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About Dee'Ly'LahCharacter Sheet Dee'Ly'Lah
Barbarian Features Rage:As a bonus action enter a rage for up to 1 minute (10 rounds). 3/3, Long rest You gain advantage on STR checks and saving throws (not attacks), +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. You can't cast or concentrate on spells while raging. Your rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage as a bonus action. Unarmored Defense • PHB 48
Reckless Attack • PHB 48
* Primal Path • PHB 48 | Path of Wild Magic
| 2 / Long Rest • 1 Action Wild Surge • TCoE
Wild Serge Table
Spoiler:
Wild Surge 1) Each creature of the character's choice that they can see within 30 feet of them must succeed on a Constitution saving throw or take 1d12 energy damage (1-Acid, 2-Cold, 3-Fire, 4-Lightning, 5-Thunder, 6-Force). The character is also surrounded by a magical field that grants them temporary hit points equal to 1d12 plus your barbarian level. 3) An intangible spirit, which looks like a mushroom (called a boomshroom), appears... 7) Either vegetation temporarily flourishes around the character or the ground surges and/or undulates; until their rage ends. Thus the ground within 15 feet of the character is considered to be difficult terrain for their enemies and any enemies within the zone at the end of their (the enemy) turn must make a Dexterity Save or be knocked prone. 8) A bolt of magical energy arcs from the character's head striking another creature of their choice that they can see within 30 feet of them and that creature is struck in the head and must succeed on a Constitution saving throw or take 1d6 psychic damage and be blinded until the start of the character's next turn. Until the character's rage ends, they can use this effect again on each of their turns as a Bonus Action. Changes 1 and 8 above would be due to how Necromantic energy (Radiant/Necrotic) has been redefined in my world. Change 3 is just mainly due to asthetics for this world. Change 7 is again mostly due to asthetics as if you are in a dungeon or dessert vegetation is not going to be growing readily also compared to the other abilities it was noticeably weaker in effect. ******************************************************* Bolstering Surge Beginning at 6th level, the character can harness their wild magic to bolster themself or a companion. As an Action, they can touch one creature (which can be themself) and confer one of the following benefits (roll 1d6) upon that creature. 1) For 10 minutes, the creature can roll a d4 whenever they make an attack roll or an ability check and add the number rolled to the d20 roll. 2) For 10 hours, the creature gains the Disguise Self spell effect using it or not as they see fit for its duration or until it is dispelled. 3) For 10 hours, the creature gains the Longstrider spell effect for its duration or until it is dispelled 4) For 10 hours, the creature gains the Unseen Servant spell effect for its duration, or it drops to 0 hit points, or it is dispelled. Further this Unseen Servant will never be more than 60 feet from its owner. 5) For 1 hour, the creature gains the Shield of Faith spell effect for its duration or until it is dispelled. 6) For 1 hour, the creature gains the Speak with Animals spell effect for its duration or until it is dispelled. The character can take this action a number of times equal to their proficiency bonus, and they regain all expended uses when they finish a long rest. Harness Surge Also at 6th level, the character has gained a bit more control over their surges and can attempt to influence the result of any Surge roll by making a Charisma Save DC 15 if they succeed, they can increase/decrease the result by 1, for each full 5 over 15 they get they can increase/decrease that result by up to an additional 1 (aka 20 = 1 or 2). This ability stakes with Controlled Surge later on. The part where it gives another player a spell slot seemed a bit out of line with the basic concept and my version of magic and further it was failing to be Wild Magic. The above changes add back in the wildness with a bit of thematic control rather than unexplainable full control. Also if you are curious about those additional 5 abilities I can easily explain them.
Wood Elf Traits * Darkvision • BR 23
* Keen Senses • BR 23
* Fey Ancestry • BR 23
* Trance • BR 23
* Elf Weapon Training • BR 24
* Fleet of Foot • BR 24
* Mask of the Wild • BR 24
* (+2 DEX, +1 WIS) Spell Descriptions
Spoiler:
*Magic Stone LEVEL Cantrip CASTING TIME 1 Bonus Action RANGE/AREA Touch COMPONENTS V, S DURATION 1 Minute SCHOOL Transmutation ATTACK/SAVE Ranged DAMAGE/EFFECT Bludgeoning You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it. *Longstrider
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. * - (a pinch of dirt) *Pass without a Trace
* - (ashes from a burned leaf of mistletoe and a sprig of spruce)
-------------------- Hand Axe. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Nyss Longbow. Ranged Weapon Attack: +7 to hit, reach 5 ft. or range 20 ft./60 ft., one target.
Nyss Claymore. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature.
Equipment: Handaxe (x2), Javelin (x4), Greatsword, Backpack, Bedroll, Mess Kit, Rations (x1), Rope-Hemp (50'), Tinderbox, Torch (x10), Waterskin. Background:
Wanderer:
Personality Traits:
Ideals:
Bonds:
Flaws:
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