Author Topic: D&D Meta Thread  (Read 9450 times)

Re: D&D Meta Thread
« Reply #135 on: February 23, 2025, 05:28:25 AM »
>D&DEI
Hahaha!
I hope you like woke Cat and her nonviolent civil disobedience protest!
She's gonna file a complaint to the Trade Guilds DEI officer and they have to pay us billions of gp in compensation.

Ok, it was to be expected that they just shoo us lowlifes away without a noble backing us. Other than mentioning Harbin we are out of ideas, such negotiations are Ashley's turf.  Even Cat knows there's no point in starting a war with the Trade Guild. In worst case we have to get sponsored by that noble first and only obtain the license when we come to Neverwinter next time.

Re: D&D Meta Thread [Joy the DM]
« Reply #136 on: February 23, 2025, 07:13:56 AM »
Unfortunately your complaint will be akin to a child complaining that the owner of the 1960 Ferrari 250 GTO she saw at an autoshow told her to scram when she wanted to have it in exchange for the shiny new penny she found.

 

Re: D&D Meta Thread
« Reply #137 on: February 23, 2025, 08:10:59 AM »
So what is the the car owner going to do if the child is blocking his way, demanding an apology for being insulted while people gather?



The trade guild will have to deal with a stubborn Barbarian standing in their doorway for the foreseeable future. I'd like to see them remove Cat by force

"The trade guild is a bit... picky, don't take it personally... "
Ashley may not but I think Cat will


Re: D&D Meta Thread
« Reply #138 on: February 23, 2025, 08:45:57 AM »
Ah, you were faster than me. I'm on my way to join Ashley and Cat but it seems I'm too late for the fun

Re: D&D Meta Thread
« Reply #139 on: February 24, 2025, 02:39:11 PM »
cmon Tamamo!!!!

Re: D&D Meta Thread [Ashley]
« Reply #140 on: February 24, 2025, 03:03:48 PM »

Re: D&D Meta Thread
« Reply #141 on: February 24, 2025, 07:43:30 PM »
Oh no!
I wanted to post yesterday before going to sleep but forgot!

I read what's going on several times a day but sometimes I think I'll reply later and then  do something else. I'll try not to slow down the game even further!

Re: D&D Meta Thread [Ashley]
« Reply #142 on: February 24, 2025, 08:18:28 PM »

Re: D&D Meta Thread
« Reply #143 on: February 24, 2025, 10:05:37 PM »
Current Activity: Lounging

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

Sunday, SPRING 16TH, 1296 15:30, Sunny 18C
Last ate 12:00 Spring 16th

*****************************************************************************************************************************************************************
YULYA LVL 2 CAN DO:
RESISTANT TO NECROTIC AND RADIANT DAMAGE
GOBLIN STAFF ADDS +3 DAMAGE and ATTACK TO ATTACK SPELLS
*****************************************************************************************************************************************************************
AC17 SHIELD INCLUDED (+2) FACING FORWARD STR+1 DEX+1 CON+2 INT-1 WIS+5 CHA+2
PERCEPTION 15 INITIATIVE 11
RELIGION +1, INSIGHT +7, MEDICINE +5 ADVANTAGE, PERSUASION +4
HP[17/17] DEATH[0/0]
MP[3/3] 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
[2:0/0|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.

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


*****************************************************************************************************************************************************************
CAT LEVEL 2 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.
- 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)

[-]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
*****************************************************************************************************************************************************************
AC16 [HALF PLATE+1 DEX] STR+4 DEX+1 CON+3 INT-1 WIS+1 CHA+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

PROFICIENCIES:
- MARTIAL/SIMPLE WEAPONS
- MEDIUM ARMOR
- COOK'S TOOLS
- LAND VEHICLES
- SHIELDS
- [AVAILABLE NEW PROFICIENCY]

HP[25/25]
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

NATURAL CLAWS (MASTERY) 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.

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 (LVL2) 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 [TAIIANECRO'S CURSE]
IMMUNE TO POLYMORPH [TAIIANECRO'S CURSE]
[-]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]
*****************************************************************************************************************************************************************
AC11 (+2 from behind walking, +3 from behind when crouched)
STR+0 DEX+0 CON+0 INT+1 WIS+1 CHA+4
PERCEPTION 13 INITIATIVE 10
HP[10/10]
MP[3/3]
FOCUS [1/1]MP 1d20 FULL
SLOTS MAGIC CHA [19]+4 SPELL SAVE DC14
[1:3/3][2:0/0|3:0/0|4:0/0|5:0/0|6:0/0|7:0/0|8:0/0|9:0/0]
WILD MAGIC 1d20, IF 20, WILD MAGIC SURGE OCCURS WITH MECHA FLAVOR
TIDES OF CHAOS [1/1] GAIN ADVANTAGE ON ATTACK ONCE PER REST OR WILD MAGIC SURGE, WILD MAGIC IS A 50% SURGE ONCE AFTERWARD.

REST [0/8]

INSPIRATION [0/0]
INITIATIVE +0
MOVEMENT 30FT, CLIMB 15FT

BLINDSIGHT 20FT
CAN TRANSFORM INTO PANTHER WHEN MANA DEPLETES
MANA DUMP AS A BONUS ACTION: ASHLEY CAN DUMP MP IN ORDER TO TRANSFORM AT WILL BUT MUST SLEEP TO REGAIN MP TO TRANSFORM BACK.

CAN ONLY LEARN TAIIANECRO SUMMON OR CURSE MAGIC

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):

-SUMMON MECHATHEREAL WASP DRAGON, 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 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.


*************************
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[18/18]
- RESISTANT TO NECROTIC DAMAGE
- IMMUNITY TO FEAR
- BATTLE READY: ATTACK ON SAME TURN AS TRANSFORMAITON

ACTION SURGE [1/1] PER SHORT REST

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 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
*****************************************************************************************************************************************************************
AC14 STR-1 DEX+3 CON+2 INT-1(DISADV.) WIS+0 CHA-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]
REST[0/8]

DISCIPLINE / KI POINTS [1/2] 30 minute rest

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 40/10
DARKVISION 60FT

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
- [2/2] DP
- REGAIN 1 DP PER SHORT REST, ALL IN LONG 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)
- 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
- STORING MORE OR CORRODIBLE OBJECTS WILL DECREASE QUALITY 1 STEP PER HOUR.

REQUIREMENTS FOR EVOLUTION TO VISCOUS FORM
- LV 5
- METAL
- ORE
- PLANT
- TRANSFORMATION CAN ONLY TAKE PLACE AT SPACESHIP
- DURATION 1 DAY


Re: D&D Meta Thread
« Reply #144 on: February 25, 2025, 03:26:27 PM »
Thanks for that!
Working on LV3 Alice now.

Do you want to give me a minor stat increase?You decide if it's necessary to remain even remotely competitive against foes. As I said I'd like to save up for a major increase with my form change.

A few remarks:
___________
I have tons of documentation but I miss the stat increase I got with LV2 so I don't know my actual point values. Do you have that? I think my DEX went up by one from +2 to +3?
My original stats as per my character sheet were:
STR  9
DEX 14 -> 15
CON 14
INT  9
WIS 11
CHA  8

There are still some wrong DEX and WIS stats in your list.
It's DEX+3 and WIS+0
Previously I had DEX+2 WIS+2 which was a mistake.
Meaning my AC is only 13.

My speed is 40/20 not 40/10.:
SPEED 40/20
-ACROBATICS CHECK WHEN CLIMBING

MAX SPEED 120 WITH DASH + STEP OF THE WIND (1DP)
MAX ATTACK RANGE 80 WITH STEP OF THE WIND (1DP)

SWIMMING SPEED 30 / 20 IN DIFFICULT TERRAIN
-ATHLETICS CHECK WHEN SWIMMING

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
_______________________________________________

I know it's confusing but the list lacks the differentiation between monk shenanigans that use DP and those that don't.
I always have 1 free bonus action per turn.
- CHOOSE 1 BONUS ACTION PER TURN: UNARMED STRIKE / GRAPPLE / SHOVE / DISENGAGE / DASH
I can spend 1DP to get an additional bonus action as listed.


I noted my leveling prerequisite lists PLANTS.
I have absorbed some metals, ores and gems, together with what we find in the mine that should suffice. I should collect some rare plant material or fruits that help my body grow into the acidic form. If you think of any other stuff I gotta collect, pls do, it's fun!

Re: D&D Meta Thread [Joy the DM]
« Reply #145 on: February 25, 2025, 03:49:47 PM »
Please prepare something like this:

This is Ashley's Level Progression chart.



Copying it from PHB is fine of course, this will probably be work for Alice, in her case, at least levels 1-4 so I can see where the progression is going for balance.

Metamagic is especially powerful and she gets points to allow her to make certain adjustments to spells. The function of that will be quite custom given her unusual build but she's looking forward to using that soon.

METAMAGIC:
CAREFUL SPELL. When you cast a spell that forces other creatures to make a saving throw, you can protect some of those creatures from the spell's full force. To do so, you spend 1 sorcery point and choose a number of those creatures up to your Charisma modifier (minimum of one creature). A chosen creature automatically succeeds on its saving throw against the spell.
DISTANT SPELL. When you cast a spell that has a range of 5 feet or greater, you can spend 1 sorcery point to double the range of the spell or 30ft whichever is greater. When you cast a spell that has a range of touch, you can spend 1 sorcery point to make the range of the spell 30 feet.
EMPOWERED SPELL. When you roll damage for a spell, you can spend 1 sorcery point to reroll a number of the damage dice up to your Charisma modifier (minimum of one). You must use the new rolls. You can use Empowered Spell even if you have already used a different Metamagic option during the casting of the spell.
EXTENDED SPELL. When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to increase its duration (spell by spell basis), to a maximum duration of 24 hours.
HEIGHTENED SPELL. When you cast a spell that forces a creature to make a saving throw to resist its effects, you can spend 3 sorcery points to give one target of the spell disadvantage on its first saving throw made against the spell.
QUICKENED SPELL. When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting once per turn.
SEEKING SPELL. If you make an attack roll for a spell and miss, you can spend 2 sorcerer points to reroll the d20, and you must use the new roll. You can use Seeking Spell even if you have already used a different Metamagic option during the casting of the spell.
SEEKING SPELL (UA). When you cast a spell that requires you to make a spell attack roll or that forces a target to make a Dexterity saving throw, you can spend 1 sorcery point to ignore the effects of half- and three-quarters cover against targets of the spell.
SUBTLE SPELL. When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
TRANSMUTED SPELL. When you cast a spell that deals a type of damage from the following list, you can spend 1 sorcery point to change that damage type to one of the other listed types: acid, cold, fire, lightning, poison, thunder.
TWINNED SPELL. When you cast a spell that targets only one creature and doesn't have a range of self, you can spend a number of sorcery points equal to the spell's level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip). To be eligible, a spell must be incapable of targeting more than one creature at the spell's current level. For example, magic missile and scorching ray aren't eligible, but ray of frost and chromatic orb are.

I will look over Alice's information soon.

Re: D&D Meta Thread
« Reply #146 on: February 25, 2025, 03:57:20 PM »
Here's what's new in LV3 Monk

DP increase to 3DP

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.


MONK SUBCLASS - WARRIOR OF MERCY
__________________________________
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
MODIFICATION:
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
MODIFICATION:
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.

------------------------------------------------------------------------

I struggle a bit with this lore-wise, it's a huge boost out of nowhere. I can now use some basic nanotech assembly/disassembly skills to heal/harm even without my transformation. Just because I ate some scrap and gem-ore?
What's your take on this?

Also I would propose an increase of my Wisdom score by one to 12WIS(+1)
This would help my LV3 skills and increase my AC to 14.
I'm still laughably weak, but this is fine in this form.

Here's the progression chart. It does not include form-specific traits I gain when reaching Viscous / Living Metal form.
« Last Edit: February 25, 2025, 04:38:29 PM by Alice »

Re: D&D Meta Thread [Joy the DM]
« Reply #147 on: February 25, 2025, 05:23:58 PM »
Do you want to give me a minor stat increase?

As we discussed in the very beginning, yes.

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.

I will handle this as a melee trigger, please select one method for default, you may change this at any time:

1. You will lose 1DP whenever you are hit if that hit would have downed you.

2. You will lose 1DP whenever you are hit if that hit the first time on a turn only.

3. You will lose 1DP whenever you are hit.

The target for reflection is the one who hit you. You may state at the end of a turn if you want to set the trigger for the next hit on you 1, 2, or 3.

What's your take on this?

I will look at everyone together once I understand all the changes. So far I am not concerned. Ashley's changes are on par or greater, so I will adjust your stats according to our agreement and use that to balance.

Level 4 should be a big jump and your more human mimic, so this makes sense. If you defeat the dragon and survive the mine enough to get experience level 4 will be an easy get.

Re: D&D Meta Thread [Joy the DM]
« Reply #148 on: February 25, 2025, 06:47:53 PM »
I will handle this as a melee trigger, please select one method for default, you may change this at any time:

1. You will lose 1DP whenever you are hit if that hit would have downed you.

2. You will lose 1DP whenever you are hit if that hit the first time on a turn only.

3. You will lose 1DP whenever you are hit.

The target for reflection is the one who hit you. You may state at the end of a turn if you want to set the trigger for the next hit on you 1, 2, or 3.
I hadn't really thought about how to handle that game-wise!
I guess I would go with 1 as default. It's still not really satisfactory. So I lose 1DP even if I don't reduce damage to 0? Cat I specify another target for deflection beforehand?

Also I remain a cart skeptic. Not that it ain't a good idea to get things to Phandalin but we can't drag a cart through the wilderness and up a mountain!
Me as tupper, not as alien, knows a bit about mountain warfare and for this job you want a mule. It's the best of both worlds from horse and donkey. Only way to get your gear up or down a mountain. Our army still uses mules today


Re: D&D Meta Thread [Joy the DM]
« Reply #149 on: February 25, 2025, 07:06:21 PM »
Ashley's comments are not law nor will she necessarily be able to afford it. More information is pending as I have started working on the next scene and Ashley has changed her mind since.