[5E beginners] Shadows Over Moonsea (IC)
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		<h2 id="linktree">Play-By-Post: Light =&gt; Light: Exotic Small Groups =&gt; Topic started by: Chulanowa on 30-09-2018, 07:56:47</h2>
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				Title: <strong>[5E beginners] Shadows Over Moonsea (IC)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>30-09-2018, 07:56:47</strong>
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				&nbsp;&nbsp;&nbsp;You have come to Phaln to heed the call of one Doomguide Yovir Glandon, the high priest of Kelemvor (the Lawful neutral god of death and peaceful rest) in these parts. He and his Order of the Silent Shroud have heard the rumors of troubled waters and sent out a call for able-bodied adventurers to try to address the issue. <br>&nbsp;&nbsp;&nbsp;This is how you find yourselves in a graveyard in mid-morning. The sun shines down onto the well-tended grounds, and birds sing their songs in the willows and pines that dot the area. The path among the modest headstones leads to to a man in a rough brown cassock, head shaved save for a grey forelock, digging at the dirt with a trowel, a tray of potted flowers at his side. Without looking up, he speaks with an even, if aged voice, <strong>"I am so glad you answered my call for aid. If all is as I fear, time may be short. Let is talk quickly."</strong><br><br>&nbsp;&nbsp;&nbsp;So saying, he tucks a root ball into the soil he had turned, and rises a bit from his knees, turning to take the four of you in through calm grey eyes.<br><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Your Characters</div><div class="spoiler_body"> You are most likely a group of adventurers that have been operating together for some time; though if you want to be a collection of individuals who just happen to he heeding [this[/i] mission, that's fine too.<br><br>• You currently have all equioment on your sheets.<br>• You are fully rested, have full HP and all spell slots.<br>• You've all heard rumors of piracy, undead, and possible influence from the Zhentarim, a sort of evil mage guild / doom-cult / criminal organization headquartered well to the north. You're uncertain how much is genuine and how much is just talk.</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">The Moonsea</div><div class="spoiler_body">Also known as the Dragon Sea, the Moonsea is a very large lake or freshwater sea just north of the elvish homelands of Cormanthor, and south of barren wastelands of Thar. A fair amount of trade is conducted on the waters, primarily between settlements on its southern and western shores. The whole region around the moonsea is essentially a wild frontier, without any sort of central government or control. Rather each town and city is basically autonomous; Phlan is one such city, with a tumultuous past of coups, conquest, and factionalism. At least the weather is nice.</div></div>
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				Title: <strong>Re: [5E beginners] Shadows Over Moonsea (IC)</strong><br>
				Post by: <strong>Vergil1989</strong> on <strong>30-09-2018, 16:31:37</strong>
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				<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>Some people would've found it off putting, being in a cemetery at any time of day outside of visiting a lost friend or loved one, if one wasn't burying one of course, but Lyanna Ezzrix had grown up in absolute squalor before she'd found her way to better fortunes, although running with thieves probably wasn't the best upbringing.&nbsp; It'd been something at least, and Lyanna would forever be grateful for the woman who all but adopted her and most of the rest of the children of the Six Street Weasels.&nbsp; Cass had taken care of them, but only Lyanna had been an apt student who'd all but devoured everything the now older woman had had to teach her.&nbsp; From singing to playing the lute she'd stolen on her first official job, from blade to spell, there was little the young tiefling woman couldn't do these days, but she was wise enough to know she still had much to learn if she wanted a real shot at something more.<br><br>So it was she'd found herself among a group of new adventurers like herself.&nbsp; True, she didn't know much about any of them, but so far they'd been fairly decent as a whole.&nbsp; She supposed time would tell if she stuck around as she bowed eloquently upon being addressed, sweeping one slender arm across her waist before straightening, her tail lazily lashing about behind her.&nbsp; Long blonde hair braided beautifully hung over her right shoulder, two red horns curled up and behind her head, which matched her dusky red skin, as well as two white, glowing eyes that, despite having no visible iris, seemed to convey her good cheer and warm demeanor along with the little smile she wore almost constantly.&nbsp; She knew what she was, as did any tiefling, but she had come to terms with it a long time ago, as proven by the colorful outfit she was wearing.&nbsp; Despite having skill in the thieving arts, during a casual meeting such as this, she had opted for her more public appearance.<br><br>A dark blue and gold colored open chested jacket partially covered the leather green and floral painted top, a matching green leather skirt and tan leather pants adorning her long legs.&nbsp; The soft tinkle of horn rings made from cheap if pretty gold, as well as a pair of diamond studs in her sharply pointed ears, were the only jewelry she normally wore, but it was enough for her.&nbsp; Smiling still, she nodded her head slightly as she turned ever so slightly to regard the rest of her companions.&nbsp; <strong> "We'll certainly do our best to help, so by all means.&nbsp; We're here to serve the good people of this venerable city of yours."</strong>&nbsp; Her voice was quite literally music to the ears as she turned her eyes once more upon the man before them.&nbsp; Despite her open and inviting nature, that didn't mean she trusted him, not after she'd made the mistake as a child of trusting another man in religious garb who'd tried to hurt her.&nbsp; If not for Cass showing up when she had, Lyanna knew without a doubt she'd either be dead, enslaved, or worse, a drooling fanatic following the Banite and Bane's cult to an early grave.&nbsp; So just because their possibly current employer was wearing the clothes and religious icon of Kelemvor to match, didn't mean a damn thing in her opinion.<br><br>((Roll Result: Vergil1989 rolled: 1d20, adding 2 to the total<br>Comment: Insight<br>Result: 13, <br>Total: 15<br><br>I believe I did that right.&nbsp; Wis mod plus my Insight, roll a D20, yes?))
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				Title: <strong>Re: [5E beginners] Shadows Over Moonsea (IC)</strong><br>
				Post by: <strong>Strega</strong> on <strong>30-09-2018, 17:35:30</strong>
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				<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><br><br>Their meeting in a graveyard was not causing Tonnoia any discomfort. Part of her daily tasks was to tend and keep the graves clean at the small monastery of the Quiet Sisterhood that she spent these last years of her life before setting off to seek spiritual enlightment through new places, new acquaintances and new adventures. <br><br>We could say that she felt like home, which was an irony. Tonnoia had no home. She was alone since she could remember, growing up in the streets, exposed to elements and misery. Her hard life could clearly be seen in her young face, giving others the impression that she was much older. The monastery she ended up in was like a small miracle for the miserable child, who embraced this small and disciplined community with open arms. After a few years of a quiet, structured and communal life, Tonnoia felt that the world had more knowledge to give her than her sisterhood. So she left everything behind, and embarked for a true journey of enlighment.<br><br>And here she was today, among her fellow co-adventurers and before Yovir Glandon. She was filling the thrill of the unknown, especially about getting to know her companions because she believed that true knowledge burns in each and every one of us, friend or foe. The Tiefling lady intrigued her, with her vividly colored clothes and jewels. Her unique facial characteristics did not put her off. We are all children of the gods, and now our fates are entangled.<br><strong><br>"Your call led us here, Father. We have all heard rumours, but people talk a lot. But the more people talk, the less accurate becomes the real knowledge. <br>I deeply believe that fate has a detailed plan for us."</strong><br>
			</dd>
			<dt class="postheader">
				Title: <strong>Re: [5E beginners] Shadows Over Moonsea (IC)</strong><br>
				Post by: <strong>Doomglazer</strong> on <strong>30-09-2018, 23:06:29</strong>
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				<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><br><br>Tommel stood still looking around absorbing the lands that surround him. He didn't mind being on a graveyard for him it was just another lay of the lands and before going there he allready scouted it just to be sure. He stood still near the priest in his robes and listened to his story, but always listening to his surroundings just to stay alerted.&nbsp; That was something he learned while being raised by a pack of wolves, never let your guard down.<br>His 2 short swords and his shortbow where never far away and he made sure nothing was in its way for grabbing them. But not allot of creatures would get him by surprise he would have heard them coming from a distance and knew what he had to do. And if he was in a forest his senses and tracking skills would even be better. He could tell how big the group was and how may of them where in the group.<br>He looked around again and saw a Human and a Tiefling speaking the other one was quiet. They both looked gorgeous and big, since he only was a halfling and not know for their big posture but they made it up with allot of other things.<br><br>&nbsp;"So Father what is it you would like us to do for you?"
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			<dt class="postheader">
				Title: <strong>Re: [5E beginners] Shadows Over Moonsea (IC)</strong><br>
				Post by: <strong>Lady Lunarius</strong> on <strong>01-10-2018, 07:02:03</strong>
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				<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><div class="floatleft">(https://i.pinimg.com/564x/2e/90/e6/2e90e6e6f31637fbc25e376286c07239.jpg)</div><br><br>Sibe perched up on a tree branch, her brown eyes watching the scene below. She had heard the rumors around the area of undead and cultists. This had seemed like the place to be if she was going to save the world. Her feet kicked lightly below her as she tilted her head as the Doomguide spoke. For a man who wished to talk grave news, (Sibe giggled inwardly at her own private pun) he was calm. She supposed it's what happens when you called yourself a Doomguide, you were used to well...Doom. <br><br><br>As Lya's beautiful voice sounded below she smiled at her friend, the feathers on her headdress rustling softly as she turned her head as if she were listening to one of her fantastic songs. If only she had a voice like that, oh the amazing things she could do, and the trinkets she could ear. The young gnome moved to shimmy down the tree as the Doom Guide rose up, and she took her place at the tieflings side. <br><br>"Yes yes, we are very eager to help you Sir. I hope to bring honor to my home by aiding you." she said, a slight too much bounce in her voice as she spoke. <br><br>
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			<dt class="postheader">
				Title: <strong>Re: [5E beginners] Shadows Over Moonsea (IC)</strong><br>
				Post by: <strong>Chulanowa</strong> on <strong>08-10-2018, 11:07:11</strong>
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				&nbsp;&nbsp;&nbsp;As they all speak their willingness to help, Yovir lifted from his gardening with a soft sigh; he wasn't old, but he wasn't young either, and his back was starting to notice. He looked each of them in turn with his solemn, long face. <strong>"Very well..."</strong> he gave a little wave of his trowel at Lyanna. <strong>"It's not my city in the least, which is part of why you are here. My temple tries to stay out of the city's politics. But I feel there is a threat looming, and the factions and leagues and power blocs..."</strong> he sighed and shook his head. <strong>"I'll spare you, but a dragon could be burning the town down and they woudl argue over who appoints the committee to discuss candidates for addressing the issue."</strong><br><br>&nbsp;&nbsp;&nbsp;<strong>"That's why I needed outsiders, people without ties to the town."</strong> he stood with a small achey groan. <strong>"Acting in the interests of the temple, of course."</strong> He dusted his hands off and tucked htem into the sleeves of his robe. <strong>"Several credible witnesses speak of a ghost ship terrorizing the coast of the Moonsea, headed North towards Phlan. The restless dead are, sad to say, not an uncommon sight in this region."</strong> His jaw set in a firm line; his own order maintained a perpetual crusade against such abominations, after all. <strong>"And just yesterday, my temple received a man from Vendel, a small fishing village two days south. He's... not altogether there, it seems, and we're caring for him within the temple. But he speaks of a... <em>thing</em>."</strong> Yovir's brow furrows in deeply creased lines.<br><br>&nbsp;&nbsp;&nbsp;<strong>"He speaks of a dracolich."</strong>
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			<dt class="postheader">
				Title: <strong>Re: [5E beginners] Shadows Over Moonsea (IC)</strong><br>
				Post by: <strong>Vergil1989</strong> on <strong>08-10-2018, 22:48:05</strong>
			</dt>
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				<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>Despite his caution, Lyanna couldn't see any falsehood about the man, and the caution he exhibited as he stood to address them all was easily explained by the fact the four of them were well armed and equipped for any manner of trouble.&nbsp; Nodding in understanding since she'd been a part of the criminal underworld, even though her connection was tenuous since the Six Street Weasels had been a relatively small and unknown group of thieves compared to many of the far bigger gangs out there, power was as important here as anywhere else.&nbsp; It made sense then that a member of a respected church was looking for outside help, hoping to get a leg up on whatever was going on.&nbsp; But upon hearing that there was a dracolich possibly involved in the recent troubles with the undead and whatever the priest's witness had supposedly seen, all the color went out of Lyanna's face as she struggled to think of anything she could regarding dracolichs, or at least liches and their undead minions in general.&nbsp; Anything that might help them to take these things down before they started to overrun the city, possibly more.&nbsp; Thankfully she had a friend in the rock gnome, a hesitant smile appearing on her face as she took a steadying breath.&nbsp; This wasn't going to be easy, if anything this whole affair could get complicated very quickly if they weren't careful, but that didn't stop her from asking as she put a hand on Sibe's shoulder, taking some measure of comfort from the rogue's mere presence. <strong>"What makes you think a dracolich might be involved, Sir?&nbsp; Would it be possible to talk to this man that you have here at the temple?&nbsp; More importantly, what do you want us to do exactly?&nbsp; Check into rumors of this ghost ship, or this rumored appearance of something truly monstrous?"</strong>&nbsp; Either way, or both, who was to say, Lyanna turned to the rest of the group, wondering what was on their minds regarding all this.<br><br>((Roll Result: Vergil1989 rolled: 1d20, adding 4 to the total<br>Comment: Arcana<br>Result: 17,<br>Total: 21<br><br>Hopefully that's right this time.))
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