Froog Nackle |
Huzzah 4th lvl!
Another lvl of cleric gets me another cantrip and another 2nd lvl slot
hp: 1d8 + 2 ⇒ (8) + 2 = 10
Is... is Froog the tank now?
Also, can we choose a feat? I was going to pick up observant to bump up my wisdom to an even number and get some scholarly abilities.
Froog Nackle |
J/k, Khaz is still the tank. Haha
Does anyone know of another good feat that bumps up wisdom? I've only got the core books to look at.
Infinity, how do you want me to record the +5 to passive Perception and passive investigation (I've never once seen passive investigation being a thing but ok)
GM Infinity |
Xanathar's is the other source that has feats, they are all racial in nature. Let me see if I can make a list...
A transformational feat can symbolize a latent quality that has emerged as you age, or a transformation might be the result of an event in the campaign, such as exposure to powerful magic or visiting a place of ancient significance to your race. Transformations are a fundamental motif of fantasy literature and folklore. Figuring out why your character has changed can be a rich addition to your campaign’s story.
Racial Feats Summary
Race Feat
Dragonborn Dragon Fear
Dragonborn Dragon Hide
Dwarf Dwarven Fortitude
Dwarf Squat Nimbleness
Elf Elven Accuracy
Elf (drow) Drow High Magic
Elf (high) Fey Teleportation
Elf (wood) Wood Elf Magic
Gnome Fade Away
Gnome Squat Nimbleness
Half-elf Elven Accuracy
Half-elf Prodigy
Half-orc Orcish Fury
Half-orc Prodigy
Halfling Bountiful Luck
Halfling Second Chance
Halfling Squat Nimbleness
Human Prodigy
Tiefling Flames of Phlegethos
Tiefling Infernal ConstitutionBountiful Luck
Prerequisite: HalflingYour people have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it; you just wish it, and it happens. Surely a sign of fortune’s favor!
When an ally you can see within 30 feet of you rolls a 1 on the d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll.
When you use this ability, you can’t use your Lucky racial trait before the end of your next turn.
Dragon Fear
Prerequisite: DragonbornWhen angered, you can radiate menace. You gain the following benefits:
Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
Instead of exhaling destructive energy, you can expend a use of your Breath Weapon trait to roar, forcing each creature of your choice within 30 feet of you to make a Wisdom saving throw (DC 8 + your proficiency bonus + your Charisma modifier). A target automatically succeeds on the save if it can’t hear or see you. On a failed save, a target becomes frightened of you for 1 minute. If the frightened target takes any damage, it can repeat the saving throw, ending the effect on itself on a success.Dragon Hide
Prerequisite: DragonbornYou manifest scales and claws reminiscent of your draconic ancestors. You gain the following benefits:
Increase your Strength, Constitution, or Charisma score by 1, to a maximum of 20.
Your scales harden. While you aren’t wearing armor, you can calculate your AC as 13 + your Dexterity modifier. You can use a shield and still gain this benefit.
You grow retractable claws from the tips of your fingers. Extending or retracting the claws requires no action. The claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the normal bludgeoning damage for an unarmed strike.Drow High Magic
Prerequisite: Elf (drow)You learn more of the magic typical of dark elves. You learn the detect magic spell and can cast it at will, without expending a spell slot. You also learn levitate and dispel magic, each of which you can cast once without expending a spell slot. You regain the ability to cast those two spells in this way when you finish a long rest. Charisma is your spellcasting ability for all three spells.
Dwarven Fortitude
Prerequisite: DwarfYou have the blood of dwarf heroes flowing through your veins. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
Whenever you take the Dodge action in combat, you can spend one Hit Die to heal yourself. Roll the die, add your Constitution modifier, and regain a number of hit points equal to the total (minimum of 1).Elven Accuracy
Prerequisite: Elf or half-elfThe accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.Fade Away
Prerequisite: GnomeYour people are clever, with a knack for illusion magic. You have learned a magical trick for fading away when you suffer harm. You gain the following benefits:
Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
Immediately after you take damage, you can use a reaction to magically become invisible until the end of your next turn or until you attack, deal damage, or force someone to make a saving throw. Once you use this ability, you can’t do so again until you finish a short or long rest.Fey Teleportation
Prerequisite: Elf (high)Your study of high elven lore has unlocked fey power that few other elves possess, except your eladrin cousins. Drawing on your fey ancestry, you can momentarily stride through the Feywild to shorten your path from one place to another. You gain the following benefits:
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
You learn to speak, read, and write Sylvan.
You learn the misty step spell and can cast it once without expending a spell slot. You regain the ability to cast it in this way when you finish a short or long rest. Intelligence is your spellcasting ability for this spell.Flames of Phlegethos
Prerequisite: TieflingYou learn to call on hellfire to serve your commands. You gain the following benefits:
Increase your Intelligence or Charisma score by 1, to a maximum of 20.
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.Infernal Constitution
Prerequisite: TieflingFiendish blood runs strong in you, unlocking a resilience akin to that possessed by some fiends. You gain the following benefits:
Increase your Constitution score by 1, to a maximum of 20.
You have resistance to cold damage and poison damage.
You have advantage on saving throws against being poisoned.Orcish Fury
Prerequisite: Half-orcYour inner fury burns tirelessly. You gain the following benefits:
Increase your Strength or Constitution score by 1, to a maximum of 20.
When you hit with an attack using a simple or martial weapon, you can roll one of the weapon’s damage dice an additional time and add it as extra damage of the weapon’s damage type. Once you use this ability, you can’t use it again until you finish a short or long rest.
Immediately after you use your Relentless Endurance trait, you can use your reaction to make one weapon attack.Prodigy
Prerequisite: Half-elf, half-orc, or humanYou have a knack for learning new things. You gain the following benefits:
You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.Second Chance
Prerequisite: HalflingFortune favors you when someone tries to strike you. You gain the following benefits:
Increase your Dexterity, Constitution, or Charisma score by 1, to a maximum of 20.
When a creature you can see hits you with an attack roll, you can use your reaction to force that creature to reroll. Once you use this ability, you can’t use it again until you roll initiative at the start of combat or until you finish a short or long rest.Squat Nimbleness
Prerequisite: Dwarf or a Small raceYou are uncommonly nimble for your race. You gain the following benefits:
Increase your Strength or Dexterity score by 1, to a maximum of 20.
Increase your walking speed by 5 feet.
You gain proficiency in the Acrobatics or Athletics skill (your choice).
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.Wood Elf Magic
Prerequisite: Elf (wood)You learn the magic of the primeval woods, which are revered and protected by your people. You learn one druid cantrip of your choice. You also learn the longstrider and pass without trace spells, each of which you can cast once without expending a spell slot. You regain the ability to cast these two spells in this way when you finish a long rest. Wisdom is your spellcasting ability for all three spells.
Forgive the formatting, just a quick copy/paste.
edit: Also Khaz is banned from taking Squat Nimbleness. 'Squat' and 'Khaz' must never be in the same sentence...except for just then.
GM Infinity |
Yeah, I like that one too. Probably better stuff in the PHB though to be honest.
Sure he still had to find his way back up to the surface but there was no real hurry now.
Gael just mentioned this IC in gameplay and its a good point to highlight. The game will take on a somewhat more traditional nature from here on, for better or worse. As long as Blingdenstone isn't razed by demons you have a safe little pocket to return to between expeditions back out into the Underdark, pretty much like a normal game.
Edlethron |
My family is leaving for a week vacation tomorrow with limited Internet connection. Should I start paying players to bot Ed?
Gael Lloris |
Warlock level 4
+7 hit points (5 class +2 CON);
+1 cantrip known (magic stone, up to 3 pebbles, 60' range, bludgeoning damage 1d6+3)
+1 spell known (mirror image)
Feat: Lucky (3 luck points to be used to roll additional d20 for to hit, ability check, or saving throw also against attacks made against you; used points regained after long rest)
Edlethron |
Ed, sorry I've not been doing averages in this one for hp if memory serves.
No worries. If you don't ask, you don't get.
cheers
GM Infinity |
1 person marked this as a favorite. |
Right, you used a short rest to ID it but I never posted the result. Sorry. Here it is:
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Froog Nackle |
All I'm looking for is two platinum rings worth 50 gp each. I'm assuming that will cost us 200 gp total due to double phb price. That being said, I'll have to borrow some money for the second ring.
Thanks for the write-up Kriv, it matches what I have for mine.