Bubbles: Difference between revisions
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'''Lierethi-Walk.''' Creatures have disadvantage (roll 2d20 choose the lower roll) while tracking you, and you ignore difficult terrain made of non-magical plants and undergrowth without expending extra movement. Additionally, while climbing trees or similar vegetation, you can have one hand free, and make attacks with ranged weapons. | '''Lierethi-Walk.''' Creatures have disadvantage (roll 2d20 choose the lower roll) while tracking you, and you ignore difficult terrain made of non-magical plants and undergrowth without expending extra movement. Additionally, while climbing trees or similar vegetation, you can have one hand free, and make attacks with ranged weapons. | ||
=== Boons === | |||
'''Severing Slash.''' When you take the Attack action while wielding a Melee Weapon that deals Slashing Damage, you can replace one of your attacks with this Discipline. Choose three spaces within range, these spaces must be adjacent to at least one of the chosen spaces. Make an attack roll, you deal the damage of the attack roll to any creature in those three spaces that you would hit on a normal attack. Additionally, any effect targeting one of the creatures in the area that would affect your attack's damage or attack roll, such as Hunter's Mark, or the Help Action, affects all three creatures for the purposes of this Discipline. | |||
You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest. | |||
=== Courtier Features === | === Courtier Features === |
Revision as of 22:32, 24 October 2022
Bubbles
Class: Warlord, Level 4 | Subclass: Presence of the Packleader |
Race: Kethie Mooraarbaa (Eladrin Elf) | Alignment: Chaotic Good |
Background: Courtier | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 18 | Initiative Bonus: +2 |
Max HP: 35 | Speed: 30ft |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Tyrannosaurus Rax | Melee | 1d20+6 | N/A | 1d12+4 Slashing Damage | Crits on a 19-20. |
Morningstar, One-Handed | Melee | 1d20+5 | N/A | 1d8+3 Piercing Damage | N/A |
Morningstar, Two-Handed | Ranged, 60ft | 1d20+5 | N/A | 1d10+3 Piercing Damage | N/A |
Light Crossbow | Ranged, 80/320ft | 1d20+5 | 1 Bolt | 1d8+3 Piercing Damage | N/A |
Greatsword | Melee | 1d20+5 | N/A | 2d6+3 Slashing Damage | N/A |
Shortbow | Ranged, 60/240ft | 1d20+5 | 1 Arrow | 1d8+3 Piercing Damage | N/A |
Handaxe | Melee, Thrown (20/60ft) | 1d20+5 | N/A | 1d6+3 Slashing Damage | After attacking with a handaxe, you can use a Bonus Action to attack again with the handaxe, however you only deal 1d6 Slashing damage. |
Stats
Strength: +3 (17) | Dexterity: +3 (16) | Constitution: +3 (16) |
Intelligence: +1 (12) | Wisdom: +4 (18) | Charisma: +1 (12) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (+3) | No | +3 |
Dexterity (+3) | No | +3 |
Constitution (+3) | No | +3 |
Intelligence (+1) | No | +1 |
Wisdom (+4) | Yes (+2) | +6 |
Charisma (+1) | Yes (+2) | +3 |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (+3) | No | +3 |
Animal Handling | Wisdom (+4) | No | +4 |
Arcana | Intelligence (+1) | No | +1 |
Athletics | Strength (+3) | Yes (+2) | +5 |
Deception | Charisma (+1) | No | +1 |
History | Intelligence (+1) | No | +1 |
Insight | Wisdom (+4) | Yes (+2) | +6 |
Intimidation | Charisma (+1) | Yes (+2) | +1 |
Investigation | Intelligence (+1) | Yes (+2) | +3 |
Medicine | Wisdom (+4) | No | +4 |
Nature | Intelligence (+1) | No | +1 |
Perception | Wisdom (+4) | Yes (+2) | +6 |
Performance | Charisma (+1) | No | +1 |
Persuasion | Charisma (+1) | Yes, Expertise (+4) | +5 |
Religion | Intelligence (+1) | No | +1 |
Sleight of Hand | Dexterity (+3) | No | +3 |
Stealth | Dexterity (+3) | No | +3 (Disadvantage) |
Survival | Wisdom (+4) | No | +4 |
Proficiencies
Languages. Common, Primal, Kethie, Silvin, Giant
Armor. Light Armor, Medium Armor
Weapons. Simple Weapons, Martial Weapons
Tools. Herbalism Kit
Features
Warlord Features
Battlefield Presence. Instead of attacking, you can give another creature that can see or hear you, extra attacks equal to the amount of attacks you were about to make, on their next turn when they attack. If they don't use the extra attack, it's lost at the start of your next turn. A creature can only gain one additional attack from you per round.
Leadership Die. You have a pool of 6d6 Leadership Dice. These represent your ability to focus your battlefield presence for powerful results. You regain all of your expended Leadership Dice when you finish a long rest.
- Rallying Mark. As a Bonus Action, you expend 1 Leadership Dice and choose a creature within 60ft of you. The next time a creature deals damage to that creature, roll 1d6, the target takes extra damage equal to the roll, and the creature who dealt the damage heals health equal to the roll.
- Urgent Orders. As a Bonus Action, you can expend 1 Leadership Dice and choose an allied creature within 60ft of you that can see or hear you. That creature gains 1d6 Temporary Hit Points and can use its Reaction to move 30ft without provoking opportunity attacks.
- Helpful Word. As a Bonus Action you can expend 1 Leadership Dice and choose a space within 30ft of you, all allies within 5ft of that point who can see or hear you have advantage (roll 2d20 and choose the highest) on the next skill check they make, and the next time enemies within 5ft of that point are attacked before the start of your next turn, those attacks have advantage (roll 2d20 and choose the highest).
Presence of the Packleader Features
Concealed Approach. If you spend a minute preparing, you add your Wisdom modifier (+4) to up to five creatures stealth checks. While you're hidden, you and friendly hidden creatures within 30ft of you add your Wisdom modifier (+4) to their initiative rolls.
Nature’s Gift. You have two Druid Cantrips, Mold Earth and Shooting Star, also you can expend one Leadership Die to cast Fog Cloud, Snare, or Witchbolt.
Level: Cantrip | Casting Time: 1 Action | Transmutation |
Range: 30ft | Duration: Instant | Components: S |
You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:
- If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t have enough force to cause damage.
- You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour.
- If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour.
If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Cost: 1 Leadership Die | Casting Time: 1 Action | Conjuration |
Range: 120ft | Duration: 1 Hour (Concentration) | Components: VS |
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (10 miles per hour) disperses it.
Cost: 1 Leadership Die | Casting Time: 1 Action | Abjuration |
Range: Touch | Duration: 8 Hours | Components: VSM (25 feet of rope which the spell consumes) |
You make a 5ft radius circle on the ground which becomes a magic trap. The trap is nearly invisible, requiring a DC14 Intelligence (Investigation) check to be discerned. If a Small, Medium, or Large creature moves into the spell's radius, it makes a DC14 Dexterity Save or be hoisted into the air, leaving it hanging upside down 3ft above the ground and is Restrained. a Restrained creature can make a DC14 Dexterity Save at the end of each of its turns, ending the effect on itself on a success. The Restrained creature or another creature that can reach the trap can use an action to make a DC14 Intelligence (Arcana) check, ending the Restrained effect on a success. After the spell is triggered, it ends after no creature is Restrained by it.
Kethie Mooraarbaa Features
Changing Seasons. At the end of a long rest, you choose whether you are in Spring, Summer, Autumn, or Winter.
Spring represents cheerfulness and celebration, marked by merriment as winter’s sorrow passes. Summer represents boldness and aggression, a time of unfettered energy and calls to action. Autumn represents peace and goodwill, when summer’s harvest is shared with all. Winter represents contemplation and dolor, when the vibrant energy of the world slumbers.
Darkvision. You can see in Dim Light within 60ft of you as if it were normal Bright Light, and you can see in Darkness within 60ft of you as if it were Dim Light
Fey Ancestry. You have advantage (roll 2d20 and choose the higher roll) on Saving Throws against being Charmed.
Fey Step. Twice per long rest as a bonus action you can teleport up to 30 feet to an empty space you can see. You gain an additional benefit based on your season.
- Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a DC11 Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to it.
- Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a DC11 Wisdom saving throw or be frightened of you until the end of your next turn.
- Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.
- Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes 1 Fire damage.
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours. Whenever you finish a long rest, you can gain two tool proficiencies of your choice that you don't have until you finish your next long rest.
Lierethi-Walk. Creatures have disadvantage (roll 2d20 choose the lower roll) while tracking you, and you ignore difficult terrain made of non-magical plants and undergrowth without expending extra movement. Additionally, while climbing trees or similar vegetation, you can have one hand free, and make attacks with ranged weapons.
Boons
Severing Slash. When you take the Attack action while wielding a Melee Weapon that deals Slashing Damage, you can replace one of your attacks with this Discipline. Choose three spaces within range, these spaces must be adjacent to at least one of the chosen spaces. Make an attack roll, you deal the damage of the attack roll to any creature in those three spaces that you would hit on a normal attack. Additionally, any effect targeting one of the creatures in the area that would affect your attack's damage or attack roll, such as Hunter's Mark, or the Help Action, affects all three creatures for the purposes of this Discipline. You can use this Discipline a number of times equal to your Proficiency Bonus, regaining expended uses at the end of a long rest.
Courtier Features
Court Functionary. You know how bureaucracies work and you can access records and inner workings of them. You also know who has favors for who, who has a social leg up, etc. Also, you can secretly use the Help action targeting all creatures of your choice within 5ft of you.
Magic Items
Rare
Bubble's Tyrannosaurus Rax
Greataxe, Rare
This bone-carved axe can channel the might of a rampaging tyrannosaurus rex. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While holding the axe, you can use a Bonus Action to rampage. While rampaging, you can move through the space of any creature of your size or smaller. When you move through a creature's space in this way while rampaging, your movement doesn't provoke opportunity attacks from that creature for the rest of the turn. Once on each of your turns while rampaging, you can force a creature whose space you move through in this way to make a DC 15 Strength or Dexterity Saving Throw (its choice). On a failed Save, that creature takes 1d6 Bludgeoning Damage and is knocked prone. In addition, while you're rampaging, your weapon attacks with this weapon score a critical hits on a roll of 19 or 20.
Your rampage lasts for up to 1 minute. This property of the axe can be used twice and regains all expended uses daily at dawn.