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Buzz 2

Posted by NarratorFor group 0
Narrator
GM, 19 posts
Thu 12 Dec 2019
at 02:23
  • msg #1

Buzz 2

Buzz
Human Light Domain Cleric
Str: 15
Dex: 12
Con:14
Int: 9
Wis: 16
Cha: 12

AC(Scale Mail & Shield): 17         HP: 38           Initiative: +1        Passive Perception:13

Saves- Str: Dex: Con: Int: Wis: Cha:

Weapons
-Mace: +5 to hit 1D8+2
-Light Crossbow: +4 to hit 1D8
Skills
History, Religion, Insight, Medicine
Special Abilities
-Channel Divinity(1 per rest): Turn undead Wis save vs spell or flee OR Con save vs spell or 2d10+5 damage, successful save halves damage
- Warding Flare(3 per rest): As a reaction(when attacked) Impose disadvantage on your attacker

Spells
Cantrip
1st- burning hands,
2nd- scorching ray
3rd- fireball(aoe),

High Elf Rogue with a bow
Str: 8
Dex: 18
Con: 12
Int:14
Wis: 10
Cha:14

AC(Studded Leather):16        HP: 33           Initiative: +4        Passive Perception:13

Saves- Str:-1 Dex:+6 Con:+1 Int:+5 Wis:+0 Cha:+2
Weapons
-Longbow: +7 1d8
-Longsword: +7 1D8+3
Skills
Stealth(expert), Perception, thieves tools(expert), persuasion, sleight of hand, Acrobatics, Investigation
Special Abilities
-Sneak Attack +1D6 damage on targets you have advantage against
-Cunning action(Disengage, Dodge or hide as a free action)
- Assassin( advantage on anyone who has not yet gone, 1st round only)
buzz
player, 1 post
11,14,13,14,16,12
Thu 12 Dec 2019
at 02:30
  • msg #2

Buzz 2

In reply to Narrator (msg # 1):
 For my cleric:

Saves: +3 charisma +3 wisdom

Str +2
Dex +1
Con +2
Int -1
Wis +3
Chr +1

2 3rd lvl
Bestow Curse
Bestow Curse 3rd-level necromancy
Casting Time: 1 action Range: Touch Components: V, S Duration: Concentration, up to 1 minute
You touch a creature, and that creature must succeed on a W isdom saving throw or becom e cursed for the duration of the spell. When you cast this spell, choose the nature of the curse from the following options:
• Choose one ability score. W hile cursed, the target has disadvantage on ability checks and saving throws made with that ability score. • W hile cursed, the target has disadvantage on attack rolls against you. • W hile cursed, the target must make a W isdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing. • W hile the target is cursed, your attacks and spells deal an extra 1d8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM ’s option, you may choose an alternative curse effect, but it should be no more powerful than those described above. The DM has final say on such a curse’s effect. At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, the duration is concentration, up to 10 minutes. If you use a spell slot of 5th level or higher, the duration is 8 hours. If you use a spell slot of 7th level or higher, the duration is 24 hours. If you use a 9th level spell slot, the spell lasts until it is dispelled. Using a spell slot of 5th level or higher grants a duration that doesn’t require concentration.


Mass Healing Word
M a s s H e a l i n g W o r d 3rd-level evocation
Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous
As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. W hen you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

3 2nd lvl
Hold Person
H o l d P e r s o n 2 nd-level enchantment
Casting Time: 1 action Range: 60 feet Components: V, S, M (a small, straight piece of iron) Duration: Concentration, up to 1 minute
Choose a humanoid that you can see within range. The target must succeed on a W isdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another W isdom saving throw. On a success, the spell ends on the target. At Higher Levels. W hen you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.


Aid
Aid 2nd-level abjuration
Casting Time: 1 action Range: 30 feet Components: V, S, M (a tiny strip of white cloth) Duration: 8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. W hen you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd



Enhance Ability
En h a n c e A b i l i t y 2 nd-level transmutation
Casting Time: 1 action Range: Touch Components: V, S, M (fur or a feather from a beast) Duration: Concentration, up to 1 hour.
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on W isdom checks. At Higher Levels. W hen you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.


4 1st lvl
Shield of Faith
Sh i e l d o f Fa i t h 1st-level abjuration
Casting Time: 1 bonus action Range: 60 feet Components: V, S, M (a small parchment with a bit of holy text written on it) Duration: Concentration, up to 10 minutes
A shimmering field appears and surrounds a creature of your choice within range, granting it a +2 bonus to AC for the duration.


Bless
Bless 1st-level enchantment
Casting Time: 1 action Range: 30 feet Components: V, S, M (a sprinkling of holy water) Duration: Concentration, up to 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. W hen 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.

Bane
Bane 1st-level enchantment
Casting Time: 1 action Range: 30 feet Components: V, S, M (a drop of blood) Duration: Concentration, up to 1 minute
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw. 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 1s

Guiding Bolt
G u i d i n g B o l t 1st-level evocation
Casting Time: 1 action Range: 120 feet Components: V, S Duration: 1 round
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.



4 Cantrips:
Light
L i g h t Evocation cantrip
Casting Time: 1 action Range: Touch Components: V, M (a firefly or phosphorescent moss) Duration: 1 hour
You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

Resistance
R e s i s t a n c e Abjuration cantrip
Casting Time: 1 action Range: Touch Components: V, S, M (a miniature cloak) Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one saving throw of its choice. It can roll the die before or after making the saving throw. The spell then ends.

Sacred Flame
Sa c r e d F l a m e Evocation cantrip
Casting Time: 1 action Range: 60 feet Components: V, S Duration: Instantaneous
Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw. The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

T h a u m a t u r g y Transmutation cantrip
Casting Time: 1 action Range: 30 feet Components: V Duration: Up to 1 minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
• Your voice boom s up to three times as loud as normal for 1 minute. • You cause flames to flicker, brighten, dim, or change color for 1 minute. • You cause harmless tremors in the ground for 1 minute. • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. • You instantaneously cause an unlocked door or window to fly open or slam shut. • You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
This message was last edited by the player at 03:27, Thu 12 Dec 2019.
buzz
player, 2 posts
11,14,13,14,16,12
Thu 12 Dec 2019
at 03:22
  • msg #3

Buzz 2

In reply to Narrator (msg # 1):

Theren Nailo
Boots of Sneaking
Advantage on stealth checks

Magical Longsword
Attack +1
Damage +1
1d4 against evil on successful hit

Carver Brightflame
Magical Morningstar:
+6 to hit 1D8+3

New Armor Class Half Plate
AC 19
This message was last edited by the player at 02:16, Fri 13 Dec 2019.
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