It is Common Year 591 and shadows hang over the Sheldomar Valley. The Grand Duchy of Geoff is a shattered land, conquered by giants, its people refugees in surrounding kingdoms. To the north, south and east, evil stirs in dark corners once thought safe. And in the border town of Hochoch, knights and nobles squabble in their keeps while a handful of adventurers meet in the Poxy Doxie, intent on a more immediate goal: gold.
The guards seem frightened by the prospect of fighting giants but noticeably relax when you tell them to take the wagons into the trees and wait for your return. That done, the six of you creep forward, skirting the edge of the forest as you try to maintain cover as you approach the column of smoke.
As you draw nearer, you recognize the thin copse of trees where you camped on your journey to Orlane. It was in this spot that Kierdan encountered his old friend, the elf ranger Varisthas, who warned you of the goblin band you encountered soon after that.
As you draw nearer you see a burning wagon is the source of the fire and smoke. Around it, crude spits hold the carcasses of horses and men, roasting over the flames. Two hill giants move about, along with at least half a dozen heavily armored humanoids who have the look of orcs, but taller and even more brutish.
Perception:1d20 + 2 ⇒ (15) + 2 = 17
Most of the raiders are preoccupied with the cooking, but as you draw even with the campsite a sentry on the near side of the camp spots you in the forest eaves and sounds the alarm. Rolen manages to dash away, hiding among the tall grass to the north, but the rest of your have been sighted. Battle is imminent ...
You're up! All of you get to go before the raiders, who are not surprised. You are about 60 feet west of the campsite, in light cover at the edge of the forest. Directly east of you is mostly open grass and the road. Past that is the campsite, a circular depression screened by small trees and a few boulders. In the middle is a massive bonfire. Around the fire you can see six large, orc-like creatures and two half giants.
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
Round 1, Assassinate, Sneak Att,
Cunning Action
Rolen snipes at the closest half giant from the cover of the tall grass.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
As soon as the group decides to attack the giants Koralyn casts False Life as a second level spell.
False Life:1d4 + 9 ⇒ (1) + 9 = 10
With the enemy in sight she casts Slow on the two giants and up to 4 of the orc like creatures. Will save or be slowed. I believe the DC is 15. Its a large area; 40' cube. After casting she begins her Bladesong and moves to find cover, if available.
Slow:
3rd-level transmutation
Casting Time: 1 action
Range: 120 feet
Components: V,S,M (a drop of molasses)
Duration: Concentration, up to 1 minute
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration.
An affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
Alistair looks over to Eldramin with a grim, far-away look in his eyes.
"These creatures destroyed my home and killed many friends. It is the reason I am here fighting...in the hopes we can someday take the battle to them and win back our lands!"
Alistair starts the incantation the most powerful evocation spell in his book.
Fireball: 8d6 ⇒ (5, 5, 4, 3, 2, 4, 5, 6) = 34
Fireball:
LEVEL: 3rd
CASTING TIME: 1 Action
RANGE/AREA: 150 ft (20 ft )
COMPONENTS: V, S, M *
DURATION: Instantaneous
SCHOOL: Evocation
ATTACK/SAVE: DEX Save
DAMAGE/EFFECT: Fire
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
Alistair will drop the fireball right in the centre of the group of creatures...targeting the largest concentration of enemies.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Was counting on you doing that Alistair. Note the synergy with Slow. If they fail their will save vs Slow they take -2 on your save. Teamwork! :)
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Let them come to us. Koralyn encourages, not wanting anyone to go running into the thick of the enemy.
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
I think you only add the modifier once. So, the crit damage is just 1d8.
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
With combat imminent, Kierdan calls upon Pelor to Bless he companions.
Kierdan casts Bless with a third level spell slot. This will cover the rest of the party (Alistair, Koralyn, Eldramin, Dragomir and Rolen (if he is within 30')). All of them get a +d4 on attack rolls and saving throws for the duration of the spell, which is up to 1 minute(concentration). Rounds 0/10.
My apologies for the late post. I just had a shift change at work and it is wreaking havoc with my sleep schedule. Thanks for your patience!
Giant Wisdom save vs. slow:1d20 - 1 ⇒ (2) - 1 = 1 Giant Wisdom save vs. slow:1d20 - 1 ⇒ (13) - 1 = 12 Orog Wisdom save vs. slow:1d20 ⇒ 10 Orog Wisdom save vs. slow:1d20 ⇒ 15 Orog Wisdom save vs. slow:1d20 ⇒ 16 Giant Reflex save vs. slow at -2:1d20 - 3 ⇒ (20) - 3 = 17 Giant Reflex save vs. slow at -2:1d20 - 3 ⇒ (17) - 3 = 14 Orog Reflex save vs. slow at -2:1d20 - 1 ⇒ (17) - 1 = 16 Giant rock throw vs. Koralyn:1d20 + 8 ⇒ (13) + 8 = 213d10 + 5 ⇒ (9, 1, 6) + 5 = 21 Giant rock throw vs. Alistair:1d20 + 8 ⇒ (12) + 8 = 203d10 + 5 ⇒ (2, 8, 5) + 5 = 20 Orog javelin throw vs. Dragomir:1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (2) + 4 = 6 Orog javelin throw vs. Rolen:1d20 + 6 ⇒ (9) + 6 = 151d6 + 4 ⇒ (5) + 4 = 9 Orog javelin throw vs. Kierdan:1d20 + 6 ⇒ (20) + 6 = 261d6 + 4 + 1d6 ⇒ (1) + 4 + (3) = 8 Orog javelin throw vs. Koralyn:1d20 + 6 ⇒ (18) + 6 = 241d6 + 4 ⇒ (1) + 4 = 5 Orog javelin throw vs. Eldramin:1d20 + 6 ⇒ (14) + 6 = 201d6 + 4 ⇒ (1) + 4 = 5
As the cry goes up among the raiders Rolen's arrow punches through the air and buries itself deep into the hide of the nearest hill giant, who bellows in rage before grabbing at the nearest boulder.
His movements slow considerably as Koralyn's spell takes hold, the giant's gnarled limbs moving as if underwater. The other giant and one of the armored humanoids are similarly affected, although others shake off the enchantment and grab heavy axes as they prepare a counterattack.
Before they do, Alistair's fireball explodes among the slowed raiders. One of the giants is too hampered to avoid the flames and is badly burned, but the other - the one Rolen stuck with an arrow - as well as the armored brute manage to avoid the worst of the blast.
One of Eldramin's blasts knocks the armored figure into the fire before it can move, however, as another blast batters the most wounded giant.
As Kierdan calls a blessing down on the group the raiders finally organize a counterattack. One of the armored figures in the back calls out orders in Orcish. The giants both stay put, grabbing boulders that they fling at the party. Koralyn just barely avoids the first throw, but the second catches Alistair in the chest, knocking him to the ground (Alistair takes 20 damage).
The armored figure in the fire flails and tries to roll away before succumbing to his wounds. The remaining five brutes charge forward, covering the distance surprisingly quickly. Pulling up just short of the party, they fling a volley of javelins that falls among the party. Dragomir steps in to protect Alistair and is struck a shallow blow (3 damage). Koralyn and Eldramin also are struck (5 damage each) and Kierdan takes a deeper wound (8 damage).
Close now, you see that the armored humanoids are orogs, orc-and-ogre hybrids known for their strength and discipline. Clad in heavy armor, they ready their axes for the imminent melee.
You're up!
Five orogs are close by, within 10-20 feet of the party. Beyond them, by the old campsite, are two slowed hill giants, both of them somewhat wounded (one is -47, the other -34). A sixth orog is cooking inside his armor in the fire.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Still moving with the Bladesong Koralyn is tagged by the lucky javelin throw but it does not penetrate past her false life. She casts Blur and prepares to receive the enemy, moving up to stand by Drogomir in the front line.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
Badly wounded from the bolder crashing into him, Alistair barely gets out the chant for another ball of fire that streaks towards the two injured giants.
Fireball: 8d6 ⇒ (1, 5, 6, 1, 4, 5, 3, 4) = 29
once cast, he reaches into his pack to retrieve the healing ointment he has kept there.
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
Round 2, Assassinate, Sneak Att,
Cunning Action
Rolen again snipes at the closest half giant from the cover of the tall grass.
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
Rolen, don't forget about the +1d4 from Bless.
Kierdan continues to pray to Pelor for his Blessing. When he sees the boulder smash into Alistair, he immediately moves to the wizard's side and lays his hand upon his shoulder.
May the radiant grace of the Sun Father give you strength, friend!, the priest calls out as he keeps a wary eye on the accursed giants.
He keeps his shield readied as the orogs approach.
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
With the orogs and giants still off-balance from the magical assault, the party works to maximize the damage before closing to melee.
As Koralyn and Dragomir move into position to intercept a charge, others continue to flings spells and arrows at the enemy. The first of Eldramin's eldritch blasts glances off the heavy armor of the lead orog, but the second hits him square in the chest, knocking him back in a heap.
Alistair's second fireball goes off a split second later, leaving the wounded and slowed hill giants in worse shape than before, their skin charred and smoking as they bellow in rage. The screams of one end abruptly as one of Rolen's arrows sprouts from an eye socket.
Kierdan's prayer heals the worst of Alistair's wounds as the orogs charge, whipped into a frenzy by their leader's battle cry.
Dragomir slashes one that approaches but suffers a minor wound (6 damage) himself, while Korlayn expertly evades multiple blows that come her way.
Kierdan is not so lucky. The priest is taken by surprise as the surviving giant flings another boulder, smashing into his armor and nearly driving him to the ground (Kierdan takes 24 damage).
You're up!
Koralyn and Dragomir are stuck in melee with four orogs (one os -14, another -17) and their war chief. About 60 feet to the east, one wounded (-64) and slowed hill giant is near the campground, lobbing rocks.
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Dancing and spinning Karolyn tries to take down a wounded Orog.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
Feeling better after the healing by Keirdan, Alistair keeps the ointment close, but mutters the words to a spell that sends a number of energy darts flying towards the last giant.
Steel clashes against steel as the melee is joined. Working together with sword and spell, Koralyn and Eldramin manage to drop one of the wounded orogs. Dragomir, meanwhile, flies into a frenzy (Action Surge) as he lays about with his axe, cutting down two more in a bloody flurry.
Rolen sinks another arrow into the thick hide of the remaining hill giant, as Alistair's magic missiles burn holes next to it.
Gasping for breath as its life leaks out of numerous wounds, the giant launches one more boulder, but its aim is off and Alistair is able to dodge out of the way of the deadly missile.
Nearby, Dragomir and Koralyn easily evade the axes of the two remaining orogs, who appear to realize the fight is lost. Rather than fear, their eyes contain only a weary resignation - neither appears willing to kneel in surrender.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Karolyn, with equal resole shown by her adversaries continues to fight. Her blade slashes and flashes as she lightly dances in and around the emery.
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
Round 4, Sneak Att, Cunning Action, Blessed
Rolen again snipes at the remaining half giant from the cover of the tall grass.
If that hlast half giant is dead, then my attack will focus on Koralyn's Orog.
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
Kierdan continues to concentrate on his prayer to Pelor for his Blessing.
Seeing no one else in immediate need of healing, the priest instead calls Sacred Flame down on one of the attacking orogs.
Though your enemies fight to the last, the battle is a foregone conclusion. Rolen finishes the wounded giant with a final arrow as the others gang up on the remaining orogs, cutting them down with sword and spell.
Even with a hole in his gut, the orog leader laughs as he draws his final, shuddering breaths.
"I will clear a space for you in the Abyss," he says, the shudders and lies still. A moment later, his eyes snap open again, showing only white.
"The Blood Lord comes to reclaim what is his. The maimed usurper will be cast down, his secrets spilled, and the Prince will trod upon his thrice-dead corpse."
The orog's body seems to cough, then, and a foul-smelling mist escapes his mouth and quickly dissipates. He says no more.
As disturbing as those words, you soon make a more gruesome discovery. The orogs and giants appear to have come from the west, where they evidently slaughtered many elves. From the orogs' belts hang strings of pointed ears, and the giants' sacks contain larger, equally bloody trophies.
Their slaughter of the Fair Folk appears to have only stopped with your arrival. The corpses of several elven rangers are strewn around the campsite. Several are half-butchered, hung from spits, but a few are intact enough to be recognizable. One is Kierdan's friend, Varisthas, who aided you on your way to Orlane.
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
Rolen begins to search the campsite and bodies for any loot plundered in the defeat of the elves.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
Alistair quickly writes down what the orog said so that he will have a record of the strange prophecy, if that is what it is. To the giants he takes his knife and cuts their hands and feet off, muttering "Let them try to raise these beasts...no undead servants for the great eye!"
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
Quote:
"The Blood Lord comes to reclaim what is his. The maimed usurper will be cast down, his secrets spilled, and the Prince will trod upon his thrice-dead corpse."
These words roll around in Kierdan's head as he contemplates their meaning...
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
Kierdan snaps out of his thoughts when he sees the massacre of the elves and his friend's body.
No! Varisthas! How can this be?
The anguished priests quickly looks over his friend and his old elven companions, searching for any signs of life.
Medicine:1d20 + 7 ⇒ (9) + 7 = 16
After his examination is complete, Kierdan stands and faces the rest of his group.
We must bury them, then I must inform Varisthas' band of his fate and check on their welfare. That is the least I can do for the elves of the Oytwood after what they did for me and my family.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Koralyn looks on scene with despair. Finally she manages We have avenged the fallen Kierdan, though we knew it not at the time. With no more words she sets about doing what must be done to bury and pay respect to these warriors.
Kierdan knows from his study of dark cults that "Blood Lord" is a title sometimes claimed by the demon lord Orcus. "Maimed usurper" would seem to refer to Vecna, who in some circles is said to have stolen power from Orcus.
Examining the bodies, it is clear all are beyond the help of all but the most powerful magics, which sadly are outside Kierdan's reach. All he can do is inform the elven refugees of the Autumn Court in Hochoch, and hope that word reaches the families of the slain.
With heavy hearts you lay the dead to rest, burying the massacred elves in graves at the edge of the wood before burning the orogs and giants so their corpses will not attract carrion-feeders. Mindful of the words spoken by the dying - or dead - orog, Kierdan says a prayer to ensure none rise again to afflict the surrounding lands.
The drovers and guards give the campsite a wide berth and travel on for several hours before setting camp. You rise early the next day, eager to return to Hochoch.
The sun is still an hour shy of noon when you crest the hill south of the town, which stretches out on the far side of the Realstream beneath a pall of smoke. The slums and temporary barracks outside the city's walls have grown in your absence, as has the number of banners camped in orderly rows near the western gate. Some new military effort must be forming, as the displaced people of Geoff seek to retake their land.
Wearily, you descend the final distance to the water, where the ferry waits to take you across. With the treasures you looted from the Mistress's lair and the tomb of Dalvan Meir safely secured in your magic sack, you avoid the hefty "recovery" taxes imposed by the city's military rulers, and pass into the city itself. Home at last.
Promising to meet the next day, you head to your individual homes or to the nearest inn, where baths, ale and hot meals await. You sleep well, despite the nagging worry of the evil you unearthed from the naga's abode. Such threats are for another day.
The next morning, each of you finds a slip of paper, tied in gray silk, beneath your door. Each contains an invitation to the Freckled Lass (aka the Poxie Doxie), the ale-soaked tavern where you first met. There, you are greeted by half a dozen members of the thieves guild known as the Talons -- and at the back table, regal as a queen, the Snow Owl, Onshae.
"The conquering heroes return," the guildmistress says, inviting you to sit with her. The bartender, One-Eye, looking as if he is not used to being up so early, brings a steaming pot of tea and several loaves of fresh bread, then disappears back into the kitchen, muttering about entitled half-breeds ...
"You've had a quiet return to the city, though the bards already tell the tale of Orlane's curse and the heroes that lifted it," Onshae says. "A pity you were not better rewarded - my man at the gate said you declared no plunder when entering the city. Well, should you find anything that slipped your mind then, my offer to fence any relics or coins you recovered still stands."
She winks, then gestures toward the table.
"I have other business I'd like to discuss, and at least one client who wishes to engage the services of those who defeated the "scourge of the Rushmoors," as the bards are calling it. But such talk is for another day, I think. For now, enjoy yourselves. Have a rest. You have earned it.
"Further adventures await, no doubt, but not all of them must be conquered today."
MaleNeutral Wood Elf Rogue (Assassin)Rogue 6; HP: 34/47; AC: 16; Saves: Str +0, Dex +7, Con +2, Int +4, Wis+1, Cha -1; Perc +7, Init +4; HD Used 2/5; Active Cond: None
Rolen simply smiles and nods at the Snow Owl. Having been in her employ, albeit not publicly, for years, he knows she will want some kind of report. He grabs a drink , and raises it to the others. As he passes by her, he speaks in a low voice.
Let me know when you would like to speak in detail.
Otherworldly Patron: Fallen Warrior (Credit to Polydeuces on ENWorld for the bulk of this, minor tweaks by me)
You have made a pact with a spirit or vestige that was once a great warrior. Some of these lingering shades may be altruistic, while others crave only an outlet for revenge. The crusader priest Arnd, the demigod Murlynd, the vampire Kas the Bloody-Handed and the Oeridian warlord Lum the Mad are all suitable fallen warrior patrons.
Fallen Warrior Expanded Spell List
1: heroism, command
2: branding smite, spiritual weapon
3: phantom steed, elemental weapon
4: fire shield, freedom of movement
5: geas, destructive wave
Tools of the Fallen (Level 1)
You gain proficiency in medium armor, shields and any weapons with the versatile property.
Veteran's Greeting (Level 6)
Starting at level six, your patron gives you the ability to respond to those that would test your presence. When a creature willingly enters your melee range, you may use your reaction to make a weapon attack against that creature. You may use this feature a number of times equal to your Charisma modifier, and you regain all expended uses when you finish a long rest.
Warrior's Resilience (Level 10)
Starting at level 10, you can invoke your patron's ability to shrug off damage. At the end of a short or long rest, you choose a damage type with the exception of radiant damage. You have resistance against that type of damage until you choose a different one using this feature. Damage from magical weapons ignores this resilience.
Strike of the Fallen (Level 14)
Starting at level 14, when you hit a creature with an attack, you can allow your patron to deliver a crushing strike of their own. The target is crushed with a physical damage type of your choice, instantly dealing 7d10 physical damage. This damage counts as magical, and ignores resistances. Additionally, the creature is knocked prone, stunned, and disarmed until the end of its next turn. Once you use this feature, you cannot do so again until you finish a long rest.
I saw another person in Recruitment mention fancying a Warlock, but if i recall correctly you said only one would be allowed since it is a special option. Doesn't bother me if there is another warlock, but I figured I wouldnt go over there and dash their dreams either.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
I am getting excited about the game. The setting is so rich. Hey Tenro, if you are still thinking knights of the dispatch, perhaps we have a connection or are working together...
I saw another person in Recruitment mention fancying a Warlock, but if i recall correctly you said only one would be allowed since it is a special option. Doesn't bother me if there is another warlock, but I figured I wouldnt go over there and dash their dreams either.
I wouldn't allow another with the same patron. A second warlock would be a long shot, but I wouldn't rule it out if the concept blew me away... So we'll see.
Sounds good Koralyn. It seems i would most likely be a lower/barely affiliated person. I guess more like when they really need to fill out a squad on short notice, like a squad comes back a man or two short and they have another mission right away.
If you two want to have some affiliation with the Knights of the Dispatch, it would probably be as deniable assets, answering to a knight handler. You might or might not be actual vigils/initiates, but your membership would not be public.
Revised bonus feats for Morten and Lady K. Tenro, still looking for ideas for your character ... It could be something that fills in some abilities from his time as a soldier, or I was thinking about some sort of death knell/soul siphon ability that would grant you some of the benefits of a short rest (spend hit dice to heal, recover a spell slot, etc.) when you inflict the killing blow on an enemy.
Morten:
Silver-Tongued Scoundrel Your charm has earned you a reputation as a dashing rake. And while deception comes naturally to you, you have a habit of leaving enemies in your wake.
* You gain proficiency with a musical instrument of your choice
* You have advantage on Charisma (Deception) and Charisma (Persuasion) checks against people who could be attracted to you
* If you fail a Charisma-based skill check against a target you may use this feat to turn the failure into a success, but the target of the check will later become hostile to you as if it had been the target of the friends cantrip. You may not use this ability again until you have completed a long rest.
Lady K:
Agent of the Valley Your kind have few friends outside the Valley of the Mage, but you have learned how to pass unnoticed among men.
* You are proficient in the Deception skill and with disguise kits. You may use your Intelligence modifier instead of your Charisma modifier when making checks with either proficiency.
* You know the disguise self spell and can cast it once per short rest without using a spell slot. Your proficiency bonus is doubled when calculating the spell save DC to see through the disguise.
* When you cast disguise self, you can extend the spell's duration beyond 1 hour by maintaining concentration.
That death knell one sounds cool (i say, not knowing the 5e spell) although i tend to shy away from killing blow related things since it is such a fickle thing, i try to go for things that happen a little more regularly or are at least a little more predictable (part of why i never make crit-fishing builds)
Dragomir Vuk, human mercenary fighter; Kierdan, a human cleric of Pelor; and Alistair Orm, paranoid human evoker, should all be joining us shortly.
I'll need to work up bonus feats for them, and start checking character sheets.
Tenro - try to get your profile worked up, too. I'll try to work on your feat this weekend, too. I'll probably write it so it keys off anyone dying near you, not just those you kill. I want it to be something you can reliably use mid-combat, but not be too overpowered, since several warlock powers reset every rest. I'll play around with it some more when I have time with my books.
Alrighty, i'll focus on it this weekend, probably saturday AM beforr the wife starts making demands of me. If i get her drunk enough maybe she will sleep in! Hahaha
AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1
Thanks for picking me - I am hoping its my simplistic down to earth personality that got me over the line ahead of some very cool characters.
You'll most likely find me as the doorman and bouncer at The Streamview Tavern on its busier nights but I've been nosing around for some good paying work as well. I need a stake so I can look towards getting married and setting up a business... and truth be told? I miss the action I used to see when I was a full time mercenary.
For my GM feat? I'd love to see what you come up with but the Vanilla Tavern Brawler feat from the PHB is probably not bad as a option
AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1
As a side note? Dragomir was a character in a very well run Carrion Crown game that ran out of steam. I left him unused for about 12 months or so and decided to resurrect/re-use him. The original was also a simple mercenary warrior, also armed with a great sword and a better than average charisma, who also liked to hit things with his fists (or even a vicious headbutt) when the occasion warranted it. I am grateful for the chance to dust him off and play him and even more so in the world of Greyhawk and with the 5th Ed ruleset (which I am loving more with each game I play)
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
Hello everyone,
I want to echo what Dragomir said and say thanks for picking me! I am so excited to be back in Greyhawk. This will be my first 5E campaign and I am looking forward to learning about the new system. The way spells are done seems really interesting.
Right now, I only have access to the downloadable Basic Rules, but I plan on getting a PHB at the end of the month, after Christmas.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
Like Dragomir and Kierdan, I would like to thank you for choosing Alistair for this game! I hope his crazy conspiracies and theories will keep you all entertained, and his magic keep you safe!
Thanks
Now to solve the mystery of his missing background!!!
Welcome again to everyone, and sorry for not posting yesterday. Getting all the work done to prepare for being out of the office for two weeks makes me question whether it's worth taking vacation in the first place ...
That said, I'm going to be in and out of town (and Internet connectivity) for the next two weeks. My plan is to start the game right after New Year's, rather than try to force it during a time when everyone is likely to have various holiday distractions. So everyone has some time to get to know one another, finish characters, etc. I'm going to get various resources added to the Campaign Info tab, as well.
I've talked to a couple of people about bonus feats, and I think Lady K, Morten and Dragomir are squared away. I've got an idea for Tenro's character that needs fleshing out.
Alistair, you had mentioned being the apprentice of a dishonored wizard. I also like that you are an evoker and (non-magical) healer. I was thinking perhaps your old master was a necromancer. You rejected some of the darker arts, but picked up a bit of blood magic represented by a feat that might let you boost the power of a spell by burning some of your own blood, or use a sample of a target's blood to overcome its elemental resistances (handy for an evoker). Does that interest you, or do you have other ideas?
Kierdan, I had two ideas for you. One would be some kind of "Elf-friend" feat, that might give you some elf-like abilities (longsword and longbow proficiency, maybe Perception/Stealth, and a ritual to gain darkvision) to represent the time you spent with the elves. The other idea would be some kind of "Priest of Pelor" feat adding some light or fire type abilities/spells known. Let me know what you think.
AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1
DM Under a Dark Sun wrote:
Kierdan, I had two ideas for you. One would be some kind of "Elf-friend" feat, that might give you some elf-like abilities (longsword and longbow proficiency, maybe Perception/Stealth, and a ritual to gain darkvision) to represent the time you spent with the elves. The other idea would be some kind of "Priest of Pelor" feat adding some light or fire type abilities/spells known. Let me know what you think.
Maybe giving him a second domain? Pretty nifty. Or wizards firebolt cantrip as an Orison? Fits closely with the elves ability for 1 cantrip.
Here is a good site also for fan made stuff... archetypes, feats etc.
DC 14 is actually pretty good -- numbers are much lower in 5E. And all weapons just crit on a 20, unless you have a special ability. On the is plus side, you don't have to roll to confirm anymore.
AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1
Typical for level 1 characters is DC13... 14 is good as the save stats tend to be lower too. Once you hit level 5 your proficiency bonus will go to +3, boosting your DC to 15. Check out my saves. Unless you target str or con I am likely to be screwed.
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
DM Under a Dark Sun wrote:
Kierdan, I had two ideas for you. One would be some kind of "Elf-friend" feat, that might give you some elf-like abilities (longsword and longbow proficiency, maybe Perception/Stealth, and a ritual to gain darkvision) to represent the time you spent with the elves. The other idea would be some kind of "Priest of Pelor" feat adding some light or fire type abilities/spells known. Let me know what you think.
These are two great ideas. I have been thinking about them all day and I think I finally made up my mind.
The "elf-friend" feat sounds wonderful. Kierdan spent a year and a half in the Oytwood and he got along well with the elves there. He also remains grateful to the assistance they rendered to him and his family. I fully intend to play Kierdan as someone who is allied with the elves and I hope to develop a relationship with the Autumn Court.
However,
He was only in the Oytwood for 18 months. He has had a close association with the faith of Pelor his entire life. Pelor is known as the "Sun Father" and is the Flan sun god, yet Kierdan is only representing his healing aspect. The more I think about it, the more I lean to a "Priest of Pelor" type feat.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
I wanted to send out a welcome to our new players and say that I am looking forward to gaming with you. I know Helaman from previous games but its been a while.
Interesting that this party will have two wizards. We shill see how the paranoid wizard gets along with the valley elf wizard. Valley Elves are in general not trusted by anyone. lol.
Oh, and I second opening up the gameplay threat to let us dot if nothing else. Its only random luck that I saw that selections were made since this thread does not show up on my list of active games.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
I like your idea DM, but I see his background as a little different. I wrote up his history for you to take a look at. I hope this version is OK, and explains some of his oddities...and gives you some interesting plot lines to investigate!
History:
Alistair was born in Hornwood Town in the year 229CY to Keat and Gyth Orm. The Orm’s were merchants involved in the trade of hornwood from the famed forest that nearly surrounded their home. Doing quite well in his craft, when young Alistair showed an aptitude for magic, the Orm’s apprenticed him to Cabel Starcloak, a moderately well-known wizard who just happened to live just outside of Hornwood Town. In 571CY young Alistair began his training into the mysterious arts of magic. An intelligent boy, he quickly grasped the basics, and over the next 12 years, refined his abilities, until on his 24th birthday, Cabel presented him with his spellbook and a very ornate backpack with a strange fur flap. Both became treasured items to the young mage.
Unfortunately, his opportunity to set himself up as a magic-user for hire was short lived, as the Giant Invasion of 584CY disrupted the entire Grand Duchy. His master had departed his tower the year before (the same year Alistair ‘graduated’ ), and it fell to the young mage to help in the defense of the town. It was not long, however, before the sheer pressure of giants forced the town council to issue an evacuation notice to all citizens. A stream of humanity swept to the east, followed closely by the giants. It was during this chaos that Alistair’s parents were killed. A group of refugees were cut off from the main band, and a troop of giants and ogres decimated them. It was not until he reached the safe haven of Hochoch that he learned of this tragedy.
For a year he helped with the defense of the city, as well as accompanying a number of parties into the now giant-infested countryside, looking for any survivors and using hit-and-run tactics against the giants and their evil allies. It was on one of these trips that they rescued a number of people trapped in the cellar of a ruined tower. As they were helping the poor souls out of the ruin, a flash of dark blue and silver caught his eye. Examining the refugees, he discovered one he knew, his old master Cabel. The wizard looked to have aged 50 years since his apprentice last saw him. Once Cabel recognized the boy, he begged him to take him to the leaders of Hochoch, for he had important information for the leadership. Surprised, and hopeful, Alistair took his mentor to the council and was shocked to hear his tale.
The wizard had been sent to examine some rumors of tribal unrest in the Barrier Peaks, and when the giants attacked, found himself behind the enemy lines. A resourceful magic-user, Cabel immediately began to gather information on numbers, types and leadership of the giants. This led him to discover the location of the Hill Giant leaders fortress. Still being build, Cabel scouted the area and discovered it had been built on the ruin of a far older building. Delving into the dungeon beneath the current building, he came across a hidden temple, and what he saw there nearly unhinged his mind. He babbled of a great “eye” and an ancient elemental god who was awakening and would soon destroy the world. His manner became more frantic as the council seemed to disbelieve him and finally dismiss him from the chamber. For weeks he continued to try and tell his story to any who would listen. Unfortunately for him, Alistair became the “care taker” for the obviously insane wizard. His friends and allies began to stay away from him and the Mad Wizard, but the young mage knew his master, and while some of his ravings were the product of a broken mind, some were not. He spent time listening and sorting out all the information his former master told him, and soon a very chilling scenario began to take shape. A cult of Elder Elemental Gods was forming, and the giant threat would be as nothing if someone did not do something to keep this evil rom rising.
So for the last 2 years, Allister and his mentor scanned books, scrolls and any other source of information they could find. Then, one cool October day, Cabel disappeared. Alistair was frantic trying to find the old man, until, several weeks later, he had to admit his defeat. His old master had been taken by the cult. He began to suspect everyone was a hidden agent of the Elder Elemental Gods, and became even more withdrawn. The council finally cut off all contact with him, and soon he was out in the refugee camp, helping the poor and weak survive against the oppression of the government.
Ok, drafts of the remaining bonus feats. Let me know what you think - I'm happy to tweaking or starting over if these don't appeal:
Alistair:
Paranoid Planner They’re out there, waiting, spinning webs of intrigue incomprehensible to the ignorant masses. But you know. And you’ll be ready whenever they strike.
* You are proficient with the Insight skill and may use your Intelligence modifier instead of your Wisdom modifier when making Insight checks.
* You have advantage on saving throws against enchantment spells and special abilities that would charm or dominate you.
* As a reaction, you may replace some of your prepared spells with other spells from your spellbook. You may replace a number of prepared spells equal to your Intelligence modifier. Once you have used this ability you cannot use it again until you complete a long rest.
Kierdan:
Disciple of the Dawn You have devoted your life to the service of the Sun Father and wield his radiance as a shield, a salve and a sword.
* You have advantage on saving throws against any spell or effect that would leave you blinded.
* When you cast a spell that deals radiant damage, you may choose to deal fire damage instead. Likewise, you may choose to deal radiant damage with spells that normally deal fire damage.
* Add flameblade, daylight and fire shield to your list of domain spells at the appropriate levels.
Eldramin:
Hungry Soul You have survived several brushes with death and have learned to sacrifice the souls of other to protect your own.
* You gain a +1 to your Constitution score. (Or, if you’d rather, we could do resistance to necrotic damage)
* You have advantage on death saving throws.
* When an unconscious creature within 30 feet of you makes a death saving throw, you may use your reaction to give it disadvantage on the roll. You may immediately spend Hit Dice to heal yourself as if you had completed a short rest.
Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9
That seems cool. Not sure if I should go with the Constitution or resistance. How does resistance work, I don't recall having seen numbers listed for how much you resist when you have "resistance"
You take half damage. Necrotic is fairly common among undead and other typical bad guys, but I wanted to give you the option of the Con boost if you wanted something that want situational.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
That is really cool! I think it fits him perfectly. Thanks...will add it to his character sheet now. Just a question, to replace a spell, as my INT modifier is +5, does that mean I can replace the 6 spells whenever I want, or do I have to do it all at once (for example, I suddenly need Knock, so I switch out, say Scorching Ray, but then a little later (no rest) I decide I need Tenser's Floating Disk, and swap out Magic Missile) or does it all have to be done at once?
Cannot wait to start...so excited about this character and playing in Greyhawk again!
Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9
I'll probably go with the Necrotic Resistance then. My CON is so low (and an even number) that 1 point won't help me, it'll be 4 levels before I can increase it to an even number.
I saw we had a good number of melee folks, so i went with more of a ranged character, but in trying to add some resilience to him, ended up with a bit of a switch-hitter. I'm just more likely to hit with the eldritch blast than a weapon.
although.... do you think it would be wise for me to swap abilities around a bit, put less in strength, and more in DEX? I could take that feat later that lets me add 3 dex to medium armor instead of 2, or i could take that now at the cost of 2pts to CHA. which i probably wouldnt, i'd just wait since melee won't get decent till later anyway.
if i wear medium armor with 16 dex, do i still get +3 to hit with finesse weapons, or is that likewise limited to a +2 bonus by the medium armor?
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
I like Kierdan's bonus feat! Thanks very much. I think it fits him well.
One question, though, are flameblade, daylight and fire shield in the PHB? I don't see them in the online Basic Rules. If they are in the PHB, it is no big deal, I plan on picking it up after Christmas.
Half-Elf Rogue (Swashbuckler) 4; AC 16; HP 27/27; Saves Str -1, Dex +5, Con +1, Int +1, Wis +2, Cha +3; Init +6; Passive Perception 14
Whoops, neglected this a little (or uh... a lot. oops). Hi new guys! Welcome to the team :) Uhh, things are starting to get hectic, and uh... fallout 4 (>_>) but I'll do my best to finish up Morten :s
Alistair: You just get the one opportunity per day to swap out spells, and can swap out a total equal to your Intelligence modifier (which looks to be 4, currently). It's meant so that, if the party gets ambushed or encounters something unexpected (an undead dragon, say, when you were prepared for a horde of orcs) you can quickly adjust your loadout.
Also, after looking at your ability scores, I think you have shortchanged yourself. You can use the standard array (15, 14, 13, 12, 10, 8) or point-buy with 27 points. Yours add up to just 21 points, if I'm counting correctly. So go ahead and give yourself some extra points to bring Alistair up to par.
Eldramin: Armor doesn't hamper your Dex in any way other than limiting how you can add to your AC. Attacks are unaffected, so if you want to focus more on Dex now it would benefit your attack bonus. The balanced approach you have now isn't bad, however, because it helps with saves and gives you some flexibility if you find a nice magic weapon - if you've already gone whole hog into Dex, you're kind of stuck with finesse weapons. And if you're not going to focus on melee until later, putting off the decision won't really hurt.
Kierdan: Yep, they're all in the PHB. If your purchase gets delayed let me know and I'll type up the details and PM them to you.
Morten: I have been battling the same post-apocalyptic addiction. Luckily (?) the story is kind of lame this time around (although the game's still fun), leaving me plenty of time to keep thinking up details for this game!
Human Warlock 6; AC 16 (18 with shield); HP 39/39; Saves Str +2, Dex +2, Con +1*, Int +0, Wis +4; Cha +7; Init +2; Passive Perception 9
So my main concerns are my AC, weapon attack, spell attack and spell DCs. Are these numbers for Eldramin at acceptable levels? I dont want to be hamstrung by a lack of knowledge of what passable-to-good numbers are.
Yep, you are A-Ok. Your AC and spell numbers are on the high end of average for level 4, melee attacks about the minimum of what I'd call average, but within the expected range and quite serviceable. Target numbers are a lot lower, too, so it all works out.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
I think I have updated Alistair...adding some more DEX to help his AC and combat a bit.
There were a few items I wanted to ask about before play that Alistair could have created. With his herbalist kit he can create healing potions and antitoxin. Would it be out of character for him to have produced a few of each...say 1 healing potion per party member and 2 antitoxin? Also with his ability to cast continual flame, he could create an everburning torch...if you would allow it (paid for by creating healing potions!)
Finally, I think I am going to need some rules on the creation of potions (non-magical). There is a lot of home ruled suggestions, but some make no sense what so ever. The best I saw was a cost of 1/2 the value of the item and a 3 day brewing time. Not too sure if there was a roll or anything at the end of that, but it was mentioned you could brew upto 1/2 your INT modifier of potions at one time. Anyway, I will leave this to your decision.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Eldramin Tarkanan wrote:
"valley elf" makes me think of "valley girls" like from the movie Clueless.
"Like, OMG"
LOL. So how annoyed would everyone be if I wrote all my posts like that IC? Oh wait. I can't because no one is suppose to know that she is from the valley. :) You guys got lucky.
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
That would have been awesome...maybe if we do discover it (from some 'slips' in your local accent), then you can goo full Valley Girl! Nightstar...is that sort of like Moon Unit!!..lol
Male Human (Flan) Cleric 6; AC 16 (18 with shield); HP 32/45, HD 6/6; Saves Str +2, Dex +0, Con +2, Int +0, Wis +7; Cha +5; Init +0; Passive Perception 14; Spells: 1st 4/4, 2nd 1/3 3rd 2/3 Channel Divinity 2/2
I don't know if any of you remember the song "Valley Girl" from the '80s. Dragon Magazine had a parody of it in one of their April Fools issues called "Valley Elf".
Ok, I just googled it. It was in issue #72, April 1983. It is pretty horrible.
Female Elf (Eladrin) HP 43/38; AC 18/22 with Bladesong, Saves Str +0, Dex +3, Con +2, Int +6, Wis +2; Cha -1; Init +3; Passive Perception 12/17 with Advantage.
Note that I still have to finalize my spells. Any strong recommendations?
Wizard/7 | HP 51/51 | AC 15/19 (w/mage armor) | Saving Throws: Fort +4 Ref +5 Will +5 | Init +5 | Perc +5
Well take a look at what Alistair has and see if there is anything we need or should duplicate. I am sure he might be willing to let another magic user scribe some of his spells for some of yours :-)
As to your question on casting spells on the game page...here is what the book says:
Spellcasting rules:
Verbal (V )
Most spells require the chanting o f mystic w ords. The words themselves aren’t the source o f the spell’s power; rather, the particular combination o f sounds, with specific pitch and resonance, sets the threads o f magic in motion. Thus, a character who is gagged or in an area o f silence, such as one created by the silence spell, can’t cast a spell with a verbal component.
Somatic (S)
Spellcasting gestures might include a forceful gesticulation or an intricate set o f gestures. If a spell requires a somatic component, the caster must have free use o f at least one hand to perform these gestures.
Material (M )
Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus (found in chapter 5) in place of
the components specified for a spell. But if a cost is indicated for a component, a character must have that specific component before he or she can cast the spell.
If a spell states that a material component is consumed by the spell, the caster must provide this component for each casting o f the spell.
A spellcaster must have a hand free to access these components, but it can be the same hand that he or she uses to perform somatic components.
Rituals
Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal.
It also doesn’t expend a spell slot, which means the ritual version o f a spell can’t be cast at a higher level. To cast a spell as a ritual, a spellcaster must have a feature that grants the ability to do so. The cleric and the druid, for example, have such a feature. The caster must also have the spell prepared or on his or her list o f spells known, unless the character’s ritual feature specifies
otherwise, as the wizard’s does.
That being said, Alistair would look like he was reading a book, mumbling to himself while making strange actions with his hands. Any magic user would probably know what he was doing.
If you are strongly opposed to him doing this I can simply drop it..I dont want to ruin your character's secret. But that being said, if Alistair does notice anything odd about her, he will dig into it..it is his paranoia that drives him to knowing if a person is safe or "one of them!" lol
AC16, touch 11, flat-footed 15 |HP 13/[13]| CMB +5/CMD16 | Fort +5, Ref +1, Will +0 |Init + 1|Perception +0|Sense Mot +0 Male Human Fighter/1
Lady Koralyn Nightstar wrote:
I have plenty to learn about 5e but I recall that in earlier versions of the game you had to speak in a loud clear voice to cast a spell so it was very hard to do it secretly. And just the word "Ritual" makes me think that a ritual spell might be even more difficult to mask. I imagine chanting, drawing lines in the dirt, placing crystals around, and maybe even singing and a few dance steps. :)
Yeah, thats my understanding as well - it has to be an actual ritual, not something that looks innocuous (chanting, symbols, possibly candles etc) but I'll leave that as a GM call.
Based on the rules Lady K quoted, I don't think it would be possible to conceal a ritual casting, which involves taking your time and doing things precisely (and ritualistically). To cast innocuously using a spell slot, I'd say either a Charisma (Deception) or Dexterity (Sleight of Hand) roll opposed by Wisdom (Insight or Perception) or even Intelligence (Arcana) would handle it.
Generally with 5E, I'm open to letting you try things that aren't necessarily covered by the RAW, but it will usually involve a skill/ability check or opposed roll. You'll typically have some latitude as to which skill -- if I ask for Intelligence (Investigation) but you can make a case that Wisdom (Healing) applies, I'll let you go with it.