Thalgrum's Story
Be sure to read and follow the guidelines for our forums.
May 30, 2023 6:57 pm
Smoke continues to fill the forest air. Siga falls to the ground as a bandit's spear pierces his shoulder. His illusionary disguise--as the renegade ranger Redmane Grim--instantly fades.
You, and Gregor, manage to climb up and remain concealed in separate thick forest trees. Tariele's failure to climb, forces him to drop and remain still on the forest floor at the base of the tree. As the spearmen advance to where Siga has fallen, they pass by the wood-elf who stays concealed, taking advantage of the light veil of forest undergrowth.
Two bandits point spears at the fallen, unconscious dwarf. The one that threw his spear into the dwarf pulls it out and readies to thrust it back in for a death dealing blow. The other three spearmen appear to take to searching the area for the dwarf's party members.
You, and Gregor, manage to climb up and remain concealed in separate thick forest trees. Tariele's failure to climb, forces him to drop and remain still on the forest floor at the base of the tree. As the spearmen advance to where Siga has fallen, they pass by the wood-elf who stays concealed, taking advantage of the light veil of forest undergrowth.
Two bandits point spears at the fallen, unconscious dwarf. The one that threw his spear into the dwarf pulls it out and readies to thrust it back in for a death dealing blow. The other three spearmen appear to take to searching the area for the dwarf's party members.
May 31, 2023 3:29 am
Through the smoke you attempt to aim at the spearman and prevent him from dealing a deadly blow to Siga. Gregor attempts the same from his perch.
Thalgrum - Current HP: 31, Temp HP: 0
Gregor - Current HP: 32, Temp HP: 0
Siga - Current HP: 1, Temp HP: 0
Tariele - Current HP: 20, Temp HP: 0
spearman 1 - HP: 11 (about to deal deathblow to Siga)
spearman 2 - HP: 11
spearman 3 - HP: 11
spearman 4 - HP: 11
spearman 5 - HP: 11
spearman 6 - HP: 11
Thalgrum - Current HP: 31, Temp HP: 0
Gregor - Current HP: 32, Temp HP: 0
Siga - Current HP: 1, Temp HP: 0
Tariele - Current HP: 20, Temp HP: 0
spearman 1 - HP: 11 (about to deal deathblow to Siga)
spearman 2 - HP: 11
spearman 3 - HP: 11
spearman 4 - HP: 11
spearman 5 - HP: 11
spearman 6 - HP: 11
Rolls
Thalgrum Ravenson: longbow to hit - (1d20+5)
(13) + 5 = 18
Thalgrum Ravenson: longbow damage - (1d8+3)
(8) + 3 = 11
Gregor: longbow to hit - (1d20+8)
(7) + 8 = 15
Gregor: longbow damage - (1d8+4)
(2) + 4 = 6
May 31, 2023 3:47 am
Your arrow pierces the spearman just as he is about to jab his reclaimed spear back into Siga. The human's body juts to one side from the impact of your arrow. Immediately afterwards, Gregor’s arrow hits true, causing the man's figure to jut in the opposite direction. Instead of killing the dwarf, the spearman slumps to the ground, lifeless. In panic, the other spearmen quickly scatter, attempting to find cover.
One screams, "They are over here somewhere!"
The smoke starts to make it hard to see and breath in this area.
Thalgrum - Current HP: 31, Temp HP: 0
Gregor - Current HP: 32, Temp HP: 0
Siga - Current HP: 1, Temp HP: 0
Tariele - Current HP: 20, Temp HP: 0
spearman 2 - HP: 11
spearman 3 - HP: 11
spearman 4 - HP: 11
spearman 5 - HP: 11
spearman 6 - HP: 11
One screams, "They are over here somewhere!"
The smoke starts to make it hard to see and breath in this area.
Thalgrum - Current HP: 31, Temp HP: 0
Gregor - Current HP: 32, Temp HP: 0
Siga - Current HP: 1, Temp HP: 0
Tariele - Current HP: 20, Temp HP: 0
spearman 2 - HP: 11
spearman 3 - HP: 11
spearman 4 - HP: 11
spearman 5 - HP: 11
spearman 6 - HP: 11
Jun 2, 2023 1:53 am
The scattering spearmen frantically hunt for cover. Not fast enough for one though because you release an arrow that lands right in the back of his head. Gregor also looses an arrow, but it misses and flies past another spearman into the underbrush.
In the tree, smoke fills your nostrils and begins to make your eyes water.
Suddenly you see Redmane Grim walk into the area under the trees you and Gregor perch in.
Kneeling by the first spearman you killed. He calls out rather loudly in the tone of a madman.
"No need to be rude. I could’ve had you over to the camp for dinner and song. But instead you burn down my forest and kill my men. Now deal’s off. No dinner for you!" He picks up the spear off the ground and hurls it into the forest.
Thalgrum - Current HP: 31, Temp HP: 0
Gregor - Current HP: 32, Temp HP: 0
Siga - Current HP: 1, Temp HP: 0
Tariele - Current HP: 20, Temp HP: 0
spearman 3 - HP: 11
spearman 4 - HP: 11
spearman 5 - HP: 11
spearman 6 - HP: 11
In the tree, smoke fills your nostrils and begins to make your eyes water.
Suddenly you see Redmane Grim walk into the area under the trees you and Gregor perch in.
Kneeling by the first spearman you killed. He calls out rather loudly in the tone of a madman.
"No need to be rude. I could’ve had you over to the camp for dinner and song. But instead you burn down my forest and kill my men. Now deal’s off. No dinner for you!" He picks up the spear off the ground and hurls it into the forest.
Thalgrum - Current HP: 31, Temp HP: 0
Gregor - Current HP: 32, Temp HP: 0
Siga - Current HP: 1, Temp HP: 0
Tariele - Current HP: 20, Temp HP: 0
spearman 3 - HP: 11
spearman 4 - HP: 11
spearman 5 - HP: 11
spearman 6 - HP: 11
OOC:
You need to make a constitution saving throw because of the smoke. Also your other rolls will have disadvantage as long as you stay in this area. By the way the fire is starting to spread beyond the clearing. Rolls
Gregor: longbow to hit - (1d20+8)
(2) + 8 = 10
Gregor: longbow damage - (1d8+4)
(7) + 4 = 11
Jun 3, 2023 4:42 pm
OOC:
Let me know what you are doing (once you climb down the tree). Since your constitution save was an 8, here's what we will do until you get out of the smoke-fill area of the forest:Every time you need to make a check for anything, either make the check with disadvantage or make a 1d4 damage roll along with the check (because of smoke filling your lungs and stuff). If you opt for the damage roll, you can make your check as normal. You choose which way to go.
If you opt to take the 1d4 damage before making a check and your check involves stealth that could benefit from smoke cover, you will gain advantage for the check.
One thing...since I said you can make a stealth check to get down the tree with advantage due to smoke, I'll still let you do that, but after that the above applies.
Jun 5, 2023 1:15 am
In the area where the spearman brought down Siga:
Thalgrum takes 2 smoke damage
Thalgrum throws his voice to trick Redmane
Redmane draws his sword and follows the voice
Redmane take 2 smoke damage (Redmane 42 HP)
Thalgrum takes 2 smoke damage (Thalgrum 27 HP)
Thalgrum casts cure wounds on dwarf (Siga 10 HP)
Tracking the way to the bandit camp:
Thalgrum tracks the path of the bandits toward their camp
He and his companions make it eventually to a actual path (after climbing down cliff face)
Thalgrum spots bandits following
Thalgrum spots bowmen in trees
The group splits up
Gregor and Thalgrum take out bowman
Thalgrum takes bowmen's green tunic and tan hooded cloak (he will soon find that he is dressed as Jacob)
In the bandit camp:
Two men come out of tents: Jarred and Calvin
Found in Jacob's Tent:
Fingerless gloves
Found in Redmane's Tent:
Magic Key
Cookie Jar
Bag of Gems (100 GP)
coins: 30 GP, 50 SP, 25 CP
While Thalgrum is searching tents Siga, Gregor, and Tarielle kill Jarred and tie up Calvin
Outside of tents after Thalgrum searched them
Thalgrum pretends to be Jacob and cries about Jarred's death but then sets Calvin loose.
Once freed by Thalgrum--who he thinks is Jacob--Clavin's darts
Thalgrum winks at his companions then follows Calvin...
to be continued...
Thalgrum takes 2 smoke damage
Thalgrum throws his voice to trick Redmane
Redmane draws his sword and follows the voice
Redmane take 2 smoke damage (Redmane 42 HP)
Thalgrum takes 2 smoke damage (Thalgrum 27 HP)
Thalgrum casts cure wounds on dwarf (Siga 10 HP)
Tracking the way to the bandit camp:
Thalgrum tracks the path of the bandits toward their camp
He and his companions make it eventually to a actual path (after climbing down cliff face)
Thalgrum spots bandits following
Thalgrum spots bowmen in trees
The group splits up
Gregor and Thalgrum take out bowman
Thalgrum takes bowmen's green tunic and tan hooded cloak (he will soon find that he is dressed as Jacob)
In the bandit camp:
Two men come out of tents: Jarred and Calvin
Found in Jacob's Tent:
Fingerless gloves
Found in Redmane's Tent:
Magic Key
Cookie Jar
Bag of Gems (100 GP)
coins: 30 GP, 50 SP, 25 CP
While Thalgrum is searching tents Siga, Gregor, and Tarielle kill Jarred and tie up Calvin
Outside of tents after Thalgrum searched them
Thalgrum pretends to be Jacob and cries about Jarred's death but then sets Calvin loose.
Once freed by Thalgrum--who he thinks is Jacob--Clavin's darts
Thalgrum winks at his companions then follows Calvin...
to be continued...
Jun 8, 2023 11:30 pm
You (disguised still as the bandit Jacob) follow Calvin after he darts into the woods once you make the show of freeing him from his bonds (and crying over the death of Jarred).
You notice that your companions follow you once you get far enough ahead.
Just slightly behind Calvin you follow him as he runs through deer trails and dense forest. After a few minutes of fast paced evading the air becomes clear and breathable. You occasionally glance back in the direction of the bandit camp to see a smoke-filled sky, which reveals that the forestfire is continuing to consume the forest.

Eventually Calvin leads you to a cliffy area where he climbs up a pass and slips into a cave. Just after him you make it to the cave entrance as well. When you peer into it, you see only darkness. Looking beyond the cliffs you see the river below, not too far in the distance.
You notice that your companions follow you once you get far enough ahead.
Just slightly behind Calvin you follow him as he runs through deer trails and dense forest. After a few minutes of fast paced evading the air becomes clear and breathable. You occasionally glance back in the direction of the bandit camp to see a smoke-filled sky, which reveals that the forestfire is continuing to consume the forest.

Eventually Calvin leads you to a cliffy area where he climbs up a pass and slips into a cave. Just after him you make it to the cave entrance as well. When you peer into it, you see only darkness. Looking beyond the cliffs you see the river below, not too far in the distance.

Jun 9, 2023 1:03 am
You wait at the cave entrance. And in a few minutes you see Gregor, Siga, and Tariel climbing up the cliffy pass toward you--the dwarf is noticeably winded. When they spot you standing above them at the edge of the cliff, they stop and look at you as if they are waiting to get some sort of indication from you about how they should proceed.
Jul 2, 2023 7:22 pm
Cloak of the Nightstalker
Description: A midnight-black cloak that seems to absorb light around it. It whispers faint echoes of nocturnal creatures when worn.
Effect: While wearing the Cloak of the Nightstalker, Thalgrum gains the following benefits:
Shadow's Embrace: Thalgrum has advantage on Dexterity (Stealth) checks.
Shadowstep: Once per long rest, as a bonus action, Thalgrum can merge with the shadows and teleport up to 30 feet to an unoccupied space that he can see, as long as the area is dimly lit or in darkness.
Cloak of Shadows: When Thalgrum is in an area of dim light or darkness, he becomes lightly obscured, granting disadvantage to creatures trying to make ranged attacks against him.
Description: A midnight-black cloak that seems to absorb light around it. It whispers faint echoes of nocturnal creatures when worn.
Effect: While wearing the Cloak of the Nightstalker, Thalgrum gains the following benefits:
Shadow's Embrace: Thalgrum has advantage on Dexterity (Stealth) checks.
Shadowstep: Once per long rest, as a bonus action, Thalgrum can merge with the shadows and teleport up to 30 feet to an unoccupied space that he can see, as long as the area is dimly lit or in darkness.
Cloak of Shadows: When Thalgrum is in an area of dim light or darkness, he becomes lightly obscured, granting disadvantage to creatures trying to make ranged attacks against him.

Jul 2, 2023 9:02 pm
Recap of 7-2 game session:
Thalgrum had his party wait at cave entrance for 1 hour before following him.
Thalgrum entered cave, climbed down rope ladder at back of narrow cave. There was also a pulley system going down as well.
Below there was a cave room filled with the bandit’s loot.
Thalgrum took:
Shadow Cloak
Dwarven Belt
Leather book with Gnome lock
Loaded up and took second cart down back exit to river.
Met Calvin at boat on river.
Brownies attacked. And sent sleep arrow into Calvin
Thalgrum knocked out Calvin and spoke elvish.
Thalgrum sent brownies back into cave after Redmane.
His party passed brownies in cave, and met him at boat.
They loaded all the loot from cave
They went up river and met keep guards
Keep guards cane back with carriage and session ended back at just returning to the keep.
Thalgrum had his party wait at cave entrance for 1 hour before following him.
Thalgrum entered cave, climbed down rope ladder at back of narrow cave. There was also a pulley system going down as well.
Below there was a cave room filled with the bandit’s loot.
Thalgrum took:
Shadow Cloak
Dwarven Belt
Leather book with Gnome lock
Loaded up and took second cart down back exit to river.
Met Calvin at boat on river.
Brownies attacked. And sent sleep arrow into Calvin
Thalgrum knocked out Calvin and spoke elvish.
Thalgrum sent brownies back into cave after Redmane.
His party passed brownies in cave, and met him at boat.
They loaded all the loot from cave
They went up river and met keep guards
Keep guards cane back with carriage and session ended back at just returning to the keep.
Aug 7, 2023 1:47 am
Back at Riverfork keep they met with Kiara in her meeting room.
The guards were Redmane and his cronies.
Redmane used the brownie sleep darts to put Kiara to sleep.
Tried to escape through the window with her, but Thalgrum stopped him- then killed him, hucking his head out the window to ward off any other bandits.
Thalgrum, Terielle, Siga, and Gregor stopped the bandits.
The captian of the guards grabbed the sleeping Kiara and moved her to safety.
When Kiara was better a week later, Thalgrum told her he was leaving for a month.
Siga made Thalgrum the phantom blade gauntlets during the week.

8-6-23 session
Thalgrum leaves Riverfork keep, and with him he takes:
>Morgrim Stonebeard: ranger, crossbow, axes--sends him to mining settlements in north to tell of the return of the king--has Thalgrum's seal
>Thrain Ironheart: dwarf fighter, warhammer--keeps him as body guard
>Siga
>Gregor
Thalgrum sends Morgrim to the "illegal" mining settlements in the north to tell Dwarves there to be ready for the 'return of the king'.
They meet a young cartographer on the road. Thalgrum tells him to tell Kiara that Aragorn sent him...
They make it to Luin

Enter at the north gate tower, they see a crowd gathers to see the hanging of four dwarves; they are accused by acting Magistrate Cedric Briarwood of stealing from his own personal collection. In fact they stole back items he confiscated from them. Note Cedric's sidekick is named Grene.
Thalgrum steps in and he and his companions free the dwarves. The thankful Dwarven leader of the small band says he will meet Thalgrum on the road and the dwarves high tail it out of town.
With the excited crowd mocking Grene (who Thalgrum threw into the audience) and Cedric appearing with his personal guard, Thalgrum quickly leads the party trough town, evading the guards, to the stable and quickly buys 4 ponies. He then evaded the guards further and convinces the guard at the town's southern gate tower that he paid the horse purchase tax at the stable before leaving town.
The guards were Redmane and his cronies.
Redmane used the brownie sleep darts to put Kiara to sleep.
Tried to escape through the window with her, but Thalgrum stopped him- then killed him, hucking his head out the window to ward off any other bandits.
Thalgrum, Terielle, Siga, and Gregor stopped the bandits.
The captian of the guards grabbed the sleeping Kiara and moved her to safety.
When Kiara was better a week later, Thalgrum told her he was leaving for a month.
Siga made Thalgrum the phantom blade gauntlets during the week.

8-6-23 session
Thalgrum leaves Riverfork keep, and with him he takes:
>Morgrim Stonebeard: ranger, crossbow, axes--sends him to mining settlements in north to tell of the return of the king--has Thalgrum's seal
>Thrain Ironheart: dwarf fighter, warhammer--keeps him as body guard
>Siga
>Gregor
Thalgrum sends Morgrim to the "illegal" mining settlements in the north to tell Dwarves there to be ready for the 'return of the king'.
They meet a young cartographer on the road. Thalgrum tells him to tell Kiara that Aragorn sent him...
They make it to Luin

Enter at the north gate tower, they see a crowd gathers to see the hanging of four dwarves; they are accused by acting Magistrate Cedric Briarwood of stealing from his own personal collection. In fact they stole back items he confiscated from them. Note Cedric's sidekick is named Grene.
Thalgrum steps in and he and his companions free the dwarves. The thankful Dwarven leader of the small band says he will meet Thalgrum on the road and the dwarves high tail it out of town.
With the excited crowd mocking Grene (who Thalgrum threw into the audience) and Cedric appearing with his personal guard, Thalgrum quickly leads the party trough town, evading the guards, to the stable and quickly buys 4 ponies. He then evaded the guards further and convinces the guard at the town's southern gate tower that he paid the horse purchase tax at the stable before leaving town.
Sep 7, 2023 2:46 am
WESTRON ROAD AND THE DWARVES
>Thalgrum, Gregor, and Siga hastily make their way out of Luin onto Westron road with horses for themselves and 4 ponies they intend to bring to the dwarves.
>After 25min of travel on the road, there is a buck that appears to be dead on the road.
>Siga casts detect magic to reveal that magic makes it appear dead. The stop reveals the tracks into the woods. These are tracks of the dwarves saved from the gallows in Luin.
>Following the tracks they come to the dwarves, who are waiting up a rocky slop.
>They introduce themselves and Thalgrum reveals his intentions and plan to meet with Duke Stefan
>The Dwarves agree to support Thalgrum in his plans and accompany the group to the captital.
THE ROAMING DWARVES
Durgan Stoneshield: A noble refugee and skilled fighter from the now disbanded Everast Clan of Rockholm, Durgan carries the clan's legacy in the form of the Stoneheart Crestplate and the Hallsplitter Greataxe, which he rescued from goblins and their dragonborn overlord. He travels as a blacksmith, seeking justice for his displaced clan.
Brimli Ironhand: An artificer from the Skarrad clan, Brimli joined Durgan's group after escaping the fall of Rockholm. His technical knowledge and inventive mind make him an invaluable member, and he hopes to one day use his skills to help reclaim their homeland.
Durin Stonegrasp: A member of the merchant clan, Syrklist, Durin excels in trade and negotiations. He brings financial stability to the group during their travels, and his expertise in commerce is instrumental in ensuring their well-being on the road.
Gruff Stoneheart: Originally from the isolationist Hurwarf clan, Gruff's perspective on seeking help from outsiders underwent a transformation due to the shared experiences of being a refugee. He now embraces the idea of cooperation beyond clan boundaries.
SPECULARUM
At the Westron Gate, a guard reveals that turmoil inflicts the city and reminds them of the Duke's Law, demanding they tether their weapons and declare ALL their possesions. Thalgrum lists the party's possessions off (leaving important things out) and persuades the guard that he has revealed all.
In the Foriegn Quarter Thalgrum sends all the dwarves (including Siga) to find and inform other Dwarves and pre for a regal procession.
Thalgrum and Gregor go directly to the Duke's stronghold to seek audience with Duke Stefan.
The gourds at the Stronghold gate, initially refuse, saying the Duke is busy and will be having a meeting tomorrow with city leaders to address the growing turmoil.
Thalgrum convinces the guards to by referring to Castellan Kiara of Riverfork keep and that he has information that could help the Duke regarding the turmoil. (HE IS BLUFFING, of course)
When meeting with the Duke, members of the Elven Guard are present.
The Duke speaks of the mystery of specific events that occurred in the city...murders, a warehouse explosion, his sinking galleys in the bay.
Thalgrum hears the news and relates his encounter with the Dragonborn near Riverfork, who were recruiting humanoids.
He suggests the dragonborn are behind the turmoil in the capital and offers that the color of the flames (which the Duke did not know) and bubbling in the bay are evidence that dragonborn are behind it.
Thalgrum offered to investigate, the Duke, intrigued by the insight, and desparate for answers welcomed Thalgrum's offer.
Duke Stefen referred Thalgrum to speek with Lord Karrigan further about more incidents in the city.
MEETING WITH ELDRIN SILVERSHADOW OF THE ELVEN GUARD
Eldrin Silvershadow is the captian of the Duke's Elite Elven Guard.
Eldrin says bubbling in the bay was reported a month before the sinking of the galleys and therefore the he did not permit the Duke to join his ships in the Bay at that time.
Thalgrum asks how is Eldrin's Callahri homeland. He says he hasn't been there for quite a while due to his duty to the Duke. But he hears word that all is well. Thalgrum then speaks of The High Order of Clerics and asks how his mother's grave (the living tree) is doing, revealing that his mother id Ilmadia of the High Elven Order of Clerics.
Eldrin realizes that he speaks with Thalgrum the son of Ilmadia and Thorgrum.
Thalgrum tells Eldrin of his plan to propose to the Duke and asks Eldrin to vouch for him. The Elf Guard agrees he will when the time comes.
>Thalgrum, Gregor, and Siga hastily make their way out of Luin onto Westron road with horses for themselves and 4 ponies they intend to bring to the dwarves.
>After 25min of travel on the road, there is a buck that appears to be dead on the road.
>Siga casts detect magic to reveal that magic makes it appear dead. The stop reveals the tracks into the woods. These are tracks of the dwarves saved from the gallows in Luin.
>Following the tracks they come to the dwarves, who are waiting up a rocky slop.
>They introduce themselves and Thalgrum reveals his intentions and plan to meet with Duke Stefan
>The Dwarves agree to support Thalgrum in his plans and accompany the group to the captital.
THE ROAMING DWARVES
Durgan Stoneshield: A noble refugee and skilled fighter from the now disbanded Everast Clan of Rockholm, Durgan carries the clan's legacy in the form of the Stoneheart Crestplate and the Hallsplitter Greataxe, which he rescued from goblins and their dragonborn overlord. He travels as a blacksmith, seeking justice for his displaced clan.
Brimli Ironhand: An artificer from the Skarrad clan, Brimli joined Durgan's group after escaping the fall of Rockholm. His technical knowledge and inventive mind make him an invaluable member, and he hopes to one day use his skills to help reclaim their homeland.
Durin Stonegrasp: A member of the merchant clan, Syrklist, Durin excels in trade and negotiations. He brings financial stability to the group during their travels, and his expertise in commerce is instrumental in ensuring their well-being on the road.
Gruff Stoneheart: Originally from the isolationist Hurwarf clan, Gruff's perspective on seeking help from outsiders underwent a transformation due to the shared experiences of being a refugee. He now embraces the idea of cooperation beyond clan boundaries.
SPECULARUM
At the Westron Gate, a guard reveals that turmoil inflicts the city and reminds them of the Duke's Law, demanding they tether their weapons and declare ALL their possesions. Thalgrum lists the party's possessions off (leaving important things out) and persuades the guard that he has revealed all.
In the Foriegn Quarter Thalgrum sends all the dwarves (including Siga) to find and inform other Dwarves and pre for a regal procession.
Thalgrum and Gregor go directly to the Duke's stronghold to seek audience with Duke Stefan.
The gourds at the Stronghold gate, initially refuse, saying the Duke is busy and will be having a meeting tomorrow with city leaders to address the growing turmoil.
Thalgrum convinces the guards to by referring to Castellan Kiara of Riverfork keep and that he has information that could help the Duke regarding the turmoil. (HE IS BLUFFING, of course)
When meeting with the Duke, members of the Elven Guard are present.
The Duke speaks of the mystery of specific events that occurred in the city...murders, a warehouse explosion, his sinking galleys in the bay.
Thalgrum hears the news and relates his encounter with the Dragonborn near Riverfork, who were recruiting humanoids.
He suggests the dragonborn are behind the turmoil in the capital and offers that the color of the flames (which the Duke did not know) and bubbling in the bay are evidence that dragonborn are behind it.
Thalgrum offered to investigate, the Duke, intrigued by the insight, and desparate for answers welcomed Thalgrum's offer.
Duke Stefen referred Thalgrum to speek with Lord Karrigan further about more incidents in the city.
MEETING WITH ELDRIN SILVERSHADOW OF THE ELVEN GUARD
Eldrin Silvershadow is the captian of the Duke's Elite Elven Guard.
Eldrin says bubbling in the bay was reported a month before the sinking of the galleys and therefore the he did not permit the Duke to join his ships in the Bay at that time.
Thalgrum asks how is Eldrin's Callahri homeland. He says he hasn't been there for quite a while due to his duty to the Duke. But he hears word that all is well. Thalgrum then speaks of The High Order of Clerics and asks how his mother's grave (the living tree) is doing, revealing that his mother id Ilmadia of the High Elven Order of Clerics.
Eldrin realizes that he speaks with Thalgrum the son of Ilmadia and Thorgrum.
Thalgrum tells Eldrin of his plan to propose to the Duke and asks Eldrin to vouch for him. The Elf Guard agrees he will when the time comes.
Sep 18, 2023 12:02 am
Found in Abandoned palace
Jewel box
ornate decorative swords
Elder Coffins : gem, rubies, ornate dagger, rings, key
Secret Room
1000 GP
four potions
Guard Coiffins
Of the seven weapons, Thalgrum took bow and sword, Gergor Javelin and warhammer
Elder of Elder Coffin
Gems on coffin, Helmet, Gauntlets, Amulet (red gem), Chest plate, Longsword,
Siga and Brimli tasked to make nice looking magically infused
Thalgrum gives Gruff Javelin
Durin the Warhammer
Durgan the Old Longbow (not magic)
Brimli Greataxe also takes Helmet
Gruff gets Gauntlets
Gregor gets the elder of elder longsword
Thalgrum keeps magic longsword
Magic
Long Sword -
Warhammer -Durin
Javelin -Gruff
Gauntlets -Gruff
Amulet -Thalgrum
Longbow - Thalgrum
Longsword -Thalgrum
Three rings
Breast Plate
Cookie Jar


Tommorow's Plans
Artificer's work - build useful stuff and also for procession,
Gather Dwarves At Tavern
Solve City's problems
Jewel box
ornate decorative swords
Elder Coffins : gem, rubies, ornate dagger, rings, key
Secret Room
1000 GP
four potions
Guard Coiffins
Of the seven weapons, Thalgrum took bow and sword, Gergor Javelin and warhammer
Elder of Elder Coffin
Gems on coffin, Helmet, Gauntlets, Amulet (red gem), Chest plate, Longsword,
Siga and Brimli tasked to make nice looking magically infused
Thalgrum gives Gruff Javelin
Durin the Warhammer
Durgan the Old Longbow (not magic)
Brimli Greataxe also takes Helmet
Gruff gets Gauntlets
Gregor gets the elder of elder longsword
Thalgrum keeps magic longsword
Magic
Long Sword -
Warhammer -Durin
Javelin -Gruff
Gauntlets -Gruff
Amulet -Thalgrum
Longbow - Thalgrum
Longsword -Thalgrum
Three rings
Breast Plate
Cookie Jar


Tommorow's Plans
Artificer's work - build useful stuff and also for procession,
Gather Dwarves At Tavern
Solve City's problems
Sep 25, 2023 12:08 am
9-24 Session
19 Dwarves 4 tailors
4 metal workers -will make four suits of armor
3 merchats - they tasked to keep eyes on city
3 clerics - 1 joins with Thagrum, 2 keep eyes on city for knowledge of city
6 warriors -
19 warriors
3 Tailors - fancy clothes for Durgan and Thalgrum
4 metal workers - will make four suits of armor
For Thalgrum gautlet's, and noble armor
Found hive and where quieen is
Rushed to tell Duke
Duke will block make sure all lower areas of city are secure
Artificer will make lights
6 dwarves in old keep
Thalgrum sent Raven to get Dwarves
19 Dwarves 4 tailors
4 metal workers -will make four suits of armor
3 merchats - they tasked to keep eyes on city
3 clerics - 1 joins with Thagrum, 2 keep eyes on city for knowledge of city
6 warriors -
19 warriors
3 Tailors - fancy clothes for Durgan and Thalgrum
4 metal workers - will make four suits of armor
For Thalgrum gautlet's, and noble armor
Found hive and where quieen is
Rushed to tell Duke
Duke will block make sure all lower areas of city are secure
Artificer will make lights
6 dwarves in old keep
Thalgrum sent Raven to get Dwarves
Oct 20, 2023 3:15 am
Fought the hivebrood and killed the queen.
Prepare for the next day of festivities. Thalgrum, Gregor, and Durgan compete in games.
Thalgrum calls for his blacksmith and tailors to deliver their creations.
Made agreement with Duke Stefan for six mountain locations in exchange for wall being built in his capital and for an alliance in times of need.
Note: Gimli told Thalgrum that there is a disenter in the city who challenges his legitimacy as heir to the throne (need to make up this dwarf's name)
Prepare for the next day of festivities. Thalgrum, Gregor, and Durgan compete in games.
Thalgrum calls for his blacksmith and tailors to deliver their creations.
Made agreement with Duke Stefan for six mountain locations in exchange for wall being built in his capital and for an alliance in times of need.
Note: Gimli told Thalgrum that there is a disenter in the city who challenges his legitimacy as heir to the throne (need to make up this dwarf's name)
Jun 11, 2024 4:02 pm
Name: | Regan | Race: | Human (Variant) | Background: | Sailor | Level(s): | 4 |
Class(es): | Paladin 1 Hexblade 3 | Inspiration: | Alignment: | C.G. | Proficiency: |
Stats
Check | Prof | Save | ||
STR | 15 | |||
DEX | 13 | |||
CON | 18 | |||
INT | 11 | |||
WIS | 13 | |||
CHA | 18 |
HP: | 31 / 50 |
Temp HP: | 5 |
AC: | 19 |
Initiative: | |
Speed: | 30 |
Death Saves - Success | Death Saves - Failure |
Conditions: | |
Passive Perception: | 13 |
Passive Investigation: | 10 |
Passive Insight: | 13 |
Spell Casting
Spellcasting Ability: | Charisma () |
Spell DC: | |
Spell Attack: |
Level | Spell Slots |
1 | 0/0 |
2 | 0/0 |
3 | 0/0 |
Pact Magic
Spellcasting Ability: | Charisma () |
Spell DC: | |
Spell Attack: |
Level | Spell Slots |
2 |
Invocations
Agonizing Blast
Notes
Notes
When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Improved Pact Weapon
Notes
Notes
You can use any weapon you summon with your Pact of the Blade feature as a spellcasting focus for your warlock spells.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
In addition, the weapon gains a +1 bonus to its attack and damage rolls, unless it is a magic weapon that already has a bonus to those rolls.
Finally, the weapon you conjure can be a shortbow, longbow, light crossbow, or heavy crossbow.
Skills
Skill | Mod | Prof | Bonus |
Acrobatics | DEX | | |
Animal Handling | WIS | ||
Arcana | INT | ||
Athletics | STR | | |
Deception | CHA | ||
History | INT | | |
Insight | WIS | | |
Intimidation | CHA | | |
Investigation | INT | | |
Medicine | WIS | | |
Nature | INT | | |
Perception | WIS | | |
Performance | CHA | | |
Persuasion | CHA | | |
Religion | INT | | |
Sleight Of Hand | DEX | | |
Stealth | DEX | +1d4 | |
Survival | WIS |
Features & Traits
Ship's Passage
Notes
Notes
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Pact of the Blade
Notes
Notes
- You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
- You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
- Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
- You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest.
- You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
Hex Warrior
Notes
Notes
At 1st level, you acquire the training necessary to effectively arm yourself for battle. You gain proficiency with medium armor, shields, and martial weapons.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
The influence of your patron also allows you to mystically channel your will through a particular weapon. Whenever you finish a long rest, you can touch one weapon that you are proficient with and that lacks the two-handed property. When you attack with that weapon, you can use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls. This benefit lasts until you finish a long rest. If you later gain the Pact of the Blade feature, this benefit extends to every pact weapon you conjure with that feature, no matter the weapon's type.
Hexblade's Curse
Notes
Notes
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can't use this feature again until you finish a short or long rest.
Divine Sense ( per Long Rest)
Notes
Notes
The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.
Lay on Hands 0/ (per Long Rest)
Notes
Notes
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.
Fighting Initiate (Feat) - Dueling
Notes
Notes
Prerequisite: Proficiency with a martial weapon
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Attacks
Weapon | Attack | Damage | Notes |
Eldritch Blast | +6 | 1d10+4 | Force: 120 ft., 1 Beam |
Warhammer | +7 | 1d8+7 | (B): Versatile (1d10) |
Paladin Spells
Prepare:
Warlock Spells
(C) Eldritch Blast
Notes
Notes
Evocation cantrip
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
At Higher Levels. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
(C) Booming Blade
Notes
Notes
Evocation cantrip
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.
At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
(1) Shield
Notes
Notes
1st-level abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
(1) Armor of Agathys
Notes
Notes
1st-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Casting Time: 1 action
Range: Self
Components: V, S, M (a cup of water)
Duration: 1 hour
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
(1) Hex
Notes
Notes
1st-level enchantment
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Casting Time: 1 bonus action
Range: 90 feet
Components: V, S, M (the petrified eye of a newt)
Duration: Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.
If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.
A Remove Curse cast on the target ends this spell early.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
(2) Blur
Notes
Notes
2nd-level illusion
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 1 minute
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Equipment
Worn/Carried
Notes
Notes
Traveller's Clothes
Chain Mail
Shield +1 (w/ Emblem)
Warhammer (Pact Weapon)
Belaying Pin (Club)
Dagger
Chain Mail
Shield +1 (w/ Emblem)
Warhammer (Pact Weapon)
Belaying Pin (Club)
Dagger
Backpack (Explorer's)
Notes
Notes
Bedroll w/Blanket (Strapped to Top)
Water Skin
Mess Kit
Tinderbox
Crowbar
Hammer
Fishing Tackle
Rope, 50 ft., Hemp (Strapped to Side)
Rope, 50 ft., Silk w/Grapple (Strapped to Side)
Pitons: 10
Rations: 10
Torches: 8
Water Skin
Mess Kit
Tinderbox
Crowbar
Hammer
Fishing Tackle
Rope, 50 ft., Hemp (Strapped to Side)
Rope, 50 ft., Silk w/Grapple (Strapped to Side)
Pitons: 10
Rations: 10
Torches: 8
Background & Notes
Age: | 38 |
Height: | 6 ft. 2 in. |
Weight: | 210 lbs. |
Hair Color: | Black with Grey |
Eye Color: | Green/Blue |
Personality Trait: My friends know they can rely on me, no matter what.
Ideal: Freedom. The sea is freedom-the freedom to go anywhere and do anything.
Bond: Ruthless pirates murdered my captain and most of my crewmates, plundered our ship, and sold the rest of us into slavery. Vengeance will be mine.
Flaw: My pride will probably lead to my destruction.
[ +- ] Backstory
Jun 14, 2024 11:55 am
Name: | Anlo Westwind | Race: | Human (Variant) | Background: | Entertainer | Level(s): | 4 |
Class(es): | Fighter | Inspiration: | 0 | Alignment: | C. G. | Proficiency: |
Stats
Check | Prof | Save | ||
STR | 9 | |||
DEX | 16 | |||
CON | 14 | |||
INT | 12 | |||
WIS | 14 | |||
CHA | 14 |
HP: | 48 / 48 |
Temp HP: | 0 |
AC: | 17 |
Initiative: | |
Speed: | 30 |
Death Saves - Successes | Death Saves - Failures |
Conditions: | |
Passive Perception: | |
Passive Investigation: | |
Passive Insight: |
Skills
Skill | Mod | Prof | Bonus |
Acrobatics | DEX | | |
Animal Handling | WIS | ||
Arcana | INT | ||
Athletics | STR | | |
Deception | CHA | ||
History | INT | | |
Insight | WIS | | |
Intimidation | CHA | | |
Investigation | INT | | |
Medicine | WIS | | |
Nature | INT | | |
Perception | WIS | | |
Performance | CHA | | |
Persuasion | CHA | | |
Religion | INT | | |
Sleight Of Hand | DEX | | |
Stealth | DEX | | |
Survival | WIS |
Features & Traits
By Popular Demand
Notes
Notes
You can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, you receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. In addition, your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.
Fighting Style: Thrown Weapon
Notes
Notes
You can draw a weapon that has the thrown property as part of the attack you make with the weapon.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
Second Wind = (( 1d10 + 4 ))
Notes
Notes
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Notes
Notes
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Combat Superiority
Notes
Notes
When you choose this archetype at 3rd level, you learn maneuvers that are fueled by special dice called superiority dice.
Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Maneuvers: You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Superiority Dice: You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest. You gain another superiority die at 7th level and one more at 15th level.
Saving Throws: Some of your maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
- Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
Student of War
Notes
Notes
- Woodcarver's Tools
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.
Fighting Initiate (Feat)
Notes
Notes
- Thrown Weapon Fighting
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Your martial training has helped you develop a particular style of fighting. As a result, you learn one Fighting Style option of your choice from the fighter class. If you already have a style, the one you choose must be different.
Whenever you reach a level that grants the Ability Score Improvement feature, you can replace this feat's fighting style with another one from the fighter class that you don't have.
Sharpshooter (Feat)
Notes
Notes
You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.
Attacks
Weapon | Attack | Damage | Notes |
Rapier | +5 | 1d8+3 | (P) |
Dart | +7 | 1d4+5 | (P) : Finesse, Thrown (60 ft.) |
Dart | +2 | 1d4+15 | (P) : Finesse, Thrown (60 ft.) |
Maneuvers
Superiority Dice: d 8 ::
Maneuver DC: 13
Maneuver DC: 13
Commanding Presence
Notes
Notes
When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die and add the superiority die to the ability check.
Precision Attack
Notes
Notes
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before or after making the attack roll, but before any effects of the attack are applied.
Quick Toss
Notes
Notes
As a bonus action, you can expend one superiority die and make a ranged attack with a weapon that has the thrown property. You can draw the weapon as part of making this attack. If you hit, add the superiority die to the weapon's damage roll.
Equipment
Backpack (Explorer's)
Notes
Notes
Bedroll w/Blanket (Strapped to Top)
Water Skin
Mess Kit
Tinderbox
Costume
Lute
Woodcarver's Tools
Rope, 50 ft., Silk w/Grapple (Strapped to Side)
Rations: 10
Torches: 10
Darts: 20
Water Skin
Mess Kit
Tinderbox
Costume
Lute
Woodcarver's Tools
Rope, 50 ft., Silk w/Grapple (Strapped to Side)
Rations: 10
Torches: 10
Darts: 20
Background & Notes
Age: | 19 |
Height: | 5 ft. 10 in. |
Weight: | 155 lbs. |
Hair Color: | Blonde |
Eye Color: | Blue |
Routine: Throwing Objects
Personality Trait: I'll settle for nothing less than perfection.
Ideals: Honesty. Art should reflect the soul; it should come from within and reveal who we really are.
Bonds: I would do anything for the other members of my troupe.
Flaw: I'm a sucker for a pretty face.
[ +- ] Background
Rolls
tst 2 - ((3d10))
(484) = 16