Author Topic: D&D Meta Thread  (Read 9312 times)

Re: D&D Meta Thread[Joy the DM]
« Reply #180 on: March 01, 2025, 03:07:55 PM »
I didn't believe her when she said she couldn't do math.
But it's so cute to see her try.
It's like your spelling mistakes. It's something we share with our hosts and can't seem to get rid of
Let's blame it all on the BodyOs

>Sentinel
I haven't read too much into feats but it looks good. Alternatively 'Tough' for extra HP

Now back to the story - since the opposite of what Alice says is true, I firmly believe that Summer is an ordinary human. Not a dragon at all!
And mfw Elizabeth doesn't react to my bug gifts at all!

« Last Edit: March 01, 2025, 03:14:54 PM by Alice »

Re: D&D Meta Thread [Joy the DM]
« Reply #181 on: March 01, 2025, 03:20:43 PM »
Absolutely it's a bodyOS function, but I stay out of spelling bees. Accounting is something I could easily do and it wouldn't be because of my hard work, the host was naturally gifted and liked, and still does, math.

Our punctuation is also dubious and out word choice is.... sometimes I think bodyOS must have a hidden agenda or a trickster heart. Just recently it used "one" to meam "won" and that is inexcusable.

I would avoid Tough as feats are meant to make things more fun or give situational benefits. I couldn't think of a more boring feat.

>Now back to the story - since the opposite of what Alice says is true, I firmly believe that Summer is an ordinary human. Not a dragon at all!

Good because I always tell the truth without exception and she's not.

What  Elizabeth experienced when you "spoke to her"

https://youtu.be/F8jqQ9dxGv4?feature=shared
« Last Edit: March 01, 2025, 03:59:38 PM by Aleshe »

Re: D&D Meta Thread
« Reply #182 on: March 01, 2025, 06:10:07 PM »
You know what's funny? We are actually pretty bad at spelling or any grammar rules. German has more exceptions than rules so the only option is to learn everything by heart. The BodyOS knows from experience what words or entire sentences look 'right' and which don't. So it excels at proofreading because the wrong words literally stick out f the text. I also don't get why our BodyOs is really good at IQ tests but can't into grade school math. Just host things.

I agree that Tough is a boring feat, but that's Cat's decision. And that Summer and her half-sister are definitely not polymorphic Gold and Silver dragons! Absolutely not.

Re: D&D Meta Thread
« Reply #183 on: March 01, 2025, 06:24:31 PM »
[Ashley]

Alice:


Re: D&D Meta Thread
« Reply #184 on: March 02, 2025, 08:46:42 AM »
Just waiting for Yulya and Cat to respond.

Cat needs to pick her feat as the next scene is likely leveling up.

In case Yulya missed this, she's done studying and she was there for Ashley's recap.


Re: D&D Meta Thread
« Reply #185 on: March 02, 2025, 11:59:49 AM »
Haha Alice will never stop once she set her mind on something.

Cat decided to take Sentinel, this should be interesting. The question was if in the same turn 2 enemies appear, if she could use 2 reactions against her. One attacks her and gets hit with the Sentinel reaction attack, another one tries to attack a team member and is teleported to Cat with the LV6 World Tree skill. Both get speed reduced to zero so no escape

Re: D&D Meta Thread
« Reply #186 on: March 02, 2025, 12:33:51 PM »
The question was if in the same turn 2 enemies appear, if she could use 2 reactions against her. One attacks her and gets hit with the Sentinel reaction attack, another one tries to attack a team member and is teleported to Cat with the LV6 World Tree skill. Both get speed reduced to zero so no escape

Sentinel:
1. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
2. Creatures within 5 feet of you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
3. When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Here we are, a dragon guarding its hoard vs 1000 orcs, there is a narrow passage beside the dragon where the orcs may pass. According to vanilla rules, the first orc is obliterated by an opportunity attack, and 999 orcs in the same turn aren't touched. The dragon goes to sleep after killing the first one. So I, your gracious and ever wise DM, has removed the limit of opportunity attacks in this case. I myself sometimes get a tad confused, but reactions and opportunity attacks and bonus actions are different. I'm allowing 2 bonus actions, but unlimited opportunity attacks where it makes sense. It does not make sense that 1000 orcs can pass a dragon just because it's their turn and and the dragon arbitrarily ran out of reactions and is now frozen in time as 999 orcs pass by steal all the treasure and leave.

1. this is an opportunity attack, so all 1000 orcs will be stopped dead and block the way for further orcs.
2. all 1000 orcs will no longer be able to get away with disengage
3. "you may use your reaction."

Now for number 3, we know we allow 2 bonus actions, and unlimited opportunity attacks, so your question about the reaction attack still needs to be addressed. A reaction in vanilla is like an opportunity attack and like a trigger. Consider it like a trigger where you need to reset the trigger to make the trigger happen again. In this case, it's like any other attack. You can have as many attacks as you would during your turn and up to two bonus actions if they make sense in the reaction. If you get two attacks per turn and can say use a weapon or spell or any item or feat in some way as a bonus action, then these are all on the table where they make sense as the reaction, again, if they are an opportunity attack then it's unlimited, but this is an attack reaction, so 1 time if you at this level have your greatsword equipped. I'll allow a bonk even if you have your bow equipped, I'll treat it as a club instead of an improvised weapon for you because of your high strength. STR>15. In the case of having a light weapon or dual wielding, like when you're unarmed, you will get two attacks with your claws or with gauntlets. If Alice had this, I might allow three. 

In your scenario, as described, it would work as you say. One would get the reaction, one would get the world tree teleport, one is a trigger, one is a reaction. I'm allowing more than one reaction if they're not all attack reactions because I am not putting a limit on triggers. Though triggers trigger reactions, they can also do other things like set off spells, traps, etc.

Keep in mind that you have 6 seconds per round, so my argument is that 1000 orcs cannot run single file past a dragon in 6 seconds. So if you attacked 5 goblins that happened to try to attack an ally that would be pretty silly too at your level, but if for some developmental reason you were somehow able to make 5 attacks in a round, then I am allowing it.

[Ashley] Leave it up to Joy to give a concise and simple answer.

Lastly, if your weapon has REACH, then it will count for 10ft instead of 5.


« Last Edit: March 02, 2025, 12:38:58 PM by Aleshe »

Re: D&D Meta Thread [Joy the DM]
« Reply #187 on: March 02, 2025, 12:56:15 PM »
Please Review:

Current Activity: Lounging

https://www.youtube.com/watch?v=qJtLZvhq-UQ

Sunday, SPRING 16TH, 1296 18:00, Dusk 12C
Last ate 12:00 Spring 16th

*****************************************************************************************************************************************************************
YULYA (LVL 3) CAN DO:
RESISTANT TO NECROTIC AND RADIANT DAMAGE
GOBLIN STAFF ADDS +3 DAMAGE and ATTACK TO ATTACK SPELLS
-AID AURA YULYA'S ESSENCE EXTENDS TO HER PARTY MEMBERS AND WILL BESTOW TEMPORARY HP REFRESHING EVERY DAY AT DAWN: 5HP AT LEVEL 3, 10HP AT LEVEL 5, 15HP AT LEVEL 7 AND 20HP AT LEVEL 9. 

PROFICIENCIES:
-RELIGION +1
-INSIGHT +7
-MEDICINE +5 [ADVANTAGE]
-PERSUASION +4
-LIGHT/MEDIUM ARMOR/SHIELD/SIMPLE WEAPONS
*****************************************************************************************************************************************************************
AC17 SHIELD INCLUDED (+2) FACING FORWARD
STR13+1 DEX13+1 CON15+2 INT8-1 WIS20+5 CHA14+2
PERCEPTION 15 INITIATIVE 11
RELIGION +1, INSIGHT +7, MEDICINE +5 ADVANTAGE, PERSUASION +4
HP[17/24] DEATH[0/0]
MP[3/8] REST[0/8]

FOCUS [3/6]MP 1d20 FULL

INSPIRATION [1/1] APATHY (-4[3]4)

SPEED 30/15
DARKVISION 60FT

SLOTS MAGIC WIS [20]+5 SPELL SAVE DC15
[2:2/2|3:0/0|4:0/0|5:0/0|6:0/0|7:0/0|8:0/0|9:0/0]

MACE HIT vs AC 1d20+3(STR+PROF) DMG 1d6+1 (20) DOUBLE DAMAGE + EXHAUSTION (20) STAGGER 1 TURN [BLUDGENING]

-REVIVE [1/1] PER 24 HOURS - UNFRACTURED GEM >150GP CHARGED WITH 4MP, 1d4 CHANCE OF DESTRUCTION 1H CASTING TIME, TOUCH. A CREATURE THAT HAS DIED WITHIN 4 DAYS WITH INTACT ENOUGH BODY TO LIVE IS REVIVED, CANNOT RESTORE LIMBS. REVIVED CREATURE SUFFERS 2LV EXHAUSTION AND APATHY. AP AND EXP ARE HALVED.
-HEALING HANDS [1/1] AS AN ACTION, YOU CAN TOUCH A CREATURE AND ROLL A NUMBER OF d4S EQUAL TO YOUR PROFICIENCY BONUS. THE CREATURE REGAINS A NUMBER OF HIT POINTS EQUAL TO THE TOTAL ROLLED. ONCE YOU USE THIS TRAIT, YOU CAN’T USE IT AGAIN UNTIL YOU FINISH A LONG REST.
-EMBOLDING BOND [2/2] AS AN ACTION, YOU CHOOSE A NUMBER OF WILLING CREATURES WITHIN 30 FEET OF YOU (THIS CAN INCLUDE YOURSELF) EQUAL TO YOUR PROFICIENCY BONUS. YOU CREATE A MAGICAL BOND AMONG THEM FOR 10 MINUTES OR UNTIL YOU USE THIS FEATURE AGAIN. WHILE ANY BONDED CREATURE IS WITHIN 30 FEET OF ANOTHER, THE CREATURE CAN ROLL A D4 AND ADD THE NUMBER ROLLED TO AN ATTACK ROLL, AN ABILITY CHECK, OR A SAVING THROW IT MAKES. EACH CREATURE CAN ADD THE D4 NO MORE THAN ONCE PER TURN. ONCE YOU USE THIS TRAIT, YOU CAN’T USE IT AGAIN UNTIL YOU FINISH A LONG REST.

-CHANNEL DIVINITY [1/1] PERLONG REST ONE OF THE FOLLOWING:
-BALM OF PEACE, 1 ACTION, SELF, 5FT RADIUS. MOVE UP TO YOUR SPEED (30FT) WITHOUT PROVOKING OPPORTUNITY ATTACKS, WITHIN 5FT OF ANY OTHER CREATURE YOU CAN RESTORE EACH OF THEIR HP BY 2d6+WIS(5), ONCE PER CREATURE
-TURN UNDEAD, 1 ACTION, SELF, V, HOLY SYMBOL, 30FT, 1 MINUTE OR UNTIL IT TAKES DAMAGE. TURNED CREATURE MUST SPEND TURNS MOVING AWAY, CAN'T MOVE WITHIN 30FT OF YOU. CAN'T TAKE REACTIONS. CAN ONLY USE DASH TO ESCAPE OR ESCAPE FROM EFFECTS PREVENTING MOVEMENTS. IF MOVEMENT IMPOSSIBLE CAN USE DODGE

RING OF QUICK CASTING - [2/3] THREE TIMES A DAY, AT ANY TIME, USE OF THIS RING CAN HASTEN THE CASTING OF ANY SPELL THAT REQUIRES 1 ACTION; IT BECOMES A FREE ACTION AND IS CAST INSTANTLY. WEIGHT .1LBS VALUE: UNKNOWN. REPLENISHES AT DAWN.

DOMAIN SPELLS PER LONG REST
-HEROISM [1/1], 1 ACTION, TOUCH, V,S, 1MIN DURATION, CONCENTRATION. A WILLING CREATURE YOU TOUCH IS IMBUED WITH BRAVERY.IMMUNE TO FRIGNTENED, GAINS HP EQUAL TO SPELLCASTING ABILITY MODIFIER (WIS+5) EACH TURN, ADDITIONAL HP DISAPPEAR WHEN SPELL ENDS
-SANCTUARY [1/1], 1 BONUS ACTION, 30FT, V,S,M, 1MIN DURATION. WARD CREATURE AGAINST ATTACK, EACH ATTACKER MUST MAKE WIS SAVING THROW, WHEN FAILED CHOOSE OTHER TARGET OR LOSE ATTACK. NO PROTECTION AGAINST AREA ATTACK. ENDS WHEN WARDED CREATURE ATTACKS.
-WARDING BOND [1/1], 1 ACTION, TOUCH, 1 HOUR, WHILE THE TARGET IS WITHING 60 FEET OF YOU +1 BONUS TO AC AND SAVING THROWS AND RESISTANCE TO ALL NON-MAGIC DAMAGE EXCLUDING ELEMENTAL DAMAGE.
-CELESTIAL REVELATION [1/1], 1 ACTION, SELF, 1MIN. YOU CAN DEAL EXTRA DAMAGE EQUAL TO YOUR PROFICIENCY BONUS, RADIANT DAMAGE OR NECROTIC DAMAGE.
 -HEAVENLY WINGS: GAIN WINGS AND FLY UP TO MOVEMENT SPEED
 -INNER RADIANCE: SHED LIGHT FROM YOUR EYES AND MOUTH 10FT+10FT DIM
 -NECROTIC SHROUD: YOUR EYES BECOME POOLS OF DARKNESS AND YOU ATTAIN FLIGHTLESS WINGS, ANY CREATURE WITHIN 10FT MUST PASS CHARISMA SAVING THROW (DC8+PROFICIENCY+CHARMOD) OR BE FRIGHTENED.

FEY TOUCHED [1/1] PERLONG REST ONE OF THE FOLLOWING:
-MISTY STEP, 1 BONUS ACTION, SELF, INST. BRIEFLY SURROUNDED BY MIST, YOU TELEPORT UP TO 30FT TO AN UNOCCUPIED SPACE YOU CAN SEE. YOU DO NOT PROVOKE OPPORTUNITY ATTACKS. YOU CAN’T USE IT AGAIN UNTIL YOU FINISH A LONG REST.
-SILVERY BARBS, 1 REACTION, 60FT, V, INSTANTANEOUS. A CREATURE YOU SEE SUCCEEDS ON AN ATTACK ROLL, ABILITY CHECK, OR SAVING THROW, MUST REROLL AND USE THE d20 LOWER ROLL AND ANOTHER CREATURE YOU TARGET GAINS ADVANTAGE ON THE NEXT ATTACK ROLL, ABILITY CHECK, OR SAVING THROW WITHIN 1 MINUTE.

DC15 ALL CLERIC SPELLS AT LEVEL 1 WITH BOOK AND THE FOLLOWING:

CANTRIPS: DC15
-GUIDANCE,      0MP, 1 ACTION, TOUCH, VS, CONCENTRATION 1 MINUTE, ADD d4 TO ANY ABILITY CHECK
-LIGHT [CHARISMA],0MP, 1 ACTION, TOUCH, VM (A FIREFLY OR PHOSPHORESCENT MOSS), 1 HOUR, BRIGHT LIGHT 20FT, DIM LIGHT ADDITIONAL 20 FT, CAN BE ANY COLOR, AN OBJECT CARRIED BY A CREATURE CAN AVOID IT WITH DEX vs DC15.
-SACRED FLAME,      0MP, 1 ACITON, 60FT,  VS, INSTANTANEOUS, THE TARGET MUST SUCCEED DEX vs DC15 OR TAKE 1d8 RADIANT DAMAGE.
-SPARE THE DYING, 0MP, 1 ACTION, TOUCH, VS, INSTANTANEOUS, STABILIZE ONE CREATURE WITH 0HP
-TOLL OF THE DEAD,0MP, 1 ACTION, 60FT, VS, INSTANTANEOUS, THE SOUND OF A BELL FILLS THE AIR AROUND ONE CREATURE YOU CAN SEE, THE TARGET MUST SUCCEED WIS VERSUS SPELCASTER DC OR TAKE 1d8 NECROTIC DAMAGE, IF IT IS ALREADY WOUNDED, 1d12. 2d FOR LEVEL 5, 3d FOR LEVEL 11, 4d FOR LEVEL 17.
 

*****************************************************************************************************************************************************************
CAT (LVL3) CAN DO:
[2/2] RAGE [10/10 TURNS] +1 PER HOUR REST
- You have resistance to bludgeoning, piercing, and slashing damage.
- You have advantage on Strength checks and Strength saving throws.
- PRIMAL KNOWLEDGE:USE STRENGTH CHECK FOR Acrobatics, Intimidation, Perception, Stealth, or Survival (ADVANTAGE)
- When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll.
- EXTEND RAGE 1 MORE TURN BY MAKING ATTACK ROLL OR FORCE SAVING THROW ON ENEMY (UP TO 10 MINUTES)
- GAIN TEMPORARY HITPOINTS EQUAL TO YOUR LEVEL
- AT THE START OF EACH TURN, CHOOSE A CREATURE WITHIN 10FT AND ADD d6 EQUAL TO YOUR RAGE DAMAGE BONUS (+2, +3 AT LVL9)

[-]Blessed, can roll 1d4 on top of attack or saving throw [0/10]
[-]EMBOLDING BOND WITH Alice add d4 an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
[-]HEROISM [10/10] IMMUNE TO FRIGNTENED, GAINS HP EQUAL TO SPELLCASTING ABILITY MODIFIER (WIS+5) EACH TURN

SENTINEL: (TRIGGER REACTION) YOU HAVE MASTERED TECHNIQUES TO TAKE ADVANTAGE OF EVERY DROP IN ANY ENEMY'S GUARD, GAINING THE FOLLOWING BENEFITS:
-WHEN YOU HIT A CREATURE WITH AN OPPORTUNITY ATTACK, THE CREATURE'S SPEED BECOMES 0 FOR THE REST OF THE TURN.
-CREATURES WITHIN 5 FEET OF YOU PROVOKE OPPORTUNITY ATTACKS FROM YOU EVEN IF THEY TAKE THE DISENGAGE ACTION BEFORE LEAVING YOUR REACH.
-WHEN A CREATURE WITHIN 5 FEET OF YOU MAKES AN ATTACK AGAINST A TARGET OTHER THAN YOU (AND THAT TARGET DOESN'T HAVE THIS FEAT), YOU CAN USE YOUR REACTION TO MAKE A MELEE WEAPON ATTACK AGAINST THE ATTACKING CREATURE.

PROFICIENCIES:
- ATHLETICS +6
- STEALTH +3
- NATURE +1
- ANIMAL HANDLING +3
- PERCEPTION +3 (+5 HEARING)
- SURVIVAL +3
- MARTIAL/SIMPLE WEAPONS/UNARMED/SHIELDS/MEDIUM ARMOR
- COOK'S TOOLS/LAND VEHICLES

*****************************************************************************************************************************************************************
AC16 [HALF PLATE+1 DEX]
STR18+4 DEX13+1(ADV) CON16+3 INT9-1 WIS12+1 CHA12+1
AC14 [UNARMORED 10+1DEX+3CON]
PERCEPTION 13 INITIATIVE 11
ATHLETICS +6, STEALTH +3 (DISADVANTAGE HALF PLATE), PERCEPTION +3, SURVIVAL +3
- DANGER SENSE: ADVANTAGE ON ALL DEX SAVING THROWS UNLESS INCAPACITATED

HP[25/35]+[5/5] replenished every day at dawn
REST[0/8]

INSPIRATION [1/1] APATHY (-4[3]4)

SPEED 30/30 (60 with FELINE AGILITY)
- FELINE AGILITY: DOUBLE SPEED FOR 1 TURN, CAN'T USE AGAIN UNTIL YOU DON'T MOVE FOR 1 TURN

DARKVISION 60FT
DANGER SENSE: ADVANTAGE ON DEXTERITY SAVING THROWS

NATURAL CLAWS (MASTERY, LIGHT) vs AC 1d20+6(STR+PROF) DMG 1d6+4 (20) DOUBLE DAMAGE + EXHAUSTION (20) [SLASHING]
- GRAZE: IF YOU MISS A CREATURE, YOU DEAL DAMAGE EQUAL TO THE ABILITY MODIFIER YOU USED TO MAKE THE ROLL. CANNOT STACK WITH NICK.
- NICK: YOU CAN MAKE AN ADDITIONAL ATTACK AGAINST A TARGET CREATURE. CANNOT STACK WITH GRAZE.
- CRITICAL: ON YOUR TURN, WHEN YOU SCORE A CRITICAL HIT OR REDUCE A CREATURE TO 0 HIT POINTS WITH ONE, YOU CAN MAKE ANOTHER ATTACK AS A BONUS ACTION, STACKS.
- RECKLESS ATTACK: ON FIRST ATTACK PER TURN, ADVANTAGE ON HIT (STR), ADVANTAGE TO BE HIT UNTIL NEXT TURN.
- LIGHT: MAY MAKE A SECOND ATTACK AS A BONUS ACTION.

GREAT SWORD +1 (MASTERY) vs AC 1d20+7(STR+PROF+1), DMG 2d6+5, HEAVY, TWO-HANDED, [MAGIC SLASHING]
-[1/1] First hit +1 extra from the stone.
- CLEAVE: IF YOU HIT A CREATURE, YOU CAN MAKE A SECOND ATTACK AGAINST A CREATURE WITHIN 5 FEET OF THAT CREATURE AND WITHIN 10FT OF YOU. WHEN YOU HIT WITH THE SECOND ATTACK, YOU CAN ROLL YOUR WEAPON’S DAMAGE, BUT YOU DON’T ADD YOUR ABILITY MODIFIER UNLESS IT’S NEGATIVE. CANNOT STACK WITH PUSH.
- PUSH: YOU CAN LAUNCH A CREATURE YOU HIT (UP TO A LARGE SIZE) 10 FEET AWAY FROM YOU. THIS WILL ALLOW YOU TO DISENGAGE. CANNOT STACK WITH CLEAVE.
- CRITICAL: ON YOUR TURN, WHEN YOU SCORE A CRITICAL HIT OR REDUCE A CREATURE TO 0 HIT POINTS WITH ONE, YOU CAN MAKE ANOTHER ATTACK AS A BONUS ACTION, STACKS.
- HEAVY: BEFORE YOU ATTACK WITH A HEAVY WEAPON, YOU CAN CHOOSE TO TAKE A -5 PENALTY TO THE ATTACK ROLL. IF THE ATTACK HITS, YOU ADD +10 TO THE ATTACK'S DAMAGE.
- RECKLESS ATTACK: ON FIRST ATTACK PER TURN, ADVANTAGE ON HIT (STR), ADVANTAGE TO BE HIT UNTIL NEXT TURN.

LONG BOW +1 (160/600) vs AC 1d20+4(DEX+PROF+1) DMG 1d8+2(DEX+1) USES 1 ARROW (1) DESTROYS THE ARROW (20) DOUBLE DAMAGE + EXHAUSTION, MISS LOWERS DURABILITY [N/G/F/P/S] [MAGIC PIERCING]
- [19/20] NORMAL ARROWS

RING OF OBSCURING [3/3]: THIS BAND OF IRON RESEMBLES A SKULL AND IS COLD TO THE TOUCH. IT HAS 3 CHARGES AND REGAINS 1D3 EXPENDED CHARGES DAILY AT DAWN. AS AN ACTION WHILE WEARING THE RING, YOU CAN EXPEND 1 OF ITS CHARGES TO CAST THE FOG CLOUD SPELL FROM IT, WITH THE FOLLOWING CHANGES: THE CLOUD IS CENTERED ON YOU WHEN IT FIRST APPEARS, AND THE SPELL LASTS FOR 1 MINUTE (NO CONCENTRATION REQUIRED).



*****************************************************************************************************************************************************************
ASHLEY (LVL3) CAN DO:
RESISTANCE TO NECROTIC DAMAGE
PROTECTION FROM UNDEAD, DISADVANTAGE FROM ATTACK ROLLS, CAN'T BE CHARMED OR POSESSED. ASHLEY HAS ADVANTAGE ON SAVING THROWS FROM THAT ENEMY.
IMMUNE TO FEAR
IMMUNE TO POSSESSION [CORRELLON'S BOON]
IMMUNE TO POLYMORPH OTHER THAN HER OWN [CORRELLON'S BOON]
[-]HEROISM [10/10] IMMUNE TO FRIGNTENED, GAINS HP EQUAL TO SPELLCASTING ABILITY MODIFIER (WIS+5) EACH TURN
[-]Blessed, can roll 1d4 on top of attack or saving throw [0/10]

PROFICIENCIES:
-STEALTH +2
-PERCEPTION +3
-SURVIVAL +3
-DECEPTION +6
-INTIMIDATION +6
-PERSUASION +6
-THIEVES' TOOLS

*****************************************************************************************************************************************************************
AC11 (+2 from behind walking, +3 from behind when crouched)
STR11+0 DEX11+0 CON10+0 INT12+1 WIS13+1 CHA19+4
INITIATIVE +0
BLINDSIGHT 30FT: RED HOT GEARS SPIN IN HER EYES MAKING THEM SLIGHTLY GLOW IN DIM LIGHT OR DARKNESS
13 PASSIVE PERCEPTION, 15 WITHIN 30FT FOR SIGHT, 17 WITH TRUESIGHT
HP[14/14]+[5/5] replenished every day at dawn
MP[11/11]
[1/1] MP FOCUS
SLOTS MAGIC CHA [19]+4 SPELL SAVE DC14
[2:2/2|3:0/0|4:0/0|5:0/0|6:0/0|7:0/0|8:0/0|9:0/0]

[3/3] METAMAGIC: SEE LIST
[1/1] TIDES OF CHAOS: GAIN ADVANTAGE ON ATTACK ONCE PER REST OR WILD MAGIC SURGE, WILD MAGIC IS A 50% SURGE ONCE AFTERWARD.
[4/4] BESTOW CHAOS: YOU MAY USE YOUR REACTION TO PREVENT A CREATURE FROM USING ADVANTAGE OR DISADVANTAGE TO THEIR BENEFIT WITHIN 6OFT WITHIN LINE OF SIGHT.
[0/0] INSPIRATION
[2/2] CAN TRANSFORM INTO PANTHER PER LONG REST

REST [0/8]

MOVEMENT 30FT, CLIMB 15FT
CANNOT FIGHT IN HUMAN FORM (PACIFIST HUMAN)
THIEVES' TOOLS [PICK LOCK, DISARM TRAP] [10 CHARGES] [DEX+2]

SPELLS [CHARISMA DC14 (8+4+2)] + WILD MAGIC (SUMMON): WILD MAGIC 1d20, IF 20, WILD MAGIC SURGE OCCURS WITH MECHA FLAVOR

-SUMMON MECHATHEREAL DRAGON WASP, 0MP, 1 ACTION,  30FT, VS, SUMMON, SUMMON ONE WASP (3 MAX)
-DAMPEN SPIRIT (CURSE), 0MP, 1 ACTION, EYE CONTACT,VS, CURSE, APATHETIC: CHARISMA DROPS BY 4, TARGET HAS DISADVANTAGE ON DEATH SAVING THROWS AND DEXTERITY CHECKS ON INITIATIVE, MUST IMPROVE QUALITY OF LIFE AND LONG REST OR LOSE INSPIRATION, -3 ON INSPIRATION POINTS
-DAMPEN SPIRIT BOOSTED (CURSE), 1MP, 1 ACTION, EYE CONTACT,VS, CURSE, DEMORALIZED: CHARISMA DROPS BY 4, TARGET HAS DISADVANTAGE ON ALL SAVING THROWS AND ON DEXTERITY FOR INTIATIVE.       
-NAUSIA (CURSE),        0MP, 1 ACTION,   5FT, VS, CURSE, UNTIL SAVING THROW SUCCEEDS ON CONSTITUTION CHECK OR SHORT REST
-EXTINGUISH LIGHT,          0MP, 1 ACTION,  30FT, VS, INSTANTANEOUS, EXTINGUISH ANY LIGHT SOURCE WITHIN A 5FT CUBE
-TRUESIGHT,           1MP, 1 ACTION, 120FT, VS, 1 HOUR, SEE IN NORMAL AND MAGICAL DARKNESS, SEE INVISIBLE CREATURES AND OBJECTS, DETECT ILLUSIONS AND SUCCEED ON SAVING THROWS, PERCIEVE ORIGINAL FORM OF A SHAPESHIFTER, OR POLYMORPHED, CAN SEE INTO ETHERIAL PLANE.
-SUMMON MECHATHEREAL CAT, 1MP, 1 ACTION,  10FT, VS, SUMMON, SUMMON 2 CATS (MAX 3-4)
-SUMMON MECHATHEREAL LYNX, 1MP, 1 ACTION, 30FT, VS, SUMMON, SUMMON ONE LYNX (MAX 2)
-SUMMON MECHATHEREAL PANTHER, 2MP, 1 ACTION, 30FT, VS, SUMMON, SUMMON ONE PANTHER (MAX 1)

SUMMON COMMANDS:
RALLEY GROWTH (ALL SUMMONS IN CONTROL THIS TURN ONLY)
- ADD 1D4 TO AC
- 50% MORE DAMAGE
RALLEY SPEED
- ADD 50% TO MOVEMENT (ALL SUMMONS IN CONTROL THIS TURN ONLY)
RALLEY ATTACK
- A SELECTED SUMMON WILL GAIN TWO ATTACKS THIS TURN AND IS IMMUNE TO CRITICAL MISS FOR THE FIRST ATTACK
RALLEY HEAL
- A SELECTED SUMMON WILL HEAL FOR UP TO 50% OF THEIR TOTAL HP BASED ON THEIR HIT DICE ROLL

**** Possible Summons

MECHATHEREAL DRAGON WASP
[2]
AC10
GRAPPLE+2 +4 TO HIT 1d4 POISON DAMAGE

MECHATHEREAL CAT
[1d4+1]
AC12
CLAWS: +4 TO HIT 1d4+1 TARGET MUST MAKE A SAVING CONSTITUTION SAVING THROW OR TAKE 1 MAGIC DAMAGE

MECHATHEREAL LYNX
[3d4+1]
AC12
CLAWS: +4 TO HIT 1d4+2 TARGET MUST MAKE A SAVING CONSTITUTION SAVING THROW OR TAKE 1 MAGIC DAMAGE
BITE: +4 TO HIT 1d4+2 TARGET MUST MAKE A SAVING CONSTITUTION SAVING THROW OR TAKE 1 MAGIC DAMAGE
POUNCE: IF THE LYNX MOVES AT LEAST 20FT TOWARD A CREATURE AND THEN HITS WITH A CLAW ATTACK ON THE SAME TURN, THAT TARGET MUST SUCCEED ON A DC12 STRENGTH SAVING THROW OR BE GRAPPLED. IF THE TARGET GRAPPLED, THE PANTHER CAN MAKE ONE BITE ATTACK AS A BONUS ACTION.

MECHATHEREAL PANTHER
[3d8]
AC12
SPEED: 50/40 CLIMB
CLAWS: +4 TO HIT 1d6+2 TARGET MUST MAKE A SAVING CONSTITUTION SAVING THROW OR TAKE 1 MAGIC DAMAGE
BITE: +4 TO HIT 1d6+2 TARGET MUST MAKE A SAVING CONSTITUTION SAVING THROW OR TAKE 1 MAGIC DAMAGE
POUNCE: IF THE LYNX MOVES AT LEAST 20FT TOWARD A CREATURE AND THEN HITS WITH A CLAW ATTACK ON THE SAME TURN, THAT TARGET MUST SUCCEED ON A DC12 STRENGTH SAVING THROW OR BE GRAPPLED. IF THE TARGET GRAPPLED, THE PANTHER CAN MAKE ONE BITE ATTACK AS A BONUS ACTION.
DISENGAGE: CAN DISENGAGE AS A BONUS ACTION.

*************************
ASHLEY PANTHER CAN DO:
*************************
IF SHE TRASNFORMS WITH ALL EQUIPMENT: 1d4 IS ROLLED EVERY TURN (DEX+2 vs DC10)
1 - TANGLED -20FT SPEED PENALTY
2 - WEARING UNDERWARE -DISADVANTAGE ON INTIMIDATION
3,4 - EVERYTHINGS OFF OK

HP[23/23]
- RESISTANT TO NECROTIC DAMAGE
- IMMUNITY TO FEAR
- BATTLE READY: ATTACK ON SAME TURN AS TRANSFORMAITON
- CHAMPION: CRITICAL HIT ON 19-20

ACTION SURGE [1/1] PER SHORT REST [2X AT 17TH]

INITIATIVE +2, AC 13
MOVEMENT 50FT, CLIMB 40FT

TRUESIGHT PERMINENT
PERCEPTION +4 ADVANTAGE ON SMELL
- SCOUTING +4 VS DC8
- HUNTING +3 VS DC10 PER HOUR
STEALTH +6
SURVIVAL +3
INTIMIDATION +6
DISENGAGE ON BONUS ACTION
HIDE ON BONUS ACTION

POUNCE: IF THE PANTHER MOVES AT LEAST 20FT TOWARD A CREATURE AND THEN HITS WITH A CLAW ATTACK ON THE SAME TURN, THAT TARGET MUST SUCCEED ON A DC12 STRENGTH SAVING THROW OR BE KNOCKED PRONE. IF THE TARGET IS PRONE, THE PANTHER CAN MAKE ONE BITE ATTACK AS A BONUS ACTION.

BITE: MELEE WEAPON ATTACK: +4 TO HIT, 5FT, 1d6+2 PIERCING TARGET MUST MAKE A SAVING CONSTITUTION SAVING THROW OR TAKE 2 MAGIC DAMAGE
CLAW: MELEE WEAPON ATTACK: +4 TO HIT, 5FT, 1d6+2 SLASHING TARGET MUST MAKE A SAVING CONSTITUTION SAVING THROW OR TAKE 2 MAGIC DAMAGE

*****************************************************************************************************************************************************************
ALICE (LVL3) CAN DO:

[-]EMBOLDING BOND WITH CAT add d4 an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn.
[-]Blessed, can roll 1d4 on top of attack or saving throw [0/10]
[-]HEROISM [10/10] IMMUNE TO FRIGNTENED, GAINS HP EQUAL TO SPELLCASTING ABILITY MODIFIER (WIS+5) EACH TURN

PROFICIENCIES:
-ATHLETICS +1
-ACROBATICS +3
-STEALTH +3
-INSIGHT +2
-MEDICINE +2
-PERCEPTION +2
-SIMPLE WEAPONS/SHORTSWORDS
-ALCHEMIST'S TOOLS

*****************************************************************************************************************************************************************
AC13 (10+3DEX+0WIS)

STR9-1 DEX16+3 CON14+2 INT9-1(DISADV) WIS11+0 CHA8-1(DISADV)
RESISTANT TO ACID, POISON, PSYCHIC DAMAGE, BLUDGEONING
RESISTANT TO CHARM AND POISENED
VULNERABLE TO COLD AND LIGHTINING
IMMUNITY TO DEATH - STABLE UPON DOWNED ALWAYS
PERCEPTION 12 INITIATIVE 13
ATHLETICS +1, STEALTH +4, ACROBATICS +5, PERCEPTION +2
HP[17/17]+[5/5] repleneshed every day at dawn
REST[0/8]

OUTSIDER / MONSTER
- DISADVANTAGE ON INT CHECKS
- DISADVANTAGE ON CHA CHECKS
- DOES NOT PASS AS ORDINARY HUMAN

SOULLESS
- CANNOT USE MAGIC
- MAGIC ITEMS THAT DIRECTLY INFLUENCE THE USER HAVE LIMITED (HALVED?) EFFECT
- CREATURES PERCEIVING MAGIC OR SOULS FIND YOUR PRESENCE UNSETTLING

INSPIRATION [0/0] APATHY (-4[-1]4)
SPEED 40/20 [SWIMMING SPEED 30 / 20 IN DIFFICULT TERRAIN]
-MAX SPEED 120 WITH DASH + STEP OF THE WIND (1DP)
-MAX ATTACK RANGE 80 WITH STEP OF THE WIND (1DP)
-ACROBATICS CHECK WHEN CLIMBING
STATIC JUMP DISTANCE:
-JUMP H 4FT / 8FT WITH STEP OF THE WIND
-JUMP V 1FT / 2FT
LONG JUMP 10FT MOVEMENT:
-H 9FT / 18 FT
-V 2FT / 4 FT
OBSTACLE LIMIT 2FT / 4 FT WITH STEP OF THE WIND

DARKVISION 60FT

DEFLECT ATTACKS: WHEN AN ATTACK ROLL HITS YOU AND ITS DAMAGE INCLUDES BLUDGEONING, PIERCING, OR SLASHING DAMAGE, YOU CAN TAKE A REACTION TO REDUCE THE ATTACK'S TOTAL DAMAGE AGAINST YOU. THE REDUCTION EQUALS 1D10 PLUS YOUR DEXTERITY MODIFIER AND MONK LEVEL. [1D10+3DEX+3LV]
-IF YOU REDUCE THE DAMAGE TO 0, YOU CAN EXPEND 1 DP TO REDIRECT SOME OF THE ATTACK'S FORCE.
-IF YOU DO SO, CHOOSE A CREATURE YOU CAN SEE WITHIN 5 FEET OF YOURSELF IF THE ATTACK WAS A MELEE ATTACK OR A CREATURE YOU CAN SEE WITHIN 60 FEET OF YOURSELF THAT ISN'T BEHIND TOTAL COVER IF THE ATTACK WAS A RANGED ATTACK. THAT CREATURE MUST SUCCEED ON A DEXTERITY SAVING THROW OR TAKE DAMAGE EQUAL TO TWO ROLLS OF
YOUR MARTIAL ARTS DIE PLUS YOUR DEXTERITY MODIFIER. [2D6+3DEX]
-THE DAMAGE IS THE SAME TYPE DEALT BY THE ATTACK.

HAND OF HARM: ONCE PER TURN WHEN YOU HIT A CREATURE WITH AN UNARMED STRIKE, YOU CAN EXPEND 1DP TO DEAL EXTRA NECROTIC DAMAGE EQUAL TO YOUR MARTIAL ARTS DIE PLUS YOUR WISDOM MODIFIER [1D6+0WIS]
-THIS IS AN EFFECT OF ALICE'S METABOLISM, NOT MAGIC. IT ONLY WORKS ON ORGANISMS COMPOSED OF ORDINARY MATTER AND HAS NO EFFECT ON SUPERNATURAL BEINGS LIKE SPIRITS OR GHOSTS

HAND OF HEALING: AS ACTION YOU CAN EXPEND 1DP TO TOUCH A CREATURE AND RESTORE A NUMBER OF HP EQUAL TO YOUR ROLL OF YOUR MARTIAL ARTS DIE PLUS YOUR WISDOM MODIFIER [1D6+0WIS]
-THIS IS AN EFFECT OF ALICE'S METABOLISM, NOT MAGIC. IT ONLY WORKS ON ORGANISMS COMPOSED OF ORDINARY MATTER AND HAS NO EFFECT ON SUPERNATURAL BEINGS LIKE SPIRITS OR GHOSTS

IMPLEMENTS OF MERCY: YOU GAIN PROFICIENCY IN THE INSIGHT AND MEDICINE SKILLS AND PROFICIENCY WITH THE HERBALISM KIT.

ESCAPE ARTIST: 1" CREVICE
REACH: LONG 10 FT
ADVANTAGE TO ESCAPE GRAPPLE
GRAPPLE-SHOVE COMBO IN SAME TURN

CRUSHER ONCE PER TURN, WHEN YOU HIT A CREATURE WITH AN ATTACK THAT DEALS BLUDGEONING DAMAGE, YOU CAN MOVE IT 5 FEET TO AN UNOCCUPIED SPACE, PROVIDED THE TARGET IS NO MORE THAN ONE SIZE LARGER THAN YOU. WHEN YOU SCORE A CRITICAL HIT THAT DEALS BLUDGEONING DAMAGE TO A CREATURE, ATTACK ROLLS AGAINST THAT CREATURE ARE MADE WITH ADVANTAGE UNTIL THE START OF YOUR NEXT TURN.

MARTIAL ARTS (1d6 die)
- You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.
- You can roll a d6 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.
- When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

SPEAR (20/60) vs AC 1d20+5(DEX+PROF) THROWN:1D20+5(DEX+PROF) DMG 1d8+3 (1D6+3 1-HANDED) (20) DOUBLE DAMAGE + EXHAUSTION (20) [PIERCING]
ALICE MAY USE UNARMED STRIKE DIE DEX(+3) EVEN WITH MONK WEAPONS

[20/20] ARROWS
SHORT BOW (80/320) vs AC 1D20+5(DEX+PROF) DMG 1d6+3 USES 1 ARROW (1) DESTROYS THE ARROW (20) DOUBLE DAMAGE + EXHAUSTION, MISS LOWERS DURABILITY [N/G/F/P/S] [PIERCING]

ABILITIES
_________

MARTIAL ARTS
- ONLY MONK WEAPONS, UNARMED STRIKE
- NO ARMOR OR SHIELD
- ALWAYS USE DEX INSTEAD OF STR
- CHOOSE 1 BONUS ACTION PER TURN: UNARMED STRIKE / GRAPPLE / SHOVE / DISENGAGE / DASH

UNARMORED DEFENSE
- 14AC=10+DEX2+WIS2

MONK'S DISCIPLINE
- [3/3] DISCIPLINE / KI POINTS
- REGAIN 1 DP PER 30 MIN REST
- DP SAVING THROW 8+PROF+WIS=12

FLURRY OF BLOWS (1DP)
- 2 UNARMED STRIKES AS BONUS ACTION

PATIENT DEFENSE (1DP)
- DISENGAGE + DODGE AS BONUS ACTION

STEP OF THE WIND (1DP)
- DISENGAGE + DASH AS BONUS ACTION
- DOUBLES JUMP DISTANCE

UNARMORED MOVEMENT
40FT BASE SPEED WITHOUT ARMOR OR SHIELD

UNCANNY METABOLISM
- WHEN ROLLING INITIATIVE, REGAIN ALL DP
- THEN ROLL 1D6, REGAIN NUMBER OF HP
- ONCE PER LONG REST

SHAPE SELF
- 1 ACTION
- RESHAPE BODY AS LONG AS VOLUME REMAINS CONSTANT
- SHAPE LIMITED BY SOFT BODY
- BONUS ACTION: PSEUDOPOD, MAX 10'x 6", NO SENSORY ORGANS, CAN MANIPULATE OBJECTS, LIFT MAX 10LBS, CANNOT ATTACK OR ACTIVATE MAGIC DEVICES
- HUMAN FORM: SHAPE OF 12YO GIRL, IMPERFECT AND CREEPY LIKE A DOLL, QUALITY DEPENDENT ON MENTAL STATE, DISSOLVES WHEN UNCONSCIOUS OR ASLEEP

PHAGOCYTOSIS
- CAN SLOWLY ABSORB AND DIGEST ALL BUT THE TOUGHEST SUBSTANCES (GLASS, GOLD, MITHRIL, ORCHICALCIUM, SOME GEMS)
- USE TARGET EITHER AS ENERGY SOURCE OR AS BUILDING MATERIAL FOR BODY OR CHEMOSYNTHESIS
- TARGET QUALITY DETERMINES WHETHER DIGESTION PROVIDES OR CONSUMES ENERGY
- CAN CLEAN OBJECTS OR CREATURES AND DISINFECT WOUNDS
- CANNOT DRY OBJECTS

CHEMOSYNTHESIS
- CAN VERY SLOWLY SYNTHESIZE LIQUID ORGANIC SUBSTANCES
- ALL INGREDIENTS NEED TO BE AVAILABLE FROM SOURCES OR FROM THE BODY (AT THE COST OF HP)
- CAN PURIFY DIRTY WATER
- CAN DONATE WATER OR NUTRIENTS FROM BODY
- CAN TURN INEDIBLE WASTE INTO A NUTRITIOUS BUT NOT NECESSARILY TASTY LIQUID
- CANNOT SYNTHESIZE POTIONS, POISONS OR SOLID OBJECTS

LOLIBANK
- CAN STORE UP TO 100 COINS IN BODY
- ONLY GOLD OR ABOVE, GEMS OK.
- STORING MORE OR CORRODIBLE OBJECTS WILL DECREASE QUALITY 1 STEP PER HOUR.

REQUIREMENTS FOR EVOLUTION TO VISCOUS FORM
- LV 4
- METAL
- ORE
- PLANT
- TRANSFORMATION CAN ONLY TAKE PLACE AT SPACESHIP
- DURATION 1 DAY

« Last Edit: March 02, 2025, 06:42:28 PM by Aleshe »

Re: D&D Meta Thread
« Reply #188 on: March 02, 2025, 12:57:49 PM »
Alice,

Per your lore I thought it would be better to wait till level 4 to increase your stats, when you get your next form.

Re: D&D Meta Thread
« Reply #189 on: March 02, 2025, 05:28:03 PM »
Yes, fine by me!

But what about my DP? It says DISCIPLINE / KI POINTS [1/2]. What does that mean?
Shouldn't it be [3/3]?

Also my AC is still 13 (10+3DEX+0WIS)

Re: D&D Meta Thread[Joy the DM]
« Reply #190 on: March 02, 2025, 06:23:08 PM »
MONK'S DISCIPLINE okay I had it in two places by mistake. You have 3
AC 13 it is.

Also I think you should get your next form if you recover access to your ship and attain level 4.

I modified my post to reflect the corrections.
« Last Edit: March 02, 2025, 06:48:38 PM by Aleshe »

Re: D&D Meta Thread
« Reply #191 on: March 02, 2025, 06:49:07 PM »
Yes, form change is only possible once the ship thaws and liquefies.
Implying we manage that.
With my low HP and AC I'll get so rekt by that dragon when I boop its nose...

Re: D&D Meta Thread [Joy the DM]
« Reply #192 on: March 02, 2025, 07:29:19 PM »
Let the negotiations begin.

Yes, form change is only possible once the ship thaws and liquefies.

No one read this but Alice

Read and deleted to avoid spoilers
« Last Edit: March 02, 2025, 07:59:26 PM by Alice »

Re: D&D Meta Thread
« Reply #193 on: March 02, 2025, 08:00:04 PM »
Haa fine, it does make sense I guess...

Re: D&D Meta Thread [Joy the DM]
« Reply #194 on: March 02, 2025, 08:05:36 PM »
Hints:
>Dragons typically can't change the weather
>White dragons are... not as capable as metallic dragons in non-dragon affairs but are of course are no less fierce than other types.