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14:04, 27th April 2024 (GMT+0)

Ben (Nina)

Ben, Lv3 Human Warlock (Fiend, Tome)
Alignment: Neutral Good(?)

Initiative: +2   Speed: 30 Ft   Vision: Normal.
HP: 58  Hit Dice: 3/3 1d8+3(CON)
AC: 17/19 (Half Plate/Armor+shield)
Prof Bonus: +2
Save Perks: WIS/CHA. WIS(0+2= 2), CHA(3+2= 5)
Melee Mod: -1+2= +1 To-Hit, -1 DMG.
CHA MELEE: 3+2+1= +6 To-Hit, +4 DMG. (+5?)
NOTE: Shillelagh Enables CHA Melee.
Ranged Mod: DEX, 2+2= 4, +2 DMG.
STR, -1+2 = +1, -1 DMG.
Spell DC: [8+Prof(2)+CHA(3)+Ench(1)]= 14
Spell Vs AC: 2+3+1= +6


Armor Prof: Light and Medium Armor(F), Shields(F).
Weapon Prof: All Simple.
Tool Prof: Calligraphy.
Trained Skills: Acrobatics(+4). Arcana(+2/+5). Perception(+2). Persuasion(+5). Religion(+2/+5).
"Dusting off the 'Screw it, your casting stat works for arcane lore/religion' House Rule.
Which was ironically created for the benefit of Paladins."

Languages: Common. Abyssal.

Base Stats.
STR 08(-1)  DEX 14(+2)  WIS 10(+0)
CON 16(+3)  INT 10(+-)  CHA 16(+3)


Variant Human Perks: +1 CHA/+1 DEX. Picked Acrobatics for skill. Picked "Moderately Armored" for Feat.

Warlock Perks:

Cantrips Known: 2 Normal, 3 Tome.
Spells Known: 4.
Spell slots: 2 2nd.
Invocations: 2.
Rituals: See Below.

Cantrip scale: 2/3/4 Warlock Cantrips, at lv 1/4/10.
Normal slots scale: 1/2/3/4 at Lv 1/2/11/17. 1st-5th at Lv 1/3/7/9. (Short rest).
Long rest single serving: One each for 6th-9th, at Lv 11/13/15/17. (Long rest).
Invocations scale: 2/3/4/5/6/7/8, at Lv 2/5/7/9/12/15/18.  (Various).

Pact Boon: Tome: Learn 3 Cantrips from ANY list, counting as Warlock spells.
If I lose it, I can use a 1 hour summon for a new one that destroys old book.
Invocation: Unlocks Ritual casting. Came with two free 1st Lv ritual tagged spells (Can only cast as ritual, via tome).

Lore type; Fiend:

Expanded Spell List: My auto learned spells. Sorted by Spell level.
1st: Burning Hands. Command.
2nd: Blindness/Deafness, Scorching Ray.
3rd: Fireball, Stinking cloud.
4th: Fire Shield, Wall of Fire.
5th: Flame Strike, Hallow.

Dark One's Blessing (Lv1): When I down a Hostile target, I gain CHA+Warlock LV THP. 3+3= 6.

Dark One's Own Luck (Lv6): Short rest recharge. After I make a Save throw or Ability check, I can declare I add 1d10 to the roll (Retcon grade).

Fiendish Resilience (Lv10): Short rest. Pick ONE damage type, I gain resistance. Magic and Silver weapons bypass this though.

Hurl Through Hell (Lv14): Long rest. When I hit a creature with an Attack (do save throw spells count?), I declare this happens.  Target vanishes to pocket hell space until End Of My Next turn. Target Returns to original tile or nearest safe tile.  If not a Fiend, target also takes 10d10 Psychic DMG.

Eldritch Master (Lv20): Once per long rest, I can spend 1 Minute to refill my "Pact Magic" Spell slots.
Confirm whether this means all slots, or only a super weak "Skip a short rest once a day" perk.


Invocations: 2 to pick so far.
Lv2: Agonizing Blast. Add CHA to E Blast DMG.
Lv2 b: Book of Ancient Secrets. Unlocks ritual casting of my Warlock spells, and Inscribing of more for Ritual use only.
To start with I get two free 1st Lv Ritual tag spells. To inscribe more, the Spell Lv must be half my Warlock Lv (rounded up). For example, Lv 3 Warlock may scribe Lv2 spells. (3/2 = 1.5, rounds to 2).
Warlock Lv to Spell LV scale is.  x/3/5/7/9/11/13/15/17 Warlock, for 1st/2/3/4/5/6/7/8/9.

Rituals:
Warlock Memorized Ritual tags.
None yet.

Tome inscribed rituals.
1st:Identify. Unseen Servant (Freebie).  Purify Food and Water (Freebie).
2nd: ???

Cantrips list:

Eldritch Blast:
Evocation. V,S.
Action: Standard. Ranged attack Vs AC. 120 Ft/24 Tile.
Scale: 5/11/17, for 2nd, 3rd, and 4th shot.
     +6 Vs. AC; 1d10+4 DMG, Force.

Create Bonfire; TOME:
Conjuration. V,S.
Action: Standard. Range 60ft/12 Tile. DEX Save.
Duration: Concentrate, up to 1 minute.
Scale: Lv 5/11/17 for 2/3/4d8.
     Summon a 1 tile bonfire on the ground where I can see within range.
     DC 14 Vs DEX. 1d8+4 Fire. When cast on top of a Target, Target First enters, or ENDS turn inside. DOES NOT HURT ON START OF TURN.

Shillelagh (AKA: club spell); TOME:
Transmutation. V,S,M.
Duration: 1 Minute (NO Concentration needed).
Action: Bonus.  Touch.
     Touch one Club or Staff. As long as I hold it, counts as a Magical 1d8 weapon. Which I can use CHA for my Melee attacks with.
     +6 Vs. AC; 1d8+5 DMG, Blunt (1 point is Fire).

Prestidigitation:
Transmutation. V,S.
Duration: 1 Hour.
Action: Standard. Range 10 feet/2 tile. Up to three separate effects at once.
A; Instant harmless sensory effect. Sparks, puff of smoke, sound, odd odor.
B; Instant Light or snuff a candle, torch, or small campfire.
C; Instant Clean or soil an object no larger than 1 cubit foot.
D; Chill, Warm, or Flavor up to 1 cubic foot of nonliving material for 1 hour.
E; Make a color, small mark, or symbol appear on an object or surface for 1 hour.
F; Create a nonmagical trinket or illusory image that can fit in my hand, until end of my next turn.

Mending:
Transmutation. V,S,M. (Two lodestones).
Action: 1 Minute cast time (then instant result). Touch.
     Repair a single break or tear in an object I touch. Such as a broken chain link, two halves of a broken key, torn cloak, leaking wineskin, etc. Damage must be no larger than 1 foot in any dimention.
  Can physically repair magic items or constructs, but can't replace lost magic.

Warlock Spells: See below.

BG: Outlander (Edit):
Origin: Seeker of ancient texts.
Feature; Wanderer: Perfect Recall for Maps, Geography, terrain, etc.  Auto Forage for Myself and five other people once a day.
Skill Training: Perception, Religion.
Tool Prof: Calligraphy.

Feats: Human: Moderately Armored (+1 DEX. Prof with Medium armor, AND Shields).
Lv 4: TBA.

Armor: Half Plate [15+2(Dex max 2)= 17].  Shield [+2 AC].

Weapons:
??? Staff +1: 1d6(1d8 Ver)+4 DMG, +6 To-hit.
[Or, +5 DMG with 1 point being fire]
+1 DMG (Ench) To all Spell Attacks, 14 DC.
+1 Fire DMG for Melee.
??? Fire spells add Spellcasting mod to DMG.
Staff functions as a high powered magical torch/lantern, which may bypass magical darkness.
Free action toggles, Max ranges of ??? for Lantern and ??? for Bullseye style.

Club: +4 To-Hit, 1d4+2 DMG, blunt. Light.
(+6 To-hit. 1d8+3/4 with cantrips).

Dagger: +4 To-Hit, 1d4+2 DMG. Pierce. Finesse , Light, thrown (20/60 ft, 5/12 Tile)

Magic Combat Gear:
Attune: 1/3. ??? Staff +1.

??? Staff +1: 1d6(1d8 Ver). Blunt.
+6 To-hit (CHA). +5 Melee DMG (1 is fire).

??? Staff +1: 1d6(1d8 Ver)+4 DMG, +6 To-hit.
[Or, +5 DMG with 1 point being fire]
+6 Hit, +1 DMG To Spell Attacks, 14 DC.
+1 Fire DMG for Melee.
??? Fire spells add Spellcasting mod to DMG.
Staff functions as a high powered magical torch/lantern, which may bypass magical darkness.
Free action toggles, Max ranges of ??? for Lantern and ??? for Bullseye style.

Other Magic Gear:

Nothing yet.

Equipment: Non magical gear not often kept up to date. Because sometimes I'm lazy too
Update eventually:

Yaaaaay don't need to worry about Mundane item counting.

Money: CASH
Update eventually:

Warlock Spells:

1st Level:
Path: Burning Hands. Command.
Picks: Hex. Hellish rebuke.
??? Maybe I have protection from Evil and good?

Burning Hands:
Evocation. V,S.
Action: Standard. 15 foot cone (3 tile cone), Vs DEX, Half on Save.
Scale: 3d6 1st lv base. +1d6 per lv after. (at 4d6).
  Ignites loose objects.
     DC 14 Vs. DEX; 4d6+4 DMG, Fire. Half On Save. 15 Foot/4 Tile cone.

Command:
Enchantment. V.
Action: Standard. 60 foot/12 Tile. Vs WIS. (Must understand language).
Scale: 1 target base 1st. +1 Target within 30ft/6 tiles of primary. (at 2 targets).
  ONE WORD command. Target must understand language, not be undead, and command can't be directly harmful. Activates on their next turn, and only lasts until Start of their next turn.  GM discretion aside from the following hard examples.
  The BIG deal, is that the target ends it's turn after doing your order. So this is a soft "Skip your turn."
  Approach: Must move towards you by most direct (safe) route, ends turn once adjacent.
  Drop: Make it drop something then end it's turn.
  Flee: Moves away by the farthest fastest (Safe) means possible. (Comedy, make a dude waste their dimension door).
  Halt: Just stands there and ends turn. A flying creature will hover, or buzzard circle minimum distance to stay in air.
     DC 14 Vs. WILL; 2 Targets (2nd within 6 tiles of primary). Target obeys command.

Hellish Rebuke:
Evocation. V,S.
Action: Reaction to Taking DMG (enemy must be within 60ft/12 tiles).
Scale: 2d10 Fire, base 1st. +1d10 each lv. (at 3d10). Half on Save.
    14 DC Vs. DEX; 3d10+4 DMG, Fire. Half on Save.

Hex:
Enchantment. V,S,M (Petrified eye of newt).
Action: Bonus. Concentrate, up to 1 hour.  Range 90 ft/18 tile.
AUTO HIT. Bonus action combo chain if original victim drops.
Scaling: Just time, mostly for IC sabotage with the Disad on ability checks. 3rd or 4th, 3 hours. 5th, 24 hours.
     AUTO HIT. I deal +1d6 Necro When I hit with attacks (do save throw powers count?). Also choose one ability score on cast, target has Disad on ability checks (Skills, non Save stat checks). If target drops, I can bonus action (Whenever, it's banked on the corpse) to transfer it to a new target.

I MIGHT NOT HAVE THIS, I MIGHT HAVE RETRAINED IT TO HOLD PERSON.
Protection from Evil and Good
Abjuration. V,S,M. (Holy water, OR powedered silver and iron. Spell consumes).
Action: Standard, Touch. Concentrate up to 10 minutes.
  One willing target is protected from one creature type from a list.
Aberrations. Celestials. Elementals. Fey. Fiends. And Undead.
  Against the buff target, such creatures will have Disad on all attack rolls.
Buff target also can't be charmed, frightened, or possessed by them. And gets ADV on saves on such if already effected. (Though as ever, most Vs Save powers bypass).

2nd Level
Path: Blindness/Deafness, Scorching Ray.
Picks: Cloud of Daggers (lv3 pick). ??? (Lv3 retrain).
(Keep in mind. Protection from Evil is a 1st lv spell)

Blindness / Deafness:
Necromancy. V.
Action: Standard. Range 30ft/6 tiles. Concentrate, up to 1 minute. Vs Con.
Scaling: 1 target base, 2nd. +1 target each lv (at 1 target).
  Blind: Auto fail anything that needs sight (such as "target that you can see" spells). Grant ADV to enemy attacks, while suffering Disad on own Attacks (Vs AC).
  Deaf: Can't hear, and auto fails any check that needs hearing.
     DC 14 Vs. CON; Target is Blind OR Deaf, my pick. Target gets saves at End of It's turns.

Cloud of Daggers:
Conjuration. V,S,M (Sliver of glass).
Action: Standard, Concentrate up to 1 minute. 60 feet/12 tile, 1 tile wide zone.
AUTO HIT. Can be a mid air tile.
Scaling: 4d4 base 2nd. +2d4 each lv. (at 4d4).
     1 tile zone within 60ft/12 tiles. 4d4+1 Auto DMG When target Enters (once), or starts turn inside zone.

MIGHT NOT HAVE THIS, MIGHT HAVE 1ST LV PROTECTION FROM EVIL INSTEAD.
Hold Person
Enchantment. V,S,M. (A small, straight piece of iron).
Action: Standard. Concentrate up to 1 minute. 60 Ft/12 tile vs Will.
Scaling: Base 1 target, 2nd. +1 target within 30ft/6 tiles of primary (at 1 target).
  Paralyze: Incapacitated (Can't take actions or reactions). Can't move or speak.
Auto fail STR and DEX saves.
Attack Rolls have ADV.
!!! If within 5 feet (next to) victim, Attacks that hit are auto crit.
     DC 14 Vs. WIS; Humanoid target, paralyzed. Gets a WIS save at the END of each turn to end spell.

Scorching Ray:
Evocation. V,S.
Action: Standard, vs AC. 120ft/24 Tile.
Scale: Shot count. 3 shots at base 2nd. +1 ray per lv (at 3 rays).
     +6 Vs. AC; 2d6+4 DMG, Fire. Three Rays, I pick targets.

Ritual Reference:
Pros Cons of Ritual casting.
Pros: Does not use up spell slots. Can be cast without memorization via features (Wizard spellbook, Warlock Pact Tome).
Cons: +10 Minute casting time. Can only be cast at it's default level (But that's only a thing for Animal Messenger, by Vanilla).

1st: Identify. Purify food and water.  Unseen servant.

2nd: None?

1st Lv Rituals

Identify:
Divination. Ritual. V,S,M (Pearl and owl feather).
Action: Standard, +10 Minutes. Touch.
     Does Identify, duh.  Can also ID spells currently effecting people.

Purify Food and Water:
Transmutation. V,S.
Action: Standard, +10 minutes. 10 ft/2 tile.
     All non magical food and drink within a 5 foot sphere is purified and made free of poison and disease. (So… You can purify Snow white's apple of magical poison… But you can't purify a magical apple, wut).

Unseen Servant:
Conjuration. Ritual. V,S,M (piece of wood and string).
Action: Standard, +10 Minutes. 60ft/12 tile original cast location.
Duration: 1 hour.
     Create an invisible mindless force entity. AC 10, 1 HP. STR 2, but can't attack.
As a bonus action, can either move it up to 15ft/3 tiles and interact with an object. Or give it orders that let it do more than that all on it's own. Very contradictory capabilities.
Examples:
A: "I order you to move 3 tiles, and open the cabinet." And that rates a bonus action.
B: "I order you to sort the contents of the cabinet on the other side of the room." And it will travel up to it's range limit and do the whole job in one bonus action.
  60 foot/12 tile leash limit or it ends early. (So tiny).



http://engl393-dnd5th.wikia.com/wiki/Ritual

Index of Ritual tagged spells.
    Alarm; 1st-level abjuration (ritual)
    Animal Messenger; 2nd-level enchantment (ritual)
    Augury; 2nd-level divination (ritual)
    Beast Sense; 2nd-level divination (ritual)
    Commune; 5th-level divination (ritual)
    Commune with Nature; 5th-level divination (ritual)
    Comprehend Languages; 1st-level divination (ritual)
    Contact Other Plane; 5th-level divination (ritual)
    Detect Magic; 1st-level divination (ritual)
    Detect Poison and Disease; 1st-level divination (ritual)
    Divination; 4th-level divination (ritual)
    Drawmij's Instant Summons; 6th-level conjuration (ritual)
    Feign Death; 3rd-level necromancy (ritual)
    Find Familiar; 1st-level conjuration(ritual)
    Forbiddance; 6th-level Abjuration (ritual)
    Gentle Repose; 2nd-level necromancy (ritual)
    Identify; 1st-level divination (ritual)
    Illusory Script; 1st-level illusion (ritual)
    Leomund's Tiny Hut; 3rd-level evocation (ritual)
    Locate Animals or Plants; 2nd-level divination (ritual)
    Magic Mouth; 2nd-level illusion (ritual)
    Meld into Stone; 3rd-level transmutation (ritual)
    Phantom Steed; 3rd-level illusion (ritual)
    Purify Food and Drink; 1st-level transmutation(ritual)
    Rary's Telepathic Bond; 5th-level Divination (ritual)
    Silence; 2nd-level illusion (ritual)
    Speak with Animals; 1st-level divination (ritual)
    Tenser's Floating Disk; 1st Level Conjuration (ritual)
    Unseen Servant; 1st-level conjuration (ritual)
    Water Breathing; 3rd-level transmutation (ritual)
    Water Walk; 3rd level transmutation (ritual)