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Showing posts from October, 2022

Bardic Annoyance

Bardic Annoyance  (legendary feat)  While performing you gain the following:  All creatures (including those friendly to you) within 100 ft of you with the ability to see and/or hear the performance must make a save on a DC 18. If fail they are incapacitated for up to 10 minutes after the performance.  Creatures you choose will not be affected by the performance and do not need to make a save.  If creatures succeed on a save roll you may choose to 'boost' your performance, forcing those creatures to make another save on a DC 19. If fail they are incapacitated for up to 20 minutes after the performance.  To achieve the benefits of this feat you MUST perform some act of entertainment: sing, dance, poetry, a long-winded limerick, anything loosely defined as 'entertainment'. If not, the DM reserves the right to disregard. 

Huge Treasure

  Treasure Hoard: 4 leather armors and 6 half plates. There are 133 copper, 740 silver and 1274 gold coins. 6 dulcimers and 3 shrunken heads. 2 dragonchess sets and 4 sapphires. 2 hankerchiefs and 3 painting suppliess. 13 potions. 2 greatclubs and 3 flails. There are 626 copper, 881 silver and 2632 gold coins. 17 potions. 2 silver necklaces and 6 gold double-braided necklaces. 11 potions. 4 horns and 3 wax stamps. 27 containers of assorted sewing tools and 2 barrels of eggs. 16 potions. 6 brass belly chains and 3 mithril pendants. 10 potions. A golden elk. 10 containers of eggs and 2 barrels of shells.

Magic Potions

 Potion of Barkskin (+2) (300 gp) This viscous crimson ichor causes one's hair to turn gray when used. Potion of Endure Elements (50 gp) A viscous copper serum, contained in a square phial. Potion of Mage Armor (50 gp) This brass elixir smells like fresh bread. Potion of Owl's Wisdom (300 gp) A swirling tincture, contained in a spherical phial. Potion of Spider Climb (300 gp) A bubbling draught, contained in a steel flask.

Efficient Quiver

  Wondrous item, uncommon Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Boots of Elvinkind

Boots of Elvenkind Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently

Gualluwyrm the Glorious -- Fighter -- Dragonborn (black)

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Name: Gualluwyrm the Glorious Race/Ancestry/Heritage: Dragonborn (Black Dragon Ancestry) Class & Level: Fighter 1 Background: Soldier Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 18 +4 ... Strength Ability Checks +6 ... Strength Saving Throws * +6 ... Athletics Skill * 270 lbs. ... Maximum Carrying Capacity 540 lbs. ... Max. Push or Drag (Speed -5 ft.) 540 lbs. ... Maximum Lift Dexterity 17 +3 ... Dexterity Ability Checks +3 ... Dexterity Saving Throws +3 ... Acrobatics Skill +3 ... Sleight of Hand Skill +3 ... Stealth Skill (Disadv.) Constitution 16 +3 ... Constitution Ability Checks +5 ... Constitution Saving Throws * Intelligence 15 +2 ... Intelligence Ability Checks +2 ... Intelligence Saving Throws +2 ... Arcana Skill +2 ... History Skill +2 ... Investigation Skill +2 ... Nature Skill +2 ... Religion Skill Wisdom 14 +2 ... Wisdom Ability Checks +2 ... Wisdom Savin

Arien of Mithrendain -- Fighter (Archer) -- Eladrin

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Name: Arien of Mithrendain Race/Ancestry/Heritage: Eladrin Class & Level: Fighter 1 Background: Soldier Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 15 +2 ... Strength Ability Checks +4 ... Strength Saving Throws * +4 ... Athletics Skill * 225 lbs. ... Maximum Carrying Capacity 450 lbs. ... Max. Push or Drag (Speed -5 ft.) 450 lbs. ... Maximum Lift Dexterity 18 +4 ... Dexterity Ability Checks +4 ... Dexterity Saving Throws +4 ... Acrobatics Skill +4 ... Sleight of Hand Skill +4 ... Stealth Skill (Disadv.) Constitution 17 +3 ... Constitution Ability Checks +5 ... Constitution Saving Throws * Intelligence 13 +1 ... Intelligence Ability Checks +1 ... Intelligence Saving Throws +1 ... Arcana Skill +1 ... History Skill +1 ... Investigation Skill +1 ... Nature Skill +1 ... Religion Skill Wisdom 14 +2 ... Wisdom Ability Checks +2 ... Wisdom Saving Throws +4 ... Animal Handlin

Jiyli -- Fighter -- Half-Orc

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Name: Jiyli Race/Ancestry/Heritage: Half-Orc Class & Level: Fighter 1 Background: Soldier Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 17 +3 ... Strength Ability Checks +5 ... Strength Saving Throws * +5 ... Athletics Skill * 255 lbs. ... Maximum Carrying Capacity 510 lbs. ... Max. Push or Drag (Speed -5 ft.) 510 lbs. ... Maximum Lift Dexterity 18 +4 ... Dexterity Ability Checks +4 ... Dexterity Saving Throws +6 ... Acrobatics Skill * +4 ... Sleight of Hand Skill +4 ... Stealth Skill (Disadv.) Constitution 16 +3 ... Constitution Ability Checks +5 ... Constitution Saving Throws * Intelligence 14 +2 ... Intelligence Ability Checks +2 ... Intelligence Saving Throws +2 ... Arcana Skill +2 ... History Skill +2 ... Investigation Skill +2 ... Nature Skill +2 ... Religion Skill Wisdom 15 +2 ... Wisdom Ability Checks +2 ... Wisdom Saving Throws +4 ... Animal Handling Skill *

Aonat 32J-2 -- Gunslinger - Autognome

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Name: Aonat 32J-2 Race/Ancestry/Heritage: Autognome (Construct) Class & Level: Fighter 1 Background: Soldier Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 16 +3 ... Strength Ability Checks +5 ... Strength Saving Throws * +5 ... Athletics Skill * 240 lbs. ... Maximum Carrying Capacity 480 lbs. ... Max. Push or Drag (Speed -5 ft.) 480 lbs. ... Maximum Lift Dexterity 18 +4 ... Dexterity Ability Checks +4 ... Dexterity Saving Throws +6 ... Acrobatics Skill * +4 ... Sleight of Hand Skill +4 ... Stealth Skill (Disadv.) Constitution 17 +3 ... Constitution Ability Checks +5 ... Constitution Saving Throws * Intelligence 15 +2 ... Intelligence Ability Checks +2 ... Intelligence Saving Throws +2 ... Arcana Skill +4 ... History Skill * +2 ... Investigation Skill +2 ... Nature Skill +2 ... Religion Skill Wisdom 14 +2 ... Wisdom Abilit

Death Whistle

Wondrous item, uncommon This item has three charges. You can use an action and expend a charge to emit a horrific sound resembling hundreds of terrified voices screaming in unison in a 20-foot cone that is audible 400 feet away. Each humanoid in the cone must succeed on a DC 12 Wisdom saving throw or take 2d6 psychic damage and become frightened for one minute. On a successful Wisdom saving throw, the creature takes half as much damage, is not frightened, and becomes immune to the effects of this death whistle for 24 hours. Deafened creatures and creatures immune to being frightened take no psychic damage and are not frightened. A creature that fails its Wisdom saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. The death whistle regains 1d3 expended charges daily at dawn.

Ring of Absorption

Extremely Rare While wearing this ring you have +2 AC and +2 to all Dex saves. If you are hit the damage you take is absorbed by the ring. While still suffering the damage of that attack to your HP, on your next successful attack you add the damage you suffered to your damage roll. Thus your total damage is increased. Ex: If a creature hits you for 8 points of damage you will reduce those points from your HP but the ring absorbs that power. When you next hit the creature you will roll for damage and include an additional 8 points of damage.   

Qizlark -- Fighter -- Aracochra

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Name: Qizlark Race/Ancestry/Heritage: Aarakocra Class & Level: Fighter 1 Background: Folk Hero Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 16 +3 ... Strength Ability Checks +5 ... Strength Saving Throws * +3 ... Athletics Skill 240 lbs. ... Maximum Carrying Capacity 480 lbs. ... Max. Push or Drag (Speed -5 ft.) 480 lbs. ... Maximum Lift Dexterity 18 +4 ... Dexterity Ability Checks +4 ... Dexterity Saving Throws +4 ... Acrobatics Skill +4 ... Sleight of Hand Skill +4 ... Stealth Skill (Disadv.) Constitution 17 +3 ... Constitution Ability Checks +5 ... Constitution Saving Throws * Intelligence 14 +2 ... Intelligence Ability Checks +2 ... Intelligence Saving Throws +2 ... Arcana Skill +2 ... History Skill +2 ... Investigation Skill +2 ... Nature Skill +2 ... Religion Skill Wisdom 15 +2 ... Wisdom Ability Checks +2 ... Wisdom Saving Throws +4 ... Animal Handling

Calida -- Warlock -- Fire Genasi

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Name: Calida Race/Ancestry/Heritage: Fire Genasi Class & Level: Warlock 1 Background: Charlatan Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 13 +1 ... Strength Ability Checks +1 ... Strength Saving Throws +1 ... Athletics Skill 195 lbs. ... Maximum Carrying Capacity 390 lbs. ... Max. Push or Drag (Speed -5 ft.) 390 lbs. ... Maximum Lift Dexterity 15 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +2 ... Acrobatics Skill +4 ... Sleight of Hand Skill * +2 ... Stealth Skill Constitution 17 +3 ... Constitution Ability Checks +3 ... Constitution Saving Throws Intelligence 18 +4 ... Intelligence Ability Checks +4 ... Intelligence Saving Throws +6 ... Arcana Skill * +4 ... History Skill +4 ... Investigation Skill +6 ... Nature Skill * +4 ... Religion Skill Wisdom 16 +3 ... Wisdom Ability Checks +5 ... Wisdom Saving Throws * +3 ... Animal Handling Skill +3 ... Ins

Ji'hai -- Sorcerer -- Tortle

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Name: Ji'hai Race/Ancestry/Heritage: Tortle Class & Level: Sorcerer 1 Background: Hermit Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 13 +1 ... Strength Ability Checks +1 ... Strength Saving Throws +1 ... Athletics Skill 195 lbs. ... Maximum Carrying Capacity 390 lbs. ... Max. Push or Drag (Speed -5 ft.) 390 lbs. ... Maximum Lift Dexterity 14 +2 ... Dexterity Ability Checks +2 ... Dexterity Saving Throws +2 ... Acrobatics Skill +2 ... Sleight of Hand Skill +2 ... Stealth Skill Constitution 16 +3 ... Constitution Ability Checks +5 ... Constitution Saving Throws * Intelligence 17 +3 ... Intelligence Ability Checks +3 ... Intelligence Saving Throws +5 ... Arcana Skill * +3 ... History Skill +3 ... Investigation Skill +3 ... Nature Skill +5 ... Religion Skill * Wisdom 18 +4 ... Wisdom Ability Checks +4 ... Wisdom Saving Throws +4 ... Animal Handling Skill +4

Wyzar -- Druid -- Lightfoot Halfling (Hobbit)

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Name: Wyzar Archwright Race/Ancestry/Heritage: Lightfoot Halfling Class & Level: Druid 1 Background: Acolyte Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 10 +0 ... Strength Ability Checks +0 ... Strength Saving Throws +0 ... Athletics Skill 150 lbs. ... Maximum Carrying Capacity 300 lbs. ... Max. Push or Drag (Speed -5 ft.) 300 lbs. ... Maximum Lift Dexterity 12 +1 ... Dexterity Ability Checks +1 ... Dexterity Saving Throws +1 ... Acrobatics Skill +1 ... Sleight of Hand Skill +1 ... Stealth Skill Constitution 16 +3 ... Constitution Ability Checks +3 ... Constitution Saving Throws Intelligence 17 +3 ... Intelligence Ability Checks +5 ... Intelligence Saving Throws * +3 ... Arcana Skill +3 ... History Skill +3 ... Investigation Skill +5 ... Nature Skill * +5 ... Religion Skill * Wisdom 18 +4 ... Wisdom Ability Checks +6 ... Wisdom Saving Throws * +4 ... Animal Handling Ski

Eralah -- Artificer -- Aasimar (Angel)

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Name: Eralah Race/Ancestry/Heritage: Aasimar Class & Level: Artificer 1 Background: Soldier Alignment: Neutral Good Experience: 0 xp ABILITY SCORES & ABILITIES (* includes +2 proficiency bonus; ** includes expertise, if any) Strength 24 +7 ... Strength Ability Checks +7 ... Strength Saving Throws +9 ... Athletics Skill * 360 lbs. ... Maximum Carrying Capacity 720 lbs. ... Max. Push or Drag (Speed -5 ft.) 720 lbs. ... Maximum Lift Dexterity 25 +7 ... Dexterity Ability Checks +7 ... Dexterity Saving Throws +7 ... Acrobatics Skill +7 ... Sleight of Hand Skill +7 ... Stealth Skill (Disadv.) Constitution 23 +6 ... Constitution Ability Checks +8 ... Constitution Saving Throws * Intelligence 18 +4 ... Intelligence Ability Checks +6 ... Intelligence Saving Throws * +6 ... Arcana Skill * +4 ... History Skill +4 ... Investigation Skill +6 ... Nature Skill * +4 ... Religion Skill Wisdom 17 +3 ... Wisdom Ability Checks +3 ... Wisdom Saving Throws +3 ... Animal Handling Skill +3