Cleric 1. (Will finish in the morning). Sorry for the delay busy several days including today!
Shifter -
Your shifter character has the following traits.
Ability Score Increase. Your Dexterity score
increases by 1.
Age. Shifters are quick to mature both
physically and emotionally, reaching young
adulthood at age 10. They rarely live to be more
than 70 years old.
Alignment. Shifters tend toward neutrality,
being more focused on survival than concepts of
good and evil. A love of personal freedom can
drive shifters toward chaotic alignments.
Size. Shifters range from 5 to almost 7 feet tall,
depending on their subrace. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Darkvision. You have superior vision in dark
and dim conditions. You can see in dim light
within 60 feet of you as if it were bright light,
and in darkness as if it were dim light. You can’t
discern color in darkness, only shades of gray.
Keen Senses. You have proficiency with the
Perception skill.
Shifting. As a bonus action, you can assume a
more bestial appearance. This transformation
lasts for 1 minute, until you die, or until you
revert to your normal appearance as a bonus
action. When you shift, you gain temporary hit
points equal to your level + your Constitution
modifier (minimum of 1 temporary hit point).
You also gain additional benefits that depend on
your shifter subrace, described below.
Once you shift, you can’t do so again until you
finish a short or long rest.
Languages. You can speak, read, and write
Common.
Subrace. Wildhunt
Ability Score Increase. Your Wisdom score
increases by 2.
Natural Tracker. You have proficiency with
the Survival skill.
Mark the Scent. As a bonus action, you can
mark one creature you can see within 10 feet of
you. Until the end of your next long rest, your
proficiency bonus is doubled for any ability
check you make to find the marked creature, and
you always know the location of that creature if
it is within 60 feet of you. You can’t use this trait
again until you finish a short or long rest.
Shifting Feature. While shifted, you have
advantage on Wisdom checks.
Do these seem to be the appropriate abilities of the Changeling in 5E DW?
Changeling Traits
Your changeling character has the following
traits.
Ability Score Increase. Your Charisma score
increases by 2, and either your Dexterity or your
Intelligence increases by 1 (your choice).
Age. Changelings mature slightly faster than
humans but share a similar lifespan—typically a
century or less. While a changeling can
shapeshift to conceal their age, the effects of
aging still catch up to them.
Alignment. Changelings hate to be bound in
any way, and those who follow the path of the
Traveler believe that chaos and change are
important aspects of life. Most tend toward
pragmatic neutrality as opposed to being
concerned with lofty ideals. Few changelings
embrace evil.
Size. In their natural forms, changelings
average between 5 and 6 feet in height, with a
slender build. Your size is Medium.
Speed. Your base walking speed is 30 feet.
Change Appearance. As an action, you can
transform your appearance or revert to your
natural form. You can’t duplicate the appearance
of a creature you’ve never seen, and you revert
to your natural form if you die.
You decide what you look like, including your
height, weight, facial features, the sound of your
voice, coloration, hair length, sex, and any other
distinguishing characteristics. You can make
yourself appear as a member of another race,
though none of your game statistics change. You
also can’t appear as a creature of a different size
than you, and your basic shape stays the same; if
you’re bipedal, you can’t use this trait to become
quadrupedal, for instance. Your clothing and
other equipment don’t change in appearance,
size, or shape to match your new form, requiring
you to keep a few extra outfits on hand to make
the most compelling disguise possible.
Even to the most astute observers, your ruse is
usually indiscernible. If you rouse suspicion, or if
a wary creature suspects something is amiss,
you have advantage on any Charisma
(Deception) check you make to avoid detection.
Changeling Instincts. You gain proficiency
with two of the following skills of your choice:
Deception, Insight, Intimidation, or Persuasion.
Unsettling Visage. When a creature you can
see makes an attack roll against you, you can use
your reaction to impose disadvantage on the roll.
You must use this feature before knowing
whether the attack hits or misses.
Using this trait reveals your shapeshifting
nature to any creature within 30 feet that can
see you. Once you use this trait, you can’t use it
again until you finish a short or long rest.
Divergent Persona. You gain proficiency with
one tool of your choice. Define a persona
associated with that proficiency: establish the
name, race, gender, age, and other details. While
you are in the form of this persona, the related
proficiency bonus is doubled for any ability
check you make that uses that proficiency.
Languages. You can speak, read, and write
Common and two other languages of your
choice.
Ally - Kavill - Reth pities the Investigator for being a Shifter and aids him as he can when not in service to the Darkstar as an unofficial member of the Church of the Flame when the Watch requires Divine aid.
Reth is an Ally out of a sense of loyalty to his kind, though he himself will not admit to that. He genuinely likes Kavill, in a way that he cannot bring himself to like himself due to the view his own clergy have of the Shifter race.
Contact - Elaydren Vorn - Always good to cultivate good relations with House Cannith and Vorn is one whom Reth has had the pleasure of dealing with since the Last War ended.
Reth utilizes Vorn as a contact as a way to get the Darkstar lucrative jobs for House Cannith. Vorn uses Reth to get a discount on said jobs. They make each other look good in the eyes of their respective superiors. It is mutual respect, at least Reth thinks it is.
Rival - Light - A clash of religious philosophy through several encounters in the city has created bad blood between Reth and Light for the past several years.
Their differences are philosophical in nature not ones that lead to blows, heated debates and nothing more. At least nothing more so far. Reth supposes that their rivalry is partially due to their unique histories, there are not many Warforged Clerics or Shifter's that worship the Flame, so by virtue of their uniqueness they cling to their faiths more strongly than similar clergy of other races.
---
Reason for the job - Reth is considering buying his way out of his mercenary contract with the Darkstar. To do that he will need side jobs that do not involve the Company.
Reth stands from the drink he took in the green pool.
His body begins to become insubstantial and he vanishes from sight, "Home, I journey back home!"
Reth removes as many of the items he picked up as he can, "Take these, you may need them my friends".
DM:
Seemed to make the most sense here as we do not know the effects of the pool, also whatever you feel confident having Reth drop that he just picked up he will leave behind for the group.
He shakes his head realizing that it is the effect of these beings that has dazed him. I should be used to it with what I have encountered from the planes but their beauty is quite breathtaking".
Reth kneels and drinks from the crystal clear pool, hoping it purifies him...
"That fire will no doubt keep the Goblins at bay. Should we wait for it to die out and explore that cave or search for another entrance my friends? Of course we will wait for Arsil to return first efore making any final decision but I am curious as to the thoughts the rest of you have. Such a strange place we have found ourselves in..."
Reth nods to Arsil and keeps his eyes on the cave. He turns to Faeryl, "I agree. Odd for Goblins. Though if they feel they face overwhelming odds the usually flee. Perhaps they found us up to the task. If only we could understand their language".
Reth's body language shows he is a bit frustrated certainly the mask on his face betrays no emotion.
Once the flammables are collected together and the fire begins to burn, Reth turns to Arsil, "Shall I summon a herald to deliver the fire unto the cave to clear it out for us?"
Reth sighs, "Yes, yes I understand a cursed parentage and suffer from the same problems. I shall judge you on your actions not your reputation". If he is smiling, you cannot see that beneath the mask.
Reth shakes his head, "You are not wrong. This place is... strange. Disorienting. Faces from different places all coming together at once and without clear agendas leads to mistrust. I am Reth Kaskin, servant of the Silver Flame. If you have come in peace and alliance then I welcome you. Know that where I come from, your people have a mysterious reputation one that sets people on edge".
Reth lowers his bow, "I very much doubt that dark one, the Silver Flame protects me. If you intent is to aid us then I welcome one who believes so strongly in their own prowess". Reth's voice sounds odd behind the metal mask that hides his face. He still observes the newcomers not picking the armor back up quite yet.
Reth would likely collect from the fallen comrades:
Alabaster - Mithral Breastplate +1,
Sareth - Mwk cold iron heavy mace,
Lyrian - Ioun Torch & Potion of Shield of Faith x 3,
Mirage - Ring of Sustenance,
Arthur - Ring of Feather Fall & Manacles of Cooperation.
Reth nods to Arsil for her selection, "I would Read the Threads, I have found that quickness is key when dealing with ones foes, I thank you Velerait".
Reth then turns to his new companions, "As your companions fell fighting beside you it is only proper that you should pick which items they wielded as you wish to aid us moving further".
Reth shakes his head, "I would ask how you know my nature behind my mask but it would be a foolish question based on your nature"
When Reth realizes one of his companions secrets is beyond the Dragons discernment he adds, "Though in light of the fact that the true nature of my new companions is unknown to you it is strange indeed that mine is so obvious. Its the smell isn't it? No matter how hard I scrub... oh nevermind".
Reth turns to Arsil, "I must admit I am disoriented due to the unusual circumstances of my day that said I do agree to these terms.
The one thing I want I do not believe can be granted to me, still the powers you can gift are indeed wonderful..."
"I would be more willing to aid you oh great Dragon of the planes were it not for the fact that you are leaving out some information. Is it because you believe that we would not help you if we knew? If so, then help you I shall not..."
Reth's eyes alight with understanding, "I see now, I thought that the magic might provide a portal out of here. What this is, is a ritual for a way to bring this being back to life, a way out from death so to speak".
"Any dealings with Dragons are dangerous on my homeworld but those same rules may not apply here..."
As the new acquaintances finally enter the room Reth casts Detect Magic and attempts to red the script. Draconic motif continues, this does not bode well....
Linguistics DC 101d20 + 5 ⇒ (14) + 5 = 19
Linguistics DC 251d20 + 5 ⇒ (6) + 5 = 11
"This seems to be a ritual but I am not understanding all of its deeper mysteries... certainly it appears to be a way out"