All public logs

Combined display of all available logs of Drakomere. You can narrow down the view by selecting a log type, the username (case-sensitive), or the affected page (also case-sensitive).

Logs
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  • 20:34, 21 July 2022 Skilfularcher talk contribs created page Kethie Lierethi (Created page with "Kethie Lierethi are the Kethie that have stayed in the Lierethi, master hunters and trackers of their prey. Neethlen Elves, being the original Elves, have existed since the 1st Age. '''Ability Score Increases.''' Your Dexterity Score increases by 2 and your Wisdom Score increases by 1. '''Age.''' Collegian Elves are infants until age 30, adolescents until age 80, mature until age 730, mid-life until age 740, elder until age 750, and ancient afterwards. '''Languages.''...")
  • 20:27, 21 July 2022 Skilfularcher talk contribs created page Kethie Mooraarbaa (Created page with "Kethie Mooraarbaa traveled to the Fey Forest and then got transmuted by the Fey magic there. They developed in the 5th Age when Kethie first traveled to Mooraarbaa. '''Ability Score Increases.''' Your Dexterity Score increases by 2 and your Charisma Score increases by 1. '''Age.''' Kethie Mooraarbaa are infants until age 30, adolescents until age 80, mature until age 730, mid-life until age 740, elder until age 750, and ancient afterwards. '''Creature Type.''' Your cr...")
  • 20:22, 21 July 2022 Skilfularcher talk contribs created page Kethie Collegian (Created page with "Many Kethie journeyed to the College and studied, learning more about information of Drakomere, becoming intelligent, magical scholars. Kethie Collegian developed around the 7th Age as some Kethie stayed longer and longer in the College '''Ability Score Increases.''' Your Dexterity Score increases by 2 and your Intelligence Score increases by 1. '''Age.''' Kethie Collegian are infants until age 30, adolescents until age 80, mature until age 730, mid-life until age 740,...")
  • 20:15, 21 July 2022 Skilfularcher talk contribs created page Kethie (Created page with "Kethie in Drakomere originated in the Neethlen, only coming out into the world during the 5th Age. However, during the 1st Age, the Baron of Aquatias called each of the continents imploring any who would answer to join him in the depths. Some Kethie answered, the Sea Elths. Apart from these, next to no Elths were seen in Drakomere until the 5th Age. Elves remain fairly reclusive, apart from the few that migrated to the College and Mooraarbaa. They are expert hunters, spe...")
  • 20:00, 21 July 2022 Skilfularcher talk contribs created page Races (Created page with "Below are the common Races in Drakomere, if you wish to play another race, talk to your DM about it. Your creature type is assumed to be Humanoid, your base Walking Speed is assumed to be 30ft, and your size is assumed to be Medium unless otherwise stated. Some features imply they are based on culture, such as the Bugbear’s Surprise Attacks, or the Centaur’s Natural Affinity, if you don’t feel these fit your character, work with your DM to create, or swap it out fo...")
  • 19:51, 21 July 2022 Skilfularcher talk contribs created page Path of the Wild Magic (Created page with "As folk of deep feeling, barbarians are especially susceptible to wild, fey influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. '''Magic Awareness.''' At 3rd level you can open your awareness to the presence of concentrated magic. As an action, until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a s...")
  • 19:45, 21 July 2022 Skilfularcher talk contribs created page Path of the Zealot (Created page with "These barbarians are zealots — warriors who channel their rage into powerful displays of divine power. '''Divine Fury.''' Starting when you choose this path at 3rd level, you can channel divine fury into your weapon strikes. While you’re raging, the first creature you hit on each of your turns with a weapon attack takes extra damage equal to 1d6 + half your barbarian level. The extra damage is necrotic or radiant; you choose the type of damage when you gain this fea...")
  • 19:42, 21 July 2022 Skilfularcher talk contribs created page Path of the Totem Warrior (Created page with "The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage. Most barbarian tribes consider a totem animal to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist. '''Spirit Seeker.''' Yours is a path tha...")
  • 19:38, 21 July 2022 Skilfularcher talk contribs created page Path of the Storm Herald (Created page with "All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects. Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm...")
  • 19:37, 21 July 2022 Skilfularcher talk contribs created page Path of the Glacier (Created page with "'''Permafrost.''' Starting when you choose this path at 3rd level, your skin becomes icy and tough to the touch. You gain resistance to cold damage, and while you’re not wearing any armor, you gain a +1 bonus to your AC. In addition, your rage is a cold and patient well of power. When your rage would end early due to you either not attacking or taking damage, you can choose to maintain it instead. You can use this feature a number of times equal to your Constitution mo...")
  • 19:34, 21 July 2022 Skilfularcher talk contribs created page Path of the Giant (Created page with "Barbarians who take the Path of the Giant embody size and power. '''Giant Power.''' When you choose this path at 3rd level, you learn to speak, read, and write Giant or one other language of your choice if you already know Giant. Additionally, you learn either the Druidcraft or Thaumaturgy cantrip (your choice). Wisdom is your spellcasting ability for this spell. '''Giant’s Havoc.''' Also at 3rd level, your rages pull strength from the primal might of giants, transfo...")
  • 19:31, 21 July 2022 Skilfularcher talk contribs created page Path of the Berserker (Created page with "For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker’s rage, you thrill in the chaos of battle, heedless of your own health or well-being. '''Frenzy.''' Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on...")
  • 19:30, 21 July 2022 Skilfularcher talk contribs created page Path of the Beast (Created page with "Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian. These barbarians often come from the Wild-Plains or are full of creation energy which they use for their transformations. '''Form of the Beast.''' Starting at 3rd level when you choose this subclass, when you enter your rage, you can transform, revealing the bestial power within y...")
  • 19:26, 21 July 2022 Skilfularcher talk contribs created page Path of the Battlerager (Created page with "Barbarians who embody pure chaos and rage often become Battlerager barbarians. They use special spiked armor to grab their foes in combat and harm them by being in pure proximity to you. '''Imbue Spikes.''' When you choose this path at 3rd level, you gain the ability to transform a set of medium armor into Spike Armor. When you finish a long rest you can touch a set of medium armor, it magically grows spikes and becomes Spike Armor, which has an AC of 14 + Dexterity Mo...")
  • 19:22, 21 July 2022 Skilfularcher talk contribs created page Path of the Ancestral Rager (Created page with "Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors’ deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals. '''Ancestral Protectors.''' Starting when you choose this path at 3rd level, spectral warriors appear when you...")
  • 15:34, 21 July 2022 Skilfularcher talk contribs created page Classes (Created page with "Barbarian Bard Cleric Disciple Druid Fighter Monk Paladin Ranger Rogue Savant Sorcerer Warlock Warlord Wizard")
  • 02:47, 21 July 2022 Skilfularcher talk contribs deleted page File:E0700JO948.pdf (Testing File Uploads)
  • 02:46, 21 July 2022 Skilfularcher talk contribs created page File:E0700JO948.pdf
  • 02:46, 21 July 2022 Skilfularcher talk contribs uploaded File:E0700JO948.pdf
  • 02:26, 21 July 2022 Skilfularcher talk contribs created page Barbarian (Created page with "This is the barbarian page")
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