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神死 - Shén sǐ
 Art taken from https://www.pinterest.com/janem1865/vocaloid/
Other Images/Appearances - Character Info
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- Name : 神死 (Shén sǐ)
- Race : Han (Half-Elf)
- Age : 23 years
- Height : 162 cm
- Weight : 50 kg
- Languages : Common, Han, Yue
Character Creation
- Roll Result : {12, 16, 13, 9, 16, 12}
- Tang : Perception
- Han :
- Gain proficiency in Persuasion, Deception, and on short sword or rapier.
- Gain Observant, Mobile, and Resilient (Charisma) feat.
- Possess a Jian (short sword or rapier) and a suit of fine clothes regardless of Wealth.
- God Marked
- Gain Magic Initiate feat
- Gain one other feat: Actor
Character Statistics - Code:
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Ability Mod Score Base Traits Misc STR -1 9 9 0 0 DEX +4 18 16 +1 +1 CON +2 14 13 +1 0 INT +1 12 12 0 0 WIS +2 14 12 0 +2 CHA +5 20 16 +2 +2
Misc Log
- Resilient(Cha), Cha +1
- Actor, Cha +1
- Observant, Wis +1
- Ability Score Increase, Dex +1 Wis +1
- Combat
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- HP : 105
- HD : 6d8 + 7d10
- AC : 15 (10 + 4 Dex + 1 Basic Martial Arts)
- Speed : 40ft (30 + 10 Mobile)
Ranks
- Total Ranks : 52
- Current Max Rank: 5
- Proficient Skills
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- Saves
- ●●●●● Dexterity
- ●●●● Charisma
- Skills
- ●●●● Acrobatic
- ●●●● Deception
- ●●●● Insight
- ●●●●● Intimidation
- ●●●○ Investigation
- ●●●● Medicine
- ●●●● Perception
- ●●●●● Performance
- ●●●● Persuasion
- ●●●● Religion
- ●●●○ Stealth
- Weapons
- ●○○○ -Simple Weapons-
- ●○○○ Hand Crossbows
- ●○○○ Longswords
- ●●●●● Rapiers
- ●○○○ Shortswords
- Spells
- ●○○○ Bane
- ●○○○ Command
- ●○○○ Faerie Fire
- ●○○○ Hold Person
- ●○○○ Hypnotic Pattern
- ●○○○ Searing Smite
- ●○○○ Shatter
- ●○○○ Thunder Wave
- ●○○○ Thunderous Smite
- ●○○○ Vicious Mockery
- ●○○○ Wrathful Smite
- Tools
- ●●●● Huqin
- ●○○○ Pipa
- ●●●● Xun
- Untrained
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Rank Log Level 1:
- Upgrade Skill Rank : Deception, Performance, Persuasion
- Upgrade Weapon Rank : Rapiers
Level 2:
- Upgrade Save Rank : Dexterity
- Upgrade Skill Rank : Stealth, Intimidation, Perception
Level 3:
- Upgrade Save Rank : Charisma
- Upgrade Skill Rank : Acrobatic, Medicine
- Upgrade Tools Rank : Xun
Level 4:
- Upgrade Skill Rank : Insight, Investigation, Religion
- Upgrade Tools Rank : Huqin
Level 5:
- Upgrade Save Rank : Dexterity
- Upgrade Skill Rank : Intimidation, Performance
- Upgrade Weapon Rank : Rapiers
Level 6:
- Upgrade Save Rank : Charisma
- Upgrade Skill Rank : Deception, Investigation, Persuasion
Level 7:
- Upgrade Improficient Tools Rank : Cooking Utensil
- Upgrade Skill Rank : Perception, Medicine
Level 8:
- Upgrade Skill Rank : Insight, Stealth, Acrobatic
- Upgrade Tools Rank : Huqin
Level 9:
- Upgrade Save Rank : Dexterity
- Upgrade Skill Rank : Intimidation, Performance
- Upgrade Weapon Rank : Rapiers
Level 10:
- Upgrade Save Rank : Charisma
- Upgrade Skill Rank : Deception, Medicine, Perception
Level 11:
- Upgrade Skill Rank : Insight, Persuasion, Religion
- Upgrade Tools Rank : Xun
Level 12:
- Upgrade Skill Rank : Acrobatic, Religion
- Upgrade Tools Rank : Huqin, Xun
Level 13:
- Upgrade Save Rank : Dexterity
- Upgrade Skill Rank : Intimidation, Performance
- Upgrade Weapon Rank : Rapier
Race and Class - Half Elf
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- Size. Medium
- Speed. 30ft.
- Darkvision. 60ft. Dim light = bright, darkness = dim light.
- Fey Ancestry. Advantage vs Charm, Magic can't put you to sleep.
- Skill Versatility(Intimidation, Performance). You gain proficiency in two skills of your choice.
College of Lore Bard, Level 6 - Proficiencies
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- Armor : Light Armor
- Weapon : Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
- Saving Throw : Dexterity, Charisma
- Skills : Acrobatic, Stealth, Medicine
- Tools : Xun, Pipa, Huqin
- Class Features
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Bardic Inspiration (d8) You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Jack of All Trades Starting at 2nd level, you can add +1 to any ability check you make that doesn’t already include your rank bonus. Song Of Rest Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level. Expertise (Performance, Intimidation) At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 10th level, you can choose another two skill proficiencies to gain this benefit. Font of Inspiration Beginning when you reach 5th level, you regain all of your expended uses of Bardic Inspiration when you finish a short or Long Rest. Countercharm At 6th level, you gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being Frightened or Charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are Incapacitated or silenced or if you voluntarily end it (no action required). - College of Lore
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Bonus Proficiencies (Insight, Investigation, Religion) When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice. Cutting Words Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an Attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the Attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being Charmed. Additional Magical Secrets (Haste, Shield) At 6th level, you learn two Spells of your choice from any class. A spell you choose must be of a level you can cast, as shown on the Bard table, or a cantrip. The chosen Spells count as bard Spells for you but don’t count against the number of bard Spells you know.
- Bard Spells
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- Learned Cantrips : 3 (+ 2 Magic Initiate, Godmarked)
- Learned Spells : 7 (+ 1 Magic Initiate, Godmarked)
- Max Spell Level : 2
- Cantrips
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Light 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. Prestidigitation Transmutation cantrip Casting Time: 1 action Range: 10 feet Components: V, S Duration: Up to 1 hour This spell is a minor magical trick that novice spell-casters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. Vicious Mockery Enchantment cantrip Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4). Booming Blade, Magic Initiate Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Greenflame Blade, Magic Initiate Evocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: Instantaneous
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
- Lv 1 Spells
- Slots: 4
Healing Word 1st-level evocation Casting Time: 1 bonus action Range: 60 feet Components: V Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st. Faerie Fire 1st-level evocation Casting Time: 1 Action Range: 60 Feet Components: Verbal Duration: Concentration, up to 1 minute
Each object in a 20-foot cube within range is outlined by blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Sleep 1st-level enchantment Casting Time: 1 action Range: 90 feet Components: V, S, M (a pinch of fine sand, rose petals, or a cricket) Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st. Thunder Wave 1st-level evocation Casting Time: 1 action Range: Self (15-foot cube) Components: V, S Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st. Shield, Additional Magical Secret 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range: Self Components: V, S Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from the spell magic missile. Mage Armor, Magic Initiate 1st-level abjuration Casting Time: 1 action Range: Touch Components: V, S, M (a piece of cured leather) Duration: 8 hours
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
- Lv 2 Spells
- Slots: 3
Enhance Ability 2nd-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 Wisdom checks.
At Higher Levels. When 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.
Knock 2nd-level transmutation Casting Time: 1 action Range: 60 feet Components: V Duration: Instantaneous
Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.
A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.
If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.
When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object Lesser Restoration 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned. Shatter 2nd-level evocation Casting Time: 1 action Range: 60 feet Components: V, S, M (a chip of mica) Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone or metal has disadvantage on this saving throw.
A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell's area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
- Lv 3 Spells
- Slots: 3
Hypnotic Pattern 3rd-level illusion Casting Time: 1 action Range: 120 feet Components: S, M (a glowing stick of incense or a crystal vial filled with phosphorescent material) Duration: Concentration, up to 1 minute
You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.
Oath of Vengeance Paladin (Multiclassed) , Level 7 - Proficiencies
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- Armor : Light Armor, Medium Armor, Shields
- Weapon : Simple Weapons, Martial Weapons
- Class Features
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Divine Sense The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses. Lay on Hands Your blessed touch can heal wounds. You have a pool of Healing power that replenishes when you take a Long Rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of Healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple Diseases and neutralize multiple Poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on Undead and constructs. Fighting Style: Dueling When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Divine Smite Starting at 2nd level, when you hit a creature with a melee weapon Attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each Spell Level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an Undead or a fiend. Divine Health By 3rd level, the Divine Magic flowing through you makes you immune to disease Extra Attack Beginning at 5th level, you can Attack twice, instead of once, whenever you take the Attack action on Your Turn. Aura of Protection Starting at 6th level, whenever you or a friendly creature within 10 feet of you must make a saving throw, the creature gains a bonus to the saving throw equal to your Charisma modifier (with a minimum bonus of +1). You must be conscious to grant this bonus.
At 18th level, the range of this aura increases to 30 feet. - Oath of Vengeance
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Oath Spells You gain oath spells at the paladin levels listed: - Code:
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Paladin Level | Spells 3rd | bane, hunter’s mark 5th | hold person, misty step 9th | haste, protection from energy 13th | banishment, dimension door 17th | hold monster, scrying
Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options.
- Abjure Enemy. As an action, you present your holy symbol and speak a prayer of denunciation, using your Channel Divinity. Choose one creature within 60 feet of you that you can see. That creature must make a W isdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, the creature is frightened for 1 minute or until it takes any damage. While frightened, the creature’s speed is 0, and it can’t benefit from any bonus to its speed. On a successful save, the creature’s speed is halved for 1 minute or until the creature takes any damage.
- Vow of Enmity. As a bonus action, you can utter a vow of enmity against a creature you can see within 10 feet of you, using your Channel Divinity. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points or falls unconscious.
Relentless Avenger By 7th level, your supernatural focus helps you close off a foe’s retreat. When you hit a creature with an opportunity attack, you can move up to half your speed immediately after the attack and as part of the same reaction. This movement doesn’t provoke opportunity attacks.
- Paladin Spells
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- Prepared Spell Capacity : 6 (5 Cha + 1)
- Max Spell Level : 2
- Lv 1 Spells
- Slots: 4
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 1st. 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. 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. Command 1st-level enchantment Casting Time: 1 action Range: 60 feet Components: V Duration: 1 round You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.
- Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
- Drop. The target drops whatever it is holding and then ends its turn.
- Flee. The target spends its turn moving away from you by the fastest available means.
- Grovel. The target falls prone and then ends its turn.
- Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them. Cure Wounds 1st-level evocation Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. Hunter's Mark 1st-level divination Casting Time: 1 bonus action Range: 90 feet Components: V Duration: Concentration, up to 1 hour
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. Searing Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute
The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot above 1st. Thunderous Smite 1st-level evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration, up to 1 minute
The first time you hit with a melee weapon attack during this spell's duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone. Wrathful Smite 1st-level Evocation Casting Time: 1 bonus action Range: Self Components: V Duration: Concentration up to 1 minute
The next time you hit with a melee weapon attack during this spell’s duration, your attack deals an extra 1D6 psychic damage. Additionally, if the target is a creature, it must make a Wisdom saving throw or be frightened of you until the spell ends. As an action, the creature can make a Wisdom check against your spell save DC to end this spell.
- Lv 2 Spells
- Slots: 3
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: When 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. Hold Person 2nd-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 Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels: When 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. Misty Step 2nd-level Conjuration Casting Time: 1 Bonus action Range : Self Components : V Duration : Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Protection from Poison 2nd-level abjuration Casting Time: 1 action Range: Touch Components: V, S Duration: 1 hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
- Feats
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Godmarked: Magic Initiate (Sorcerer, Charisma) Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class’s spell list. In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again. You may choose the spellcasting ability of these spells. Godmarked: Actor Skilled at mimicry and dramatics, you gain the following benefits:
- Increase your Charisma score by 1, to a maximum of 20.
- You have advantage on Deception(Charisma) and Performance(Charisma) checks when trying to pass yourself off as a different person.
- You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Insight(Wisdom) check contested by your Deception(Charisma) check allows a listener to determine that the effect is faked.
Mobile, Han You are exceptionally speedy and agile. You gain the following benefits:
- Your speed increases by 10 feet.
- When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
- When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Observant, Han Quick to notice details of your environment, you gain the following benefits:
- Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
- If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.
- You have a +5 bonus to your passive Perception(Wisdom) and passive Investigation(Intelligence) scores.
Resilient (Charisma), Han Choose one ability score. You gain the following benefits:
- Increase the chosen ability score by 1, to a maximum of 20.
- You gain proficiency in saving throws using the chosen ability.
War Caster You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature
Equipment
- 緋紅霜 (Jian) [Rapier, Frost Brand] {Spirit Properties}
- (*) Flag pole [Javelin of Lightning] {Spirit Properties}
- Silvered Jian [Rapier]
- Fine Clothes
- Xun
- Bag Pouch
- Huqin (inside bag)
- Hairdye (green)
- (*) SM Ent. Plushies (from Lu Shide)
- (*) SM Ent. Tapestry (from Lu Shide)
- Wealth Related (Lv 2):
- 2pt Healer's kit (20 uses)
- 1pt Ration (3 days)
(*) brought if declared so at the start of the session
Edited by Zixus, Nov 4 2017, 06:08 PM.
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- Posts:
- 14
- Group:
- Members
- Member
- #22
- Joined:
- Jul 20, 2017
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Backstory There was a girl come from a Han family in the land of Tang. They lived happily, as their family own a small village almost remote to Tang, added with sufficient fortune as the head of the peaceful village. Situated near the border, monster attacks are not uncommon, and what the villagers most hate is God-Marked one, and believe that the God-Marked is always the enemy of humanity.
However, the girl was born with a birthmark resembling a God Mark on her back, and of course it was a surprise for the parent for their child has a similar bad-omen mark printed on her body, so the girl was told not to reveal her birthmark ever. But regardless of the mark she has, her parents love her just like how other parents would do to their only children, they feed her, adore her, pass down their belief of karma to her. She was also loved by the villagers, for having such a beautiful appearance, and that she was the only daughter of the village head that would be their leader one day, though not knowing that she had a birthmark they might fear of.
And what they might fear of come true. That time, the girl was walking around to greet the villagers, and suddenly, heavy horsesteps are heard coming to their village. It was a group of horseriders approaching their village, and when the group had arrived, suddenly, blood was shed - they were village raiders. Villagers were massacred before her eyes, and she was petrified by the terror she was seeing. Five, fifteen, a quarter of villagers... Half of all the villagers were killed before her, and that's when the raider's leader come before her as she started to shed tears.
"Hmm... You're a beauty, you might be fit as my new slave, you, wanna be my slave? Not that you have choice, bwaha-" "Give them back...", the girl cut, with trembling voice "Excuse me?" "GIVE THEIR LIFE BACK!"
Suddenly, a great magical force surrounded her, with her birthmark glowing and turned into a God Mark, and revealing that she was now God-Marked to both the raiders and the surviving villagers. It was her God Mark's Awakening. Suddenly, a magical voice surrounded the raiders, a mysterious voice that stabbed the heart and soul, endlessly until they losed their mind, and died...
After the massacre of the raiders, the girl's parents immediately approach her to check their daughter was okay. The girl was unscathed, though a bit exhausted, but the remaining villagers were terrified to see her God Mark. As anxiety went haywire, soon -
"Kill her! She's a GodMarked!", shouts one villager. "Yes! She's a danger for us!", shouts another.
Regardless, her parent tried to protect her only daughter, and soon, all the villagers turned against their own leader. And again, tragedy happened - both mother and father were killed before the daughter's eye. Seeing this, great magical even greater than before spontaneously overflew from the girl, soon killed all the villagers the same way the raiders were killed, with even greater pain. Soon, the girl fell unconcious because of exhaustion...
As the girl opened her eyes, she realized that she was all by herself now. Realizing this, the girl was crying until the last drop of tear she had. "Why does it all happen to me? What did I do wrong so I deserve this?", the young girl said inside her heart as tears drop from her eyes. Despair and crazed thought fell upon her. She questioned herself, does karma even exist? What if it doesn't in the first place? And eventually, she concluded, that the karma doesn't even exist - the tragedy she had gone through proved it, and she has to be the karma itself. Borned with a God Mark as a sign, she now believes that she was chosen among the Mankind to be the world's balance, and that starts from avenging those who had taken the villages. She should be the karma, and so the other people. She was convinced by the God Mark she had that she should bring balance to the world.
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A few weeks had passed, the village was cleaned out of the villager's corpses by the girl with notable efforts. The empty village was also being filled again by villagers thanks to the girl's beauty charisma. She changed her appearance completely into a different person from what she was to hide her identity as a God Marked completely, along with her original name. She was also still learning to control and hide her God Mark power, and hoped there would be a perfect time for her to reveal it. At the whole new small village, she desired to gather people who wanted to bring balance to the world. For that, too, she trained herself in combat means.
Edited by Zixus, Nov 14 2017, 06:03 PM.
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- Posts:
- 14
- Group:
- Members
- Member
- #22
- Joined:
- Jul 20, 2017
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Her Diary (until the day that decided mankind's fate) The diary contains about the story of a girl since she was young, how she was a happy family with her parents, until she was about to reach her adulthood a tragedy happens to her village. Her godmark convince her that things that people believe as a [God] doesn't even exist, and thus create belief of her own-- karma, determined by those with capabilities to avenge them. And thus, she rebuild her village, and changed her whole identity, including her hair color. And after 1-2 weeks passed, the girl had rebuilt her village into a new one, and later is called 'YinGuo', which means "Cause and Effect".... But widely known by the rumor as "Shady Country" because some kind of mischief. She later found people similar to her, the [Godmarked]. Suspicion arises at the beginning, but later she made friends with them instead. Soon, she made friends with people who shared the same fate as her. There was this small girl named Haku, which address her as "Senshi-nee", so she also call her as "Xiao Bai" in return. And there's also Myo Juan, a big and kind person whom she actually took interest for his kindness, but later hesitate to be closer since later, she found out Haku and him seems to be close to each other. There was also lonely times in her house, but Haku actually fills the lonely spaces in her house at that time, even inviting Lu Shide and Saikhan to her village for helping with villagers' martial training, though eventually, they acquired some weird nicknames due to the 'shadiness' of her village. She thought of Haku like a younger sister of her own now. There was also the time when she get closer to a village named Xin Ye, in which she occasionally helps with the troubles going there. There was also times when she was desperate of marriage, knowing of her currently late age, and ends up in a bride competition, though eventually she loses anyway, but later gained some popularity in Xin Ye. She even helped with Liu's marriage And then, there was the time when Haku was found out to be [Godmarked] and was planned to be executed, though later she knew from Saikhan that the execution failed, and Haku was brought to unknown and hidden place with Rao and Myo. She was really worried about Haku that time as she thinks of her as her sister, but in the end all she could do was just wishing the best for her and believed in Rao and Myo. And a weird started to spread, that Yin Guo was suspected to be the house for the [Godmarked], by the earlier incident of Haku's [Godmark] being revealed, and that Haku had also stayed in YinGuo. The suspicion of the Three Nations of YinGuo rised at that time. She started to feel really uneasy that time, what if her secret was blown out? Her real name? Her [Godmark]? She couldn't bear of another tragedy to fall to her village. Will she be despised by her own villager? Will that be her 'karma' of destroying a village and build a new one? To be despised by her own village that she grew? Or even betrayed by them? Her fear of being revealed as a [Godmarked] has grown stronger that time. However, with that rumor, a weird rumor also spread, that she, as the YinGuo Head Mistress, was suspected to hold some blasphemous same gender love in her house. However, she used it to cover the earlier rumor, and made some fake confession that she did prefer other female as her partner. And to make the rumor stronger, there was this stupid idea that crossed her mind. She asked Lu Shide to be her 'fake' [yuri] partner in order to cover up suspicions from the Three Nations, which Lu Shide took seriously to her surprise and really took her time to think it over, though it was just her random idea. And no one knew, that this could be the beginning of her love. And also, there was this time when Lu Shide confessed to her, and told her that she was a really special friend. She was still faking to be [yuri] and still "straight" at that time, but somehow, deep inside, when she was confessed to, there's some kind of feeling that grew over time. And with special times she spent with Lu Shide, the feelings grew and grew, and until actually and without her consent, her preference of partner actually changed, and even she called her with 'Shide' as she grew closer to her. There was also time when she went to open bath with her, and grew closer to each other. At that time, her hair dye came off, turning her hair to its original color and revealing it to Lu Shide. Revealing her hair's original color, she also wanted to confess to her about her real name, and wanted to be called by her real name by her, but ended up not having the courage to tell her, as she still was afraid her secret might be blown up, especially with her hair turning white. She still feared that her village might know her real identity. There was time when Lu Shide gave her plushies and tapestry (of Lu Shide), which actually made her grow a liking to plushies. There was also this time when she feels kinda jealous when she saw Lu Shide occasionally address LeiBeiKa closely, though she knew the two has been together for long. Lu Shide also seems often to tease her, about the jealousy she had, or when she was given a ring by Guan Teng, but one time, she also took revenge, by making her flustered for giving her the ring and placed it in her left ring finger. And there was the time when she catch a couple of bunny and give one of them to Lu Shide. Somehow in her house, whenever she felt lonely, when she took care of the bunny, she couldn't help thinking of Lu Shide, and that made her feel less lonely. And the climax was when she attended the Xin Ye's Summer Festival, invited by Lu Shide. She watched Lu Shide's performance, and mesmerized by it. Then, she was taken hand in hand by Lu Shide and taken at the riverside at the night, where Lu Shide eventually... confessed to her, about the feelings Lu Shide had for her. She hesitated a bit, knowing the consequences that will happen to them especially to Lu Shide when she accepted her, though ended up confessing her feelings to Lu Shide instead. But knowing Lu Shide already knew the consequences and ready to face them as she feels anything would go well as long as it is for her, she nodded and accepted her feelings, and those two became a couple that night... And then the last thing written in the diary was... "Sometime, when I feel that I'm ready to reveal my identity, I will face Lu Shide, and I will make her know who I really am. I want to be called by my real name from the one I really love. I want to make her know my real and beautiful name. Not anymore as a fake green-haired Shen Si (神死), but as an original white-haired Yuán Huāxīn (園花心), my real name..."
Edited by Zixus, Nov 14 2017, 06:04 PM.
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