battlefields and in dungeons alike.&nbsp;&nbsp;&nbsp;<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fighting Style: Defense</div><div class="spoiler_body">You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.<br><br><strong>Dueling</strong><br>When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.<br></div></div><br><br><strong>Background:</strong> Soldier<br>&nbsp;&nbsp;&nbsp;War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war. When you choose this background, work with your DM to determine which military organization you were a part of, how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a mercenary company.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Military Rank</div><div class="spoiler_body">You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Tonnoia, Female Variant Human Monk</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/97/ef/2c/97ef2cd288bc3da52fa605253d1045e0.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Neutral Good </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 10 </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 15</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 40'</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +3</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/a3/67/ad/a367ad8eb7c497c1bbad1b6b83e15529.jpg)</div>&nbsp;&nbsp;&nbsp;Tonnoia was a child of the seedier parts of the city. Survival dictated theft, and she was <em>good</em> at it. however the city has little regard for thieves of any sort, and in her flight from the guards, she practically fell into the monastery of the Quiet Sisterhood. Entranced by what she saw, she joined their order and learned to apply her hard-learned skills in a more fruitful manner. Now she lives as a wandering mendicant, earning coppers with acrobatic displays, while seeking the riches of enlightenment and the spiritual fulfillment of opposing evil.<br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Strength, Dexterity<br><strong>Skills:</strong> Acrobatics, Insight, Perception, Sleight of Hand, Stealth<br><strong>Armor:</strong> None<br><strong>Weapons:</strong> Simple weapons, shortswords<br><strong>Tools:</strong> carpenter's tools, disguise kit, thieves' tools<br><strong>Languages:</strong> Common, Elvish<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Quarterstaff, 10 darts, a small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, a belt pouch containing 10 gp, and an explorer's pack (contains a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br><br><strong>Race:</strong> Variant Human<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;In the reckonings of most worlds, humans are the youngest of the common races, late to arrive on the world scene and short-lived in comparison to dwarves, elves, and dragons. Perhaps it is because of their shorter lives that they strive to achieve as much as they can in the years they are given. Or maybe they feel they have something to prove to the elder races, and that’s why they build their mighty empires on the foundation of conquest and trade. Whatever drives them, humans are the innovators, the achievers, and the pioneers of the worlds.<br>&nbsp;&nbsp;&nbsp;Humans who seek adventure are the most daring and ambitious members of a daring and ambitious race. They seek to earn glory in the eyes of their fellows by amassing power, wealth, and fame. More than other people, humans champion causes rather than territories or groups.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Skills</div><div class="spoiler_body">You gain proficiency in one skill of your choice.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Feat: Mobile</div><div class="spoiler_body">You gain one feat of your choice.<br><br><strong>Mobile]<br>You are exceptionally speedy and agile. You gain the following benefits:<br><br>&nbsp;&nbsp;&nbsp;• Your speed increases by 10 feet.<br>&nbsp;&nbsp;&nbsp;• When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.<br>&nbsp;&nbsp;&nbsp;• When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.</strong></div></div><br><br><strong>Class:</strong> Monk<br>&nbsp;&nbsp;&nbsp;Whatever their discipline, monks are united in their ability to magically harness the energy that flows in their bodies. Whether channeled as a striking display of combat prowess or a subtler focus of defensive ability and speed, this energy infuses all that a monk does. Monks make careful study of a magical energy that most monastic traditions call ki. This energy is an element of the magic that suffuses the multiverse—specifically, the element that flows through living bodies. Monks harness this power within themselves to create magical effects and exceed their bodies’ physical capabilities, and some of their special attacks can hinder the flow of ki in their opponents. Using this energy, monks channel uncanny speed and strength into their unarmed strikes. As they gain experience, their martial training and their mastery of ki gives them more power over their bodies and the bodies of their foes.<br>&nbsp;&nbsp;&nbsp;For a monk, becoming an adventurer means leaving a structured, communal lifestyle to become a wanderer. This can be a harsh transition, and monks don’t undertake it lightly. Those who leave their cloisters take their work seriously, approaching their adventures as personal tests of their physical and spiritual growth. As a rule, monks care little for material wealth and are driven by a desire to accomplish a greater mission than merely slaying monsters and plundering their treasure.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Unarmored Defense</div><div class="spoiler_body">Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Martial Arts</div><div class="spoiler_body">At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.<br><br>You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:<br><br>&nbsp;&nbsp;&nbsp;• You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.<br>&nbsp;&nbsp;&nbsp;• You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.<br>&nbsp;&nbsp;&nbsp;• When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.<br><br>Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.</div></div><br><br><strong>Background:</strong> Urchin<br>&nbsp;&nbsp;&nbsp;You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">City Secrets</div><div class="spoiler_body">You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Alathea Starhaven, Female High Elf Paladin</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/e6/53/dc/e653dcda876a1ad18cefc7c12666a10f.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Chaotic Good</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 11</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 16 </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 30</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +0</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/67/e0/c0/67e0c06cfb9322b74da26851e06d857b.jpg)</div>&nbsp;&nbsp;&nbsp;Alathea never had any doubts about what she wanted to be; <em>a vintier</em>. her family owned the best vinyards in the kingdom, it was her birthright! It was proper! It also turned out to be <em>boring</em>! She left the grapes to her little sister and went into the world seeking adventure. After a few near-deaths, she actually decided to find training as squire to a real night! from him she learned that duty and honor didn't have to be stodgy ideas, and that adventure could have higher purpose. Being anointed into the Knights of the Unicorn was the proudest day of her life.<br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Wisdom, charisma<br><strong>Skills:</strong> Athletics, History, Perception, Persuasion, Religion<br><strong>Armor:</strong> All armor and shields<br><strong>Weapons:</strong> All weapons<br><strong>Tools:</strong> None<br><strong>Languages:</strong> common, Elvish, Sylvan<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Greatsword, longbow w/20 arrows, mace, chain mail, holy symbol of Lurue, a set of fine clothes, a signet ring, a scroll of pedigree, a purse containing 25 gp, and an explorer's pack</div></div><br><br><strong>Race:</strong> High Elf<br>&nbsp;&nbsp;&nbsp;Elves are a magical people of otherworldly grace, living in the world but not entirely part of it. They live in places of ethereal beauty, in the midst of ancient forests or in silvery spires glittering with faerie light, where soft music drifts through the air and gentle fragrances waft on the breeze. Elves love nature and magic, art and artistry, music and poetry, and the good things of the world.<br>&nbsp;&nbsp;&nbsp;Elves take up adventuring out of wanderlust. Since they are so long-lived, they can enjoy centuries of exploration and discovery. They dislike the pace of human society, which is regimented from day to day but constantly changing over decades, so they find careers that let them travel freely and set their own pace. Elves also enjoy exercising their martial prowess or gaining greater magical power, and adventuring allows them to do so. Some might join with rebels fighting against oppression, and others might become champions of moral causes.<br>&nbsp;&nbsp;&nbsp;As a high elf, you have a keen mind and a mastery of at least the basics of magic. <br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Darkvision</div><div class="spoiler_body">Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can 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.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Keen Senses</div><div class="spoiler_body">You have proficiency in the Perception skill.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fey Ancestry</div><div class="spoiler_body">You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Trance</div><div class="spoiler_body">Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Elf weapon Training</div><div class="spoiler_body">You have proficiency with the longsword, shortsword, shortbow, and longbow.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Cantrip</div><div class="spoiler_body">You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.</div></div><br><br><strong>Class:</strong> Paladin<br>&nbsp;&nbsp;&nbsp;Whatever their origin and their mission, paladins are united by their oaths to stand against the forces of evil. Whether sworn before a god’s altar and the witness of a priest, in a sacred glade before nature spirits and fey beings, or in a moment of desperation and grief with the dead as the only witness, a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion.<br>&nbsp;&nbsp;&nbsp;A paladin swears to uphold justice and righteousness, to stand with the good things of the world against the encroaching darkness, and to hunt the forces of evil wherever they lurk. Different paladins focus on various aspects of the cause of righteousness, but all are bound by the oaths that grant them power to do their sacred work. Although many paladins are devoted to gods of good, a paladin’s power comes as much from a commitment to justice itself as it does from a god.<br>&nbsp;&nbsp;&nbsp;Adventuring paladins take their work seriously. A delve into an ancient ruin or dusty crypt can be a quest driven by a higher purpose than the acquisition of treasure. Evil lurks in dungeons and primeval forests, and even the smallest victory against it can tilt the cosmic balance away from oblivion.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Divine Sense</div><div class="spoiler_body">The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.<br><br>You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Lay on Hands</div><div class="spoiler_body">Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.<br><br>As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.<br><br>Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.<br><br>This feature has no effect on undead and constructs.</div></div><br><br><strong>Background:</strong> Noble<br>&nbsp;&nbsp;&nbsp;You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you could be an honest, hard-working landowner who cares deeply about the people who live and work on your land, keenly aware of your responsibility to them.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Position of Privilege</div><div class="spoiler_body">Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk and merchants make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.</div></div><br><br><strong>Cantrip</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Prestidigitation</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 10 feet<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Instantaneous, up to 1 hour<br><br>You create one of the following effects:<br><br>&nbsp;&nbsp;&nbsp;• You create a harmless sensory effect.<br>&nbsp;&nbsp;&nbsp;• You light or snuff out a small fire.<br>&nbsp;&nbsp;&nbsp;• You clean or soil an object no larger than 1 cubic foot.<br>&nbsp;&nbsp;&nbsp;• You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.<br>&nbsp;&nbsp;&nbsp;• You make a small mark appear on an object or surface for 1 hour.<br>&nbsp;&nbsp;&nbsp;• You create a nonmagical trinket or a hand-sized illusionary image. It lasts until the end of your next turn.<br><br>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 an effect as an action.<br></div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Tommel Wolf-Friend, Male Stout Halfling Ranger</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/a5/ba/02/a5ba02da0662dc2bc9594165f7af517e.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Neutral </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 12</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 14</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 25</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +3</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/originals/dd/8a/6a/dd8a6a07373ba7500867e7a8a47ddccd.jpg)</div>&nbsp;&nbsp;&nbsp;Tommel was, in fact, raised by wolves. Where he came from before that, he couldn't tell you, nor could he explain what struck the lupines to care for a baby halfling. Regardless, he's grateful and sees them as his family. His reintroduction to "civilization" was haphazard at best, and while he regards the beasts as his "true" people, he understands that taking up the two-legs way is the best way to protect those he loves.<br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Strength, Dexterity<br><strong>Skills:</strong> Animal Handling, Athletics, Nature, perception, Survival<br><strong>Armor:</strong> Light and medium armor, shields<br><strong>Weapons:</strong> All weapons<br><strong>Tools:</strong> Bullroarer<br><strong>Languages:</strong> common, Halfling, Goblin<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Leather armor, two short swords, a shortbow w/20 arrows, a staff, a hunting trap, a trophy from an animal you killed, a set of traveler’s clothes, a belt pouch containing 10 gp, and an explorer's pack (contains a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br><br><strong>Race:</strong> Stout Halfling<br>&nbsp;&nbsp;&nbsp;The comforts of home are the goals of most halflings’ lives: a place to settle in peace and quiet, far from marauding monsters and clashing armies; a blazing fire and a generous meal; fine drink and fine conversation. Though some halflings live out their days in remote agricultural communities, others form nomadic bands that travel constantly, lured by the open road and the wide horizon to discover the wonders of new lands and peoples. But even these wanderers love peace, food, hearth, and home, though home might be a wagon jostling along a dirt road or a raft floating downriver.<br>&nbsp;&nbsp;&nbsp;Halflings are an affable and cheerful people. They cherish the bonds of family and friendship as well as the comforts of hearth and home, harboring few dreams of gold or glory. Even adventurers among them usually venture into the world for reasons of community, friendship, wanderlust, or curiosity. They love discovering new things, even simple things, such as an exotic food or an unfamiliar style of clothing. Halflings work readily with others, and they are loyal to their friends, whether halfling or otherwise. They can display remarkable ferocity when their friends, families, or communities are threatened.<br>&nbsp;&nbsp;&nbsp;As a stout halfling, you’re hardier than average and have some resistance to poison. Some say that stouts have dwarven blood.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Lucky</div><div class="spoiler_body">When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Brave</div><div class="spoiler_body">You have advantage on saving throws against being frightened.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Halfling Nimbleness</div><div class="spoiler_body">You can move through the space of any creature that is of a size larger than yours.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Stout Resilience</div><div class="spoiler_body">You have advantage on saving throws against poison, and you have resistance against poison damage <strong>(If you would take poison damage, instead reduce it by half)</strong></div></div>.<br><br><br><strong>Class:</strong> Ranger<br>&nbsp;&nbsp;&nbsp;Far from the bustle of cities and towns, past the hedges that shelter the most distant farms from the terrors of the wild, amid the dense-packed trees of trackless forests and across wide and empty plains, rangers keep their unending watch. Warriors of the wilderness, rangers specialize in hunting the monsters that threaten the edges of civilization—humanoid raiders, rampaging beasts and monstrosities, terrible giants, and deadly dragons. They learn to track their quarry as a predator does, moving stealthily through the wilds and hiding themselves in brush and rubble. Rangers focus their combat training on techniques that are particularly useful against their specific favored foes.<br>&nbsp;&nbsp;&nbsp;Thanks to their familiarity with the wilds, rangers acquire the ability to cast spells that harness nature’s power, much as a druid does. Their spells, like their combat abilities, emphasize speed, stealth, and the hunt. A ranger’s talents and abilities are honed with deadly focus on the grim task of protecting the borderlands.<br>&nbsp;&nbsp;&nbsp;This fierce independence makes rangers well suited to adventuring, since they are accustomed to life far from the comforts of a dry bed and a hot bath. Faced with city-bred adventurers who grouse and whine about the hardships of the wild, rangers respond with some mixture of amusement, frustration, and compassion. But they quickly learn that other adventurers who can carry their own weight in a fight against civilization’s foes are worth any extra burden. <br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Favored Enemy</div><div class="spoiler_body">Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy.<br><br>Choose a type of favored enemy: aberrations, beasts, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, oozes, plants, or undead. Alternatively, you can select two races of humanoid (such as gnolls and orcs) as favored enemies.<br><br>You have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.<br><br>When you gain this feature, you also learn one language of your choice that is spoken by your favored enemies, if they speak one at all.<br><br>You choose one additional favored enemy, as well as an associated language, at 6th and 14th level. As you gain levels, your choices should reflect the types of monsters you have encountered on your adventures.<br><br><strong>(At level 1, Tommel's favored enemies are two humanoid races; Humans and Goblins)</strong></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Natural Explorer</div><div class="spoiler_body">You are particularly familiar with one type of natural environment and are adept at traveling and surviving in such regions. Choose one type of favored terrain: arctic, coast, desert, forest, grassland, mountain, swamp, or the Underdark. When you make an Intelligence or Wisdom check related to your favored terrain, your proficiency bonus is doubled if you are using a skill that you’re proficient in.<br><br>While traveling for an hour or more in your favored terrain, you gain the following benefits:<br><br>&nbsp;&nbsp;&nbsp;• Difficult terrain doesn’t slow your group’s travel.<br>&nbsp;&nbsp;&nbsp;• Your group can’t become lost except by magical means.<br>&nbsp;&nbsp;&nbsp;• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.<br>&nbsp;&nbsp;&nbsp;• If you are traveling alone, you can move stealthily at a normal pace.<br>&nbsp;&nbsp;&nbsp;• When you forage, you find twice as much food as you normally would.<br>&nbsp;&nbsp;&nbsp;• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.<br><br>You choose additional favored terrain types at 6th and 10th level.<br><br><strong>(At 1st level, Tommel's favored terrain is <span class="bbc_u">Forest.</span></strong>)</div></div><br><strong>Background:</strong> Outlander<br>&nbsp;&nbsp;&nbsp;You grew up in the wilds, far from civilization and the comforts of town and technology. You’ve witnessed the migration of herds larger than forests, survived weather more extreme than any city-dweller could comprehend, and enjoyed the solitude of being the only thinking creature for miles in any direction. The wilds are in your blood, whether you were a nomad, an explorer, a recluse, a hunter-gatherer, or even a marauder. Even in places where you don’t know the specific features of the terrain, you know the ways of the wild. You've been to strange places and seen things that others cannot begin to fathom. Consider some of the distant lands you have visited, and how they impacted you<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Background Feature</div><div class="spoiler_body">You have an excellent memory for maps and geography, and you can always recall the general layout of 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.</div></div></div></div>
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			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>19-09-2018, 03:13:41</strong>
			</dt>
			<dd class="postbody">
				<div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Zyssibet "Nightwatcher" Darwinkle, Female Rock Gnome Rogue</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/62/17/52/621752e6bffe8c2dc2823a8b35cc0e74.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Neutral Good</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 10</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 13</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 25</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +2</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/2e/90/e6/2e90e6e6f31637fbc25e376286c07239.jpg)</div>&nbsp;&nbsp;&nbsp;Zyssibet is a hero. At least according to the other gnomes in her home town. Wasn't she the one who exposed the corrupt magistrate? Wasn't she the one who fended those ruffians away from Maganild's bakery? She just sees it as keeping an eye out. Really she's just a seamstress, and snooping out danger and crime while dressed as an owl is just a philanthropic hobby, really.<br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Dexterity, Intelligence<br><strong>Skills:</strong> Acrobatics, Animal Handling, Investigation, persuasion, Stealth, Survival<br><strong>Armor:</strong> Light armor<br><strong>Weapons:</strong> Simple weapons, hand crossbows, longswords, rapiers, shortswords<br><strong>Tools:</strong> Tailor's tools, land vehicles, thieve's tools<br><strong>Languages:</strong> Common, Gnomish<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">a rapier, a shortsword, leather armor, theives' tools, two daggers, a shovel, an iron pot, a set of common clothes, a belt pouch containing 10 gp, and a dungeoneer's pack (contains backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br><br><strong>Race:</strong> Rock Gnome<br>&nbsp;&nbsp;&nbsp;A constant hum of busy activity pervades the warrens and neighborhoods where gnomes form their close-knit communities. Louder sounds punctuate the hum: a crunch of grinding gears here, a minor explosion there, a yelp of surprise or triumph, and especially bursts of laughter. Gnomes take delight in life, enjoying every moment of invention, exploration, investigation, creation, and play. <br>&nbsp;&nbsp;&nbsp;As far as gnomes are concerned, being alive is a wonderful thing, and they squeeze every ounce of enjoyment out of their three to five centuries of life. Humans might wonder about getting bored over the course of such a long life, and elves take plenty of time to savor the beauties of the world in their long years, but gnomes seem to worry that even with all that time, they can’t get in enough of the things they want to do and see. Gnomes speak as if they can’t get the thoughts out of their heads fast enough. Even as they offer ideas and opinions on a range of subjects, they still manage to listen carefully to others, adding the appropriate exclamations of surprise and appreciation along the way.<br>&nbsp;&nbsp;&nbsp;Though gnomes love jokes of all kinds, particularly puns and pranks, they’re just as dedicated to the more serious tasks they undertake. Many gnomes are skilled engineers, alchemists, tinkers, and inventors. They’re willing to make mistakes and laugh at themselves in the process of perfecting what they do, taking bold (sometimes foolhardy) risks and dreaming large.<br>&nbsp;&nbsp;&nbsp;As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. <br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Darkvision</div><div class="spoiler_body">Accustomed to life underground, you have superior vision in dark and dim conditions. You can 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.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Gnome Cunning</div><div class="spoiler_body">You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Artificer's Cunning</div><div class="spoiler_body">Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Tinker</div><div class="spoiler_body">You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.<br><br>Soem examples of gnome tinkering follow:<br><br>&nbsp;&nbsp;&nbsp;• Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.<br><br>&nbsp;&nbsp;&nbsp;• Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.<br><br>&nbsp;&nbsp;&nbsp;• Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.<br><br><strong>(Zyssibet has developed a long-distance, high-magnification set of polarized spectrum vision enhancers... night-vision goggles. She adds 15' to her Darkvision range while wearing them.)</strong></div></div><br><br><strong>Class:</strong> <br>&nbsp;&nbsp;&nbsp;Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.<br>&nbsp;&nbsp;&nbsp;Every town and city has its share of rogues. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into thieves’ guilds or crime families. Plenty of rogues operate independently, but even they sometimes recruit apprentices to help them in their scams and heists. A few rogues make an honest living as locksmiths, investigators, or exterminators, which can be a dangerous job in a world where dire rats—and wererats—haunt the sewers. As adventurers, rogues fall on both sides of the law. Some are hardened criminals who decide to seek their fortune in treasure hoards, while others take up a life of adventure to escape from the law. Some have learned and perfected their skills with the explicit purpose of infiltrating ancient ruins and hidden crypts in search of treasure.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Expertise</div><div class="spoiler_body">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.<br><br>At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.<br><br><strong>(at 1st level, Zyssibet has set her experise to Investigation and Thieves' Tools.)</strong></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sneak Attack</div><div class="spoiler_body">Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.<br><br>You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.<br><br>The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. <strong>(Zyssibet adds +1d6 damage when she uses sneak attack)</strong></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Thieves' Cant</div><div class="spoiler_body">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.<br><br>In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.</div></div><br><strong>Background:</strong> Folk Hero<br>&nbsp;&nbsp;&nbsp;You come from a humble social rank, but you are destined for so much more. Already the people of your home village regard you as their champion, and your destiny calls you to stand against the tyrants and monsters that threaten the common folk everywhere. You previously pursued a simple profession among the peasantry, perhaps as a farmer, miner, servant, shepherd, woodcutter, or gravedigger. But something happened that set you on a different path and marked you for greater things.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Rustic Hospitality</div><div class="spoiler_body">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.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Elma Deerhorn, Female Half-Orc Sorcerer</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/e9/8a/c4/e98ac416c463155251200b7a74c4ec91.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Chaotic Neutral </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 9 </span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 10</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 30</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +2</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/de/60/df/de60dfd76af22bb5002cf4e69a49fdc5.jpg)</div>&nbsp;&nbsp;&nbsp;Elma was never the pride of her tribe; her human blood always made her not good enough by orcish standards. When her magic manifested in a wild show of energy, the superstitious tribe exiled her to the mountains far from their homes. While so isolated, she learned to control (somewhat) her abilities. A chance encounter with another adventuring party brought her "back to civilization," where she's happy to share her often strange insights on the nature of magic and social interactions with her "fellow" humans.<br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Constitution, Charisma<br><strong>Skills:</strong> Arcana, Deception, Intimidation, Medicine, Religion<br><strong>Armor:</strong> None<br><strong>Weapons:</strong> Daggers, darts, slings, quarterstaffs, light crossbows<br><strong>Tools:</strong> Herbalism Kit<br><strong>Languages:</strong> Common, Orc, Dwarvish<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Quarterstaff, component pouch, two daggers, ascroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, a herbalism kit, belt pouch containing 5 gp, and an explorer's pack (contains backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.</div></div><br><br><strong>Race:</strong> Half-Orc<br>&nbsp;&nbsp;&nbsp;Whether united under the leadership of a mighty warlock or having fought to a standstill after years of conflict, orc and human tribes sometimes form alliances, joining forces into a larger horde to the terror of civilized lands nearby. When these alliances are sealed by marriages, half-orcs are born. Some half-orcs rise to become proud chiefs of orc tribes, their human blood giving them an edge over their full-blooded orc rivals. Some venture into the world to prove their worth among humans and other more civilized races. Many of these become adventurers, achieving greatness for their mighty deeds and notoriety for their barbaric customs and savage fury.<br>&nbsp;&nbsp;&nbsp;half-orcs feel emotion powerfully. Rage doesn’t just quicken their pulse, it makes their bodies burn. An insult stings like acid, and sadness saps their strength. But they laugh loudly and heartily, and simple bodily pleasures—feasting, drinking, wrestling, drumming, and wild dancing—fill their hearts with joy. They tend to be short-tempered and sometimes sullen, more inclined to action than contemplation and to fighting than arguing. The most accomplished half-orcs are those with enough self-control to get by in a civilized land.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Darkvision</div><div class="spoiler_body">Thanks to your orc blood, you have superior vision in dark and dim conditions. You can 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.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Menacing</div><div class="spoiler_body">You gain proficiency in the Intimidation skill.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Relentless Endurance</div><div class="spoiler_body">When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Savage Attacks</div><div class="spoiler_body">When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.</div></div><br><br><strong>Class:</strong> Sorcerer<br>&nbsp;&nbsp;&nbsp;Sorcerers carry a magical birthright conferred upon them by an exotic bloodline, some otherworldly influence, or exposure to unknown cosmic forces. One can’t study sorcery as one learns a language, any more than one can learn to live a legendary life. No one chooses sorcery; the power chooses the sorcerer. Magic is a part of every sorcerer, suffusing body, mind, and spirit with a latent power that waits to be tapped. Some sorcerers wield magic that springs from an ancient bloodline infused with the magic of dragons. Others carry a raw, uncontrolled magic within them, a chaotic storm that manifests in unexpected ways.<br>&nbsp;&nbsp;&nbsp;Sorcerers have no use for the spellbooks and ancient tomes of magic lore that wizards rely on, nor do they rely on a patron to grant their spells as warlocks do. By learning to harness and channel their own inborn magic, they can discover new and staggering ways to unleash that power. Sorcerers are rare in the world, and it’s unusual to find a sorcerer who is not involved in the adventuring life in some way. People with magical power seething in their veins soon discover that the power doesn’t like to stay quiet. A sorcerer’s magic wants to be wielded, and it has a tendency to spill out in unpredictable ways if it isn’t called on.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spellcasting</div><div class="spoiler_body">An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.<br><br><strong>Cantrips</strong><br>At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.<br><br><strong>Spell Slots</strong><br>The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br><br>For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.<br><br><strong>Spells Known of 1st Level and Higher</strong><br>You know two 1st-level spells of your choice from the sorcerer spell list.<br><br>The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.<br><br>Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.<br><br><strong>Spellcasting Ability</strong><br>Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. 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 sorcerer spell you cast and when making an attack roll with one.<br><br><strong>Spell save DC =</strong> 8 + your proficiency bonus + your Charisma modifier<br><br><strong>Spell attack modifier =</strong> your proficiency bonus + your Charisma modifier<br><br><strong>Spellcasting Focus</strong><br>You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sorcerous Origin</div><div class="spoiler_body">Choose a sorcerous origin, which describes the source of your innate magical power. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.<br><br><strong>Wild Magic</strong><br>Your innate magic comes from the wild forces of chaos that underlie the order of creation. You might have endured exposure to some form of raw magic, perhaps through a planar portal leading to Limbo, the Elemental Planes, or the mysterious Far Realm. Perhaps you were blessed by a powerful fey creature or marked by a demon. Or your magic could be a fluke of your birth, with no apparent cause or reason. However it came to be, this chaotic magic churns within you, waiting for any outlet.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Wild Magic Surge</div><div class="spoiler_body">Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Tides of Chaos</div><div class="spoiler_body">Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.<br><br>Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.</div></div></div></div><br><br><strong>Background:</strong> Hermit<br>&nbsp;&nbsp;&nbsp;You lived in seclusion—either in a sheltered community such as a monastery, or entirely alone—for a formative part of your life. In your time apart from the clamor of society, you found quiet, solitude, and perhaps some of the answers you were looking for.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Discovery</div><div class="spoiler_body">The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who consigned you to exile, and hence the reason for your return to society. Work with your DM to determine the details of your discovery and its impact on the campaign.</div></div><br><br><strong>Cantrips</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Blade Ward</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Self<br><strong>Components:</strong> Verbal, Somatic <br><strong>Duration:</strong> 1 Round<br><br>Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapons. (If you would take damage from these sources, instead reduce the damage by half)<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Dancing Lights</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 120 feet<br><strong>Components:</strong> Verbal, Somatic, Material (phosphorus, wychwood, or a glowworm)<br><strong>Duration:</strong> concentration; up to 1 minute<br><br>You create up to four torch-sized lights within range. You can also combine the lights into a Medium humanoid form. Each light sheds 10-foot-radius dim light.<br><br>As a bonus action, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light made by this spell, and goes out if it exceeds the spell's range.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fire Bolt</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 120 feet<br><strong>Components:</strong> Verbal, somatic<br><strong>Duration:</strong> Instantaneous<br><br>Make a ranged spell attack against a creature you can see. On hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.<br><br>The damage increases by 1d10 when you reach 5th, 11th, and 17th level.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Message</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 120 feet<br><strong>Components:</strong> Verbal, Somatic, Material (copper wire)<br><strong>Duration:</strong> 1 round<br><br>You point your finger toward a creature and whisper a message. It hears the message and can reply in a whisper only you can hear.<br><br>You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magic silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell can travel freely around corners and openings.<br></div></div><br><br><strong>1st Level Spells</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Burning hands</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Self (15' cone)<br><strong>Components:</strong> Verbal, somatic<br><strong>Duration:</strong> Instantaneous<br><br>Flames shoot from your fingers in a 15-foot cone. Any creature in range must pass a Dexterity save or take 3d6 fire damage. They take half as much on a success.<br><br>Flammable objects are also ignited if they are in range and aren't worn or carried.<br><br><strong>At Higher Levels:</strong> The damage increases by 1d6 for each slot level above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Mage Armor</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Touch<br><strong>Components:</strong> Verbal, somatic, material (cured leather)<br><strong>Duration:</strong> 8 hours<br><br>Touch a willing creature who isn't wearing armor. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.<br></div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Razzer "Edge" Grymmdark, Male Half-Elf Warlock</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/564x/ca/8d/1b/ca8d1b61e2d6fe50ff51528bf70589de.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Lawful neutral</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 7</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 13</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 30</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +2</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/11/fe/44/11fe44e6941fea800a0ec9f63eba6828.jpg)</div>&nbsp;&nbsp;&nbsp;Razzer was born in a terrible storm, in the midst of an attack by the dark lord and his ghoulish minions. His parents gave their lives, but the darkness won; now Razzer has resolved to turn the Dark Lord's foul energies against him and his minions, to avenge those who bore him and bring some meaning to their deaths.<br>&nbsp;&nbsp;&nbsp;("Razzer's" real name is Terrence Cottonbush, and he gained his powers through a pact his parents made with a Huldra forest-spirit in order to conceive. They're very much alive, and hope he grows out of this phase. They love you very much Terrence, please come home. This whole thing really is just an act to make himself look badass to "fellow adventurers," and sometimes the mask slips.) <br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Wisdom, Charisma<br><strong>Skills:</strong> Arcana, Deception, History, Intimidation, Sleight of Hand, Stealth<br><strong>Armor:</strong> Light Armor<br><strong>Weapons:</strong> Simple wepaons<br><strong>Tools:</strong> Disguise Kit, Forgery Kit<br><strong>languages:</strong> Common, elvish, deep speech<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Sickle, arcane focus (a jet-black crystal), leather armor, 2 daggers, a sling w/20 bullets, 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), a belt pouch containing 15 gp, and a scholar's pack (contains backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.)</div></div><br><br><strong>Race:</strong> Half-Elf<br>&nbsp;&nbsp;&nbsp;Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.<br>&nbsp;&nbsp;&nbsp;Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.<br>&nbsp;&nbsp;&nbsp;In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Darkvision</div><div class="spoiler_body">Thanks to your elf blood, you have superior vision in dark and dim conditions. You can 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.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fey Ancestry</div><div class="spoiler_body">You have advantage on saving throws against being charmed, and magic can’t put you to sleep.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Skill Versatility</div><div class="spoiler_body">You gain proficiency in two skills of your choice.</div></div><br><br><strong>Class:</strong> Warlock<br>&nbsp;&nbsp;&nbsp;Warlocks are seekers of the knowledge that lies hidden in the fabric of the multiverse. Through pacts made with mysterious beings of supernatural power, warlocks unlock magical effects both subtle and spectacular. Drawing on the ancient knowledge of beings such as fey nobles, demons, devils, hags, and alien entities of the Far Realm, warlocks piece together arcane secrets to bolster their own power.<br>&nbsp;&nbsp;&nbsp;A warlock is defined by a pact with an otherworldly being. Sometimes the relationship between warlock and patron is like that of a cleric and a deity, though the beings that serve as patrons for warlocks are not gods. A warlock might lead a cult dedicated to a demon prince, an archdevil, or an utterly alien entity—beings not typically served by clerics. More often, though, the arrangement is similar to that between a master and an apprentice. The warlock learns and grows in power, at the cost of occasional services performed on the patron’s behalf.<br>&nbsp;&nbsp;&nbsp;Once a pact is made, a warlock’s thirst for knowledge and power can’t be slaked with mere study and research. No one makes a pact with such a mighty patron if he or she doesn’t intend to use the power thus gained. Rather, the vast majority of warlocks spend their days in active pursuit of their goals, which typically means some kind of adventuring. Furthermore, the demands of their patrons drive warlocks toward adventure.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Otherworldly Patron</div><div class="spoiler_body">At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fiend, which is detailed at the end of the class description, or one from another source. Your choice grants you features at 1st level and again at 6th, 10th, and 14th level.<br><br><strong>The Archfey</strong><br>&nbsp;&nbsp;&nbsp;Your patron is a lord or lady of the fey, a creature of legend who holds secrets that were forgotten before the mortal races were born. This being's motivations are often inscrutable, and sometimes whimsical, and might involve a striving for greater magical power or the settling of age-old grudges. Beings of this sort include the Prince of Frost; the Queen of Air and Darkness, ruler of the Gloaming Court; Titania of the Summer Court; her consort Oberon, the Green Lord; Hyrsam, the Prince of Fools; and ancient hags.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Expanded Spell List</div><div class="spoiler_body">The following spells are added to the warlock spell list for you. <strong>(You do not automatically know these, but must select htem as you would any other spell)</strong><br><table class="bbc_table"><tbody><tr><td>1<sup>st</sup></td><td>&nbsp;&nbsp;&nbsp;Faerie Fire,&nbsp;&nbsp;&nbsp;Sleep</td></tr><tr><td>2<sup>nd</sup></td><td>&nbsp;&nbsp;&nbsp;Calm Emotions,&nbsp;&nbsp;&nbsp;Phantasmal Force</td></tr><tr><td>3<sup>rd</sup></td><td>&nbsp;&nbsp;&nbsp;Blink,&nbsp;&nbsp;&nbsp;Plant Growth</td></tr><tr><td>4<sup>th</sup></td><td>&nbsp;&nbsp;&nbsp;Dominate Beast,&nbsp;&nbsp;&nbsp;Greater Invisibility</td></tr><tr><td>5<sup>th</sup></td><td>&nbsp;&nbsp;&nbsp;Dominate Person,&nbsp;&nbsp;&nbsp;Seeming</td></tr></tbody></table></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fey Presence</div><div class="spoiler_body">Starting at 1st level, as an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throw are all charmed or frightened by you (your choice) until the end of your next turn.<br><br>Once you use this feature, you can't use it again until you finish a short or long rest.</div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Pact Magic</div><div class="spoiler_body">Your arcane research and the magic bestowed on you by your patron have given you facility with spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the warlock spell list.<br><br><strong>Cantrips[/b[<br>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.<br><br><strong>Spell Slots</strong><br>The Warlock table shows how many spell slots you have. 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.<br><br>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.<br><br><strong>Spells Known of 1st Level and Higher</strong><br>At 1st level, you know two 1st-level spells of your choice from the warlock spell list.<br><br>The Spells Known column of the Warlock table shows when you learn more warlock spells of your choice of 1st level and 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.<br><br>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.<br><br><strong>Spellcasting Ability</strong><br>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.<br><br><strong>Spell save DC =</strong> 8 + your proficiency bonus + your Charisma modifier<br><br><strong>Spell attack modifier =</strong> your proficiency bonus + your Charisma modifier<br><br><strong>Spellcasting Focus</strong><br>You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your warlock spells.</strong></div></div><br><br><strong>Background:</strong> Charlatan<br>&nbsp;&nbsp;&nbsp;You have always had a way with people. You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink coloured liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">False Identity</div><div class="spoiler_body">You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.<br>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.</div></div><br><br><strong>Cantrips</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Eldritch Blast</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 120 feet<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Instantaneous<br><br>Make a ranged spell attack. On hit, the target takes 1d10 force damage.<br><br>The spell creates more beams when you reach higher levels: two at 5th, three at 11th, and four at 17th. You can direct the beams at the same or different targets. Make separate attack rolls for each beam.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Friends</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Self<br><strong>Components:</strong> Somatic, Mateiral (make-up applied ot face) <br><strong>Duration:</strong> Concentration; up to 1 minute<br><br>For the duration, you have advantage on Charisma checks on one creature of your choice that isn't hostile. When the spell ends, the creature realizes that you used magic to influence it and becomes hostile.<br></div></div><br><br><strong>1st level Spells</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Arms of Hadar</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> self (10-foot radius)<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Instantaneous<br><br>Tendrils batter all creatures within 10 feet of you. They must make a Strength save. On a fail, a target takes 2d6 necrotic damage and can't take reactions until its next turn. On a success, it takes half damage and suffers no other effects.<br><br><strong>At Higher Levels:</strong> The damage increases by 1d6 for each slot level above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sleep</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 90 feet<br><strong>Components:</strong> Verbal, Somatic, Material (fine sand / rose petals / cricket)<br><strong>Duration:</strong> 1 minute<br><br>Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose are affected in order of their current hit points.<br><br>Starting at the creature with the lowest current hit points, each creature affected by this spell falls unconscious. If the spell ends, the sleeper takes damage, or someone uses an action wake the sleeper, they are awoken.<br><br>Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.<br><br>Unconscious creatures, undead, and creatures immune to being charmed aren't affected by this spell.<br><br><strong>At Higher Levels:</strong> Roll an additional 2d8 for each slot level above 1st. <br></div></div></div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Deyreth Marsumbril, Male Dark Elf Wizard</div><div class="spoiler_body"><div class="floatright">(https://i.pinimg.com/236x/7a/e2/4b/7ae24bec07b287d98e0fae698ba7f7ce.jpg)</div><div class="floatright"><table class="bbc_table"><tbody><tr><td><span style="font-size: 14pt;" class="bbc_size"><span style="font-size: 14pt;" class="bbc_size"><strong>Alignment:</strong> Neutral</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Hit Points:</strong> 6</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Armor Class:</strong> 10</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Speed:</strong> 30</span><br><span style="font-size: 14pt;" class="bbc_size"><strong>Initiative Bonus:</strong> +3</span><br></span></td></tr></tbody></table></div><div class="floatleft">(https://i.pinimg.com/564x/64/b7/da/64b7daf9fd392be107711a9612614303.jpg)</div>&nbsp;&nbsp;&nbsp;Whiz! Bang! KABLAM! Deyreth travels with a troupe of entertainers, adding his conjurations and illusions to the show. How a Drow got to the surface world is something he tries to avoid talking about. But he stays because, as much as he genuinely enjoys shocking the rubes with phantasmagorical displays of magical fluff, he knows that the surface world is rich and diverse in arcane knowledge, and is the ideal place to study.<br><br><span style="font-size: 14pt;" class="bbc_size">Proficiencies</span><br><strong>Saving Throws:</strong> Intelligence, Wisdom<br><strong>Skills:</strong> Acrobatics, Arcana, Insight, perception, Performance<br><strong>Armor:</strong> None<br><strong>Weapons:</strong> Daggers, darts, slings, quarterstaffs, light crossbows, rapiers, shortswords, and hand crossbows.<br><strong>Tools:</strong> Disguise kit, morin khuur (a two-stringed fiddle)<br><strong>Languages:</strong> Undercommon, Elven, Common<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">A dagger, an arcane focus (staff), a spellbook, a morin khuur, the favor of an admirer (love letter, lock of hair, or trinket), a costume, a belt pouch containing 15 gp, and an explorer's pack (contains a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.)</div></div><br><br><strong>Race:</strong> Dark Elf<br>&nbsp;&nbsp;&nbsp;Were it not for one renowned exception, the race of drow would be universally reviled. To most, they are a race of demon-worshiping marauders dwelling in the subterranean depths of the Underdark, emerging only on the blackest nights to pillage and slaughter the surface dwellers they despise. Their society is depraved and preoccupied with the favor of Lolth, their spider-goddess, who sanctions murder and the extermination of entire families as noble houses vie for position.<br>&nbsp;&nbsp;&nbsp;Drow grow up believing that surface-dwelling races are inferior, worthless except as slaves. Drow who develop a conscience or find it necessary to cooperate with members of other races find it hard to overcome that prejudice, especially when they are so often on the receiving end of hatred. Some manage to escape this cycle of hate and prejudice to become known (if maybe not renowned) figures in other communities, but htey are rare and oftne ill-trusted.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Superior Darkvision</div><div class="spoiler_body">Accustomed to perpetual night of the underdark, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Fey Ancestry</div><div class="spoiler_body">You have advantage on saving throws against being charmed, and magic can't put you to sleep.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Trance</div><div class="spoiler_body">Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance". While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Drow Magic</div><div class="spoiler_body">You know the Dancing Lights cantrip. When you reach 3rd level, you can cast Faerie Fire once, and it recharges after a long rest. When you reach 5th level, you can cast Darkness once, and it recharges after a long rest. Charisma is your spellcasting ability for these spells.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Drow Weapon Training</div><div class="spoiler_body">You have proficiency with rapiers, shortswords, and hand crossbows.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Keen Senses</div><div class="spoiler_body">You have proficiency in the Perception skill.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Sunlight Sensitivity</div><div class="spoiler_body">You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you, the target of the attack, or whatever you are trying to perceive is in direct sunlight.</div></div><br><br><strong>Class:</strong> Wizard<br>&nbsp;&nbsp;&nbsp;Wizards are supreme magic-users, defined and united as a class by the spells they cast. Drawing on the subtle weave of magic that permeates the cosmos, wizards cast spells of explosive fire, arcing lightning, subtle deception, and brute-force mind control. Their magic conjures monsters from other planes of existence, glimpses the future, or turns slain foes into zombies. Their mightiest spells change one substance into another, call meteors down from the sky, or open portals to other worlds.<br>&nbsp;&nbsp;&nbsp;Wild and enigmatic, varied in form and function, the power of magic draws students who seek to master its mysteries. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or clump of exotic materials, these surface components barely hint at the expertise attained after years of apprenticeship and countless hours of study. Wizards live and die by their spells. Everything else is secondary. They learn new spells as they experiment and grow in experience. They can also learn them from other wizards, from ancient tomes or inscriptions, and from ancient creatures (such as the fey) that are steeped in magic.<br>&nbsp;&nbsp;&nbsp;But the lure of knowledge and power calls even the most unadventurous wizards out of the safety of their libraries and laboratories and into crumbling ruins and lost cities. Most wizards believe that their counterparts in ancient civilizations knew secrets of magic that have been lost to the ages, and discovering those secrets could unlock the path to a power greater than any magic available in the present age.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spellcasting</div><div class="spoiler_body">As a student of arcane magic, you have a spellbook containing spells that show the first glimmerings of your true power. See Spells Rules for the general rules of spellcasting and the Spells Listing for the wizard spell list.<br><br><strong>Cantrips</strong><br>At 1st level, you know three cantrips of your choice from the wizard spell list. You learn additional wizard cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wizard table.<br><br><strong>Spellbook</strong><br>At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice. Your spellbook is the repository of the wizard spells you know, except your cantrips, which are fixed in your mind.<br><br><strong>Preparing and Casting Spells</strong><br>The Wizard table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.<br><br>You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell). The spells must be of a level for which you have spell slots.<br><br>For example, if you’re a 3rd-level wizard, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination, chosen from your spellbook. If you prepare the 1st-level spell magic missile, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.<br><br>You can change your list of prepared spells when you finish a long rest. Preparing a new list of wizard spells requires time spent studying your spellbook and memorizing the incantations and gestures you must make to cast the spell: at least 1 minute per spell level for each spell on your list.<br><br><strong>Spellcasting Ability</strong><br>Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.<br><br><strong>Spell save DC =</strong> 8 + your proficiency bonus + your Intelligence modifier<br><br><strong>Spell attack modifier =</strong> your proficiency bonus + your Intelligence modifier<br><br><strong>Ritual Casting</strong><br>You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.<br><br><strong>Spellcasting Focus</strong><br>You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your wizard spells.<br><br>Learning Spells of 1st Level and Higher<br>Each time you gain a wizard level, you can add two wizard spells of your choice to your spellbook for free. Each of these spells must be of a level for which you have spell slots, as shown on the Wizard table. On your adventures, you might find other spells that you can add to your spellbook.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Arcane Recovery</div><div class="spoiler_body">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.<br><br>For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.</div></div><br><br><strong>Background:</strong> Entertainer<br>&nbsp;&nbsp;&nbsp;You thrive in front of an audience. You know how to entrance them, entertain them, and even inspire them. Your poetics can stir the hearts of those who hear you, awakening grief or joy, laughter or anger. Your music raises their spirits or captures their sorrow. Your dance steps captivate, your humour cuts to the quick. Whatever techniques you use, your art is your life.<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">By Popular Demand</div><div class="spoiler_body">You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble’s court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.</div></div><br><br><strong>Cantrips</strong><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Dancing Lights</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 120 feet<br><strong>Components:</strong> Verbal, somatic, Material (Phosphorus, wychwood / glowworm)<br><strong>Duration:</strong> Concentration; up to 1 minute<br><br>You create up to four torch-sized lights within range. You can also combine the lights into a Medium humanoid form. Each light sheds 10-foot-radius dim light.<br><br>As a bonus action, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light made by this spell, and goes out if it exceeds the spell's range.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Mage Hand</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Verbal, somatic<br><strong>Duration:</strong> 1 minute<br><br>A spectral, floating hand appears. The hand lasts for the duration or until you dismiss it as an action. It vanishes if it's ever more than 30 feet away from you or if you cast this spell again.<br><br>You can use your action to control the hand. You can use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hand can't attack, activate magic items, or carry more than 10 pounds.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Minor Illusion</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Somatic, material (fleece)<br><strong>Duration:</strong> 1 minute<br><br>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.<br><br>If you create a sound, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times.<br><br>If you create an image of an object it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion.<br><br>A creature can use its action to make an Investigation check on the illusion. If it succeeds, the illusion becomes faint to it.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Ray of Frost</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 60 feet<br><strong>Components:</strong> Verbal, Somatic<br><strong>Duration:</strong> Instantaneous<br><br>Make a ranged spell attack. On hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.<br><br>The damage increases by 1d8 when you reach 5th, 11th, and 17th level.<br></div></div><br><strong>1st level spells</strong><br>(These are all six spells in Deyreth's spellbook; the oens marked with ** are the ones he has prepared on the first day of the adventure; the ones marked with # are rituals, and need not be prepared to be used)<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"># Alarm #</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 minute (ritual)<br><strong>Range:</strong> 30 feet<br><strong>Components:</strong> Verbal, Somatic, mateiral (tiny bell, fine silver wire<br><strong>Duration:</strong> 8 hours<br><br>Choose an area that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm.<br><br>You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">*Color Spray*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> Self (15' cone)<br><strong>Components:</strong> Verbal, Somatic, material (Colored powder / sand)<br><strong>Duration:</strong> 1 round<br><br>Creatures in a 15-foot cone from you are blinded. If a creature is already blind or unconscious, they are not affected. Starting with the creature that has the lowest current hit points, roll 6d10 to see how many creatures you can affect. If the creature with the lowest hit points is less than the total rolled, subtract the hit points from the number, then move onto the next. When you reach a creature whose hit points would go above the number, subtractions applied, they are unaffected and this casting can't blind anything else.<br><br><strong>At Higher Levels:</strong> Roll an additional 2d10 for each slot level above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"># Find Familiar #</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 hour (ritual)<br><strong>Range:</strong> 10 feet<br><strong>Components:</strong> Verbal, Somatic, Material (10 GP worth of charcoal, incense, herbs; consumed by brass brazier's fire)<br><strong>Duration:</strong> Instantaneous<br><br>An animal becomes your familiar, obeying your commands, though it is still an independent creature. It has the appearance and statistics of the animal form you choose. You can choose from the animals bat, cat, crab, toad, hawk, lizard, octopus, owl, poisonous snake, quipper, rat, raven, sea horse, spider, or weasel, but the familiar's type must be chosen from celestial, fey, or fiend.<br><br>You can telepathically communicate with your familiar and as an action you can see and hear what it does until the start of your next turn. If your familiar has any special senses, you also gain the benefits of those senses while you are seeing or hearing through it. While doing so, your body is blind and deaf. You can also cast spells with a range of touch through your familiar as if it has cast them itself, but you must be within 100 feet of it and the familiar uses its reaction to cast the spell. Otherwise the spell is cast as if you had done so yourself.<br><br>When initiative is rolled, the familiar also rolls, but it can't make an attack. It can take other actions, but if its hit points fall to 0, it disappears until you cast this spell again.<br><br>You can dismiss the familiar permanently any time you choose, as an action, or you can temporarily dismiss it to a pocket dimension. You can recall your familiar from the pocket dimension, also as an action, to reappear in any unoccupied space within 30 feet of you.<br><br>If you try to cast this spell when you already have a familiar, you can choose for it to take a new form, but you cannot have more than one.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">*Magic Missile*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 120 feet<br><strong>Components:</strong> Verbal, somatic<br><strong>Duration:</strong> Instantaneous<br><br>You create three magic darts. Each dart hits a creature you can see. A dart deals 1d4+1 force damage. The darts all strike simultaneously and you can direct them to hit one creature or several.<br><br>At Higher Levels: The spell creates one more dart for each slot above 1st.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">*Silent Image*</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action<br><strong>Range:</strong> 60 feet<br><strong>Components:</strong> Verbal, somatic, Material (Fleece)<br><strong>Duration:</strong> Concentration; up to 10 minutes<br><br>You create an image that is no larger than a 15-foot cube. The image appears at an unoccupied spot and lasts for the duration. The image is only visual. If anything passes through it, it's revealed to be an illusion.<br><br>You can use your action to cause the image to move to any spot in range. As the image changes location, you can alter its appearance so that its movements appear natural for the image.<br><br>A creature that uses its action to examine the image can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.<br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header"># Unseen Servant #</div><div class="spoiler_body"><strong>Casting Time:</strong> 1 action (ritual)<br><strong>Range:</strong> 60 feet<br><strong>Components:</strong> Verbal, Somatic, material (String, wood)<br><strong>Duration:</strong> 1 hour<br><br>This spell creates an invisible force that performs tasks at your command until the spell ends.<br><br>It has an AC of 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends. Once on each of your turns, as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object.<br><br>The servant can perform simple tasks that a human servant could do.<br><br>Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.<br></div></div></div></div>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>19-09-2018, 03:32:50</strong>
			</dt>
			<dd class="postbody">
				-pounces Nightwatcher and licks her to claim her as my own...titters at Edge's short pants.-
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Vax</strong> on <strong>19-09-2018, 17:00:54</strong>
			</dt>
			<dd class="postbody">
				What a fantastic set of characters you've built for us, Chulanowa!<br><br>If no one objects, I'd love to claim Alathea, she looks fun to play :D
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>CeruleanSerenity</strong> on <strong>19-09-2018, 20:28:45</strong>
			</dt>
			<dd class="postbody">
				I'm glad to see this game take off... it looks like you put a lot of work into getting this ready, too.<br><br>I think I'd like to play Lyanna the bard, but if someone else wants her, I'd be fine with picking another.<br><br>Edit: Oh, I think you made a mistake with Lyanna's sheet... it says her Armor Class is 11, but she has 14 Dexterity and leather armor, so shouldn't it be higher?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Sarah Morgan</strong> on <strong>21-09-2018, 06:37:16</strong>
			</dt>
			<dd class="postbody">
				I think I'll take on Tonnoia.&nbsp; I've not played a monk before, and I'm not sure I'll do all that well at describing martial arts style of fighting, but we'll see how it goes.&nbsp; I'm totally blind, so fancy combat descriptions from me might be a bit lacking, as I don't have any visual experience to go on.&nbsp; I'm assuming there's a picture that goes with her info, but would someone mind giving me a word description?&nbsp; Also, are the full stats, such as dex, charisma, etc., posted somewhere, or have those details not been put up yet?&nbsp; I;m guessing not, and some stuff I can figure out on account of initiative bonuses and such, but not all the numbers.&nbsp; Just curious, and I'm looking forward to getting to know everyone. :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>CeruleanSerenity</strong> on <strong>21-09-2018, 09:55:01</strong>
			</dt>
			<dd class="postbody">
				I've never been good at fancy combat descriptions, either... so I'm sure it's okay. I'd be happy to see you play her.<br><br>Full stats were posted in an image along with skill bonuses, so I'll type them out below:<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Tonnoia's Ability Scores</div><div class="spoiler_body">Strength: 10 (+0)<br>Dexterity: 16 (+3)<br>Constitution: 14 (+2)<br>Intelligence: 12 (+1)<br>Wisdom: 14 (+2)<br>Charisma: 8 (-1)</div></div><br><br>I think that's everything you're missing from her stats, since skill proficiencies are listed in text, but let me know if there is anything else you need.<br><br>A picture was provided for her, but I think you're free to change her appearance if you like. I'll describe what I can, though, in case you want to use it...<br><br>In the picture, Tonnoia is a young woman with medium-dark skin and a slender and athletic build. Her hair is dark brown and wavy, looks a bit shorter than shoulder length, and is partially shaved on the right side of her head between her ear and scalp. Her clothing is dark brown and trimmed with fur; I'm not sure of the material, but it looks like leather or hide. She wears a close-fitting top that leaves her arms and stomach bare, and a short skirt over shorts. The skirt seems to be tied with a belt adorned with three metal circles in front (they may be something like buckles, it's hard to tell), the middle of which has a yellow ribbon hanging from it. She also wears boots and fingerless gloves of the same fur-trimmed material as her top and skirt, along with bands around her right thigh and each of her upper arms. Her skin is decorated with some white paint in lines, circles, and dots that can be seen on her face, upper arms, stomach, and left thigh. She's depicted standing on a stone peak outdoors, balancing on one foot and resting her quarterstaff across her shoulders.<br><br>I'm not an expert on clothing or... a lot of things, really, so I don't have the best vocabulary to describe everything accurately. That's the gist of it, though... feel free to ask if you have any questions.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>24-09-2018, 11:35:24</strong>
			</dt>
			<dd class="postbody">
				hey guys, i've been a little down due to an illness, but I should be able to pick it all back up. Hopefully will have your first IC post up and running tomorrow!
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Vax</strong> on <strong>26-09-2018, 17:49:45</strong>
			</dt>
			<dd class="postbody">
				Get well soon, Chulanowa! <br><br>Just a heads up, if we're starting soon I'll probably not be able to post until Monday since I'm very needed on the RL side of things.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>30-09-2018, 07:57:30</strong>
			</dt>
			<dd class="postbody">
				Alright! Sorry for the delay, but here we go, your IC thread! https://elliquiy.com/forums/index.php?topic=294050.0
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Vergil1989</strong> on <strong>01-10-2018, 04:20:41</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=293517.msg14418279#msg14418279">Quote from: Vax on 26-09-2018, 17:49:45</a></div></div><blockquote class="bbc_standard_quote">Get well soon, Chulanowa! <br><br>Just a heads up, if we're starting soon I'll probably not be able to post until Monday since I'm very needed on the RL side of things.<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>Vax?&nbsp; As in Vax'ildan from Critical Role?&nbsp; Your avatar picture kinda gives you away there buddy.&nbsp; Also....well, it's always too soon, shall we say?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Vax</strong> on <strong>01-10-2018, 21:57:26</strong>
			</dt>
			<dd class="postbody">
				<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=293517.msg14426820#msg14426820">Quote from: Vergil1989 on 01-10-2018, 04:20:41</a></div></div><blockquote class="bbc_standard_quote">Vax?&nbsp; As in Vax'ildan from Critical Role?&nbsp; Your avatar picture kinda gives you away there buddy.&nbsp; Also....well, it's always too soon, shall we say?<br></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br>The very same, yes. What can I say, who can resist the emo-est of rogues?<br>And I agree, it is always too soon but what can I say, I felt like a tribute was in order when I chose my name.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Vergil1989</strong> on <strong>01-10-2018, 22:46:26</strong>
			</dt>
			<dd class="postbody">
				Can't say I blame you.&nbsp; That ending for the first campaign was everything we the fans could've ever asked for, except for you know what of course, making it a pyrrhic victory of sorts.&nbsp; It was certainly better than letting the big bad win of course, but it still hurt.&nbsp; Ugh.&nbsp; Still, good name Vax and I hope to see you around.&nbsp; :D<br><br>Also, is Group 2 the only one that's gotten the first round of posts done?&nbsp; Hopefully your and the other group picks up soon.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Sarah Morgan</strong> on <strong>02-10-2018, 00:37:49</strong>
			</dt>
			<dd class="postbody">
				Going to try and get a post up in the next day or so.&nbsp; Just need to read over the details again.<br><br>As for CR, thanks for not spoiling how the first campaign ends, as I'm not caught up yet. I just finished episode 93, which ended with the group taking care of business in the nine hells.&nbsp; I think I have about 20 episodes left to watch, and while I'm sure I miss plenty with being totally blind and only able to go by audio, the description and dialogue by all the characters make for an interesting story even without visuals.&nbsp; And Vax is my favorite, but I'm a hopeless romantic, so that's not surprising. :)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>02-10-2018, 01:20:53</strong>
			</dt>
			<dd class="postbody">
				I'll get my post up tonight.&nbsp; -nod.-
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Sarah Morgan</strong> on <strong>02-10-2018, 22:52:18</strong>
			</dt>
			<dd class="postbody">
				Will have my post up in a bit, once I can figure out how to get the link for the picture, and remember how to code for the other header info.&nbsp; It's been a while since I've written, let alone put in codes for things.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Vax</strong> on <strong>02-10-2018, 23:07:57</strong>
			</dt>
			<dd class="postbody">
				Psst, if that's an option to you, you can just push the quote button on Bibliophilia's or my post, copy the header and put in the relevant information for your character, maybe that'll save you a little time :) 
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Sarah Morgan</strong> on <strong>02-10-2018, 23:26:24</strong>
			</dt>
			<dd class="postbody">
				That's an idea I hadn't thought of.&nbsp; Though won't the picture be different?&nbsp; At least then all I have to do is replace the picture link with the right one, and the code will already be in place. <br>:)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>02-10-2018, 23:42:33</strong>
			</dt>
			<dd class="postbody">
				<div class="codeheader">Code: <a href="javascript:void(0);" onclick="return smfSelectText(this);" class="codeoperation">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">[floatright][img height=250]IMG URL[/img][/floatright]<br>[i]NAME[/i]<br>Alignment Race Class<br>HP:&nbsp; | AC:&nbsp; | Init:&nbsp; | Status: Normal<br>Tagging:&nbsp; <br><br>[hr]</code></pre><br>There you go!&nbsp; If you right-click the image you want to use you can copy the address and paste it into the code, or upload it to the wiki and copy from there.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Vax</strong> on <strong>02-10-2018, 23:43:47</strong>
			</dt>
			<dd class="postbody">
				Oooh yeah, thanks Bibliophilia, don't know why I didn't think of just copying the code here myself&nbsp; :-[
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>02-10-2018, 23:48:51</strong>
			</dt>
			<dd class="postbody">
				It's cool.&nbsp; -grins.-&nbsp; Sarah, are you the player with visual impairment?&nbsp; If so, I'd be happy to copy the address of the image for your character and post it here for you.&nbsp; You were the monk, right?
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>03-10-2018, 00:13:55</strong>
			</dt>
			<dd class="postbody">
				<div class="codeheader">Code: <a href="javascript:void(0);" onclick="return smfSelectText(this);" class="codeoperation">[Select]</a></div><pre style="margin: 0; padding: 0;"><code class="bbc_code">https://i.pinimg.com/564x/a3/67/ad/a367ad8eb7c497c1bbad1b6b83e15529.jpg</code></pre><br>Sarah, grab that link and pop it into the code on your post.&nbsp; You snagged the wrong one.<br><br>Sorry, I'd have added it to the coding in my post if I'd have remembered you mentioning you were blind.<br><br>Luckily, from now on you just need to quote your previous post and change the relevent text, instead of fiddling with links and coding.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Sarah Morgan</strong> on <strong>03-10-2018, 00:14:49</strong>
			</dt>
			<dd class="postbody">
				That would be me.&nbsp; I could have sworn I replied to this, but I have a feeling I put it in the wrong thread, or E was a pain and didn't post.&nbsp; I ended up going to the OOC board and getting the image that way, though thanks for the offer.&nbsp; You probably could have found it quicker than I did.&nbsp; But you'd be right about my being the one with visual impairment.&nbsp; Here's hoping I managed the IC post okay.&nbsp; I still haven't figured out a goal for going to Waterdeep yet, but hopefully something will occur to me.&nbsp; This character's still new, and sometimes I don't know a character yet until I play them for a bit.&nbsp; This being a pre-made one, it's unique in that I generally come up with character concepts myself, but it's also a way I've not played before, and sounds fun.<br>:)
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Sarah Morgan</strong> on <strong>03-10-2018, 00:16:53</strong>
			</dt>
			<dd class="postbody">
				Oops, okay, I'll fix it.&nbsp; I'm not sure how that happened, but thanks for catching the slip.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>Bibliophilia</strong> on <strong>03-10-2018, 00:48:54</strong>
			</dt>
			<dd class="postbody">
				No problem!&nbsp; -grins.-&nbsp; I'm always happy to help.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>CeruleanSerenity</strong> on <strong>05-10-2018, 00:55:46</strong>
			</dt>
			<dd class="postbody">
				Sorry about my absence... I didn't have any active games, so I don't always log on when I check this site. I didn't realize it had started, but hopefully I can get my post up tonight.<br><br>Edit: I won't be able to post anything tonight, and I doubt I'll have much free time tomorrow... don't let me hold the game up, though.&nbsp; I'll join in as soon as I get a chance.
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [Beginner's 5th Edition] Muddale Mutton Massacre (OOC)</strong><br>
				Post by: <strong>CeruleanSerenity</strong> on <strong>09-10-2018, 08:49:43</strong>
			</dt>
			<dd class="postbody">
				Post up! Sorry for holding things up like that... I'm finally getting back into the swing of things now.
			</dd>
		</dl>
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