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By ShieldHero-
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ShieldHero-     129d ago

[h3 All Feats]


Actor - +1 in Cha., advantage on Deception and Performance checks, mimic the speech of a person or the sounds made by a creature.

Alert - +5 to initiative, you can't be surprised, and creatures you don't see don't gain advantage on attack roll against you.

Artificer Initiate - You learn one cantrip and one 1st-level artificier spell (cast without slot), proficiency with one type of artisan's tools.

Athlete - +1 in Str. or Dex., you stand up and climb more quickly, and you can jump with only a 5-ft run.


Bountiful Luck (Halfling) You can let an ally within 30 ft of you to reroll a 1 on a d20.


Charger - As part of the Dash action you can make a melee attack with a +5 bonus if you move at least 10 ft before.


Chef - +1 in Con. or Wis., proficiency with cook's utensils and cook special food to regain hp.


Crossbow Expert - You ignore the loading property of crossbows and don't have disadvantage for being in contact with a creature when you shoot.


Crusher - +1 in Str. or Con., 5 ft extra move when you hit (bludgeoning) and attacks with advantage after a critical hit.


Defensive Duelist Dexterity 13 or higher You can add your proficiency bonus to your AC if you are wielding a finesse weapon, in reaction to a melee attack.


Dragon Fear Dragonborn +1 in Str., Con., or Cha. and your Breath Weapon can frighten instead of inflicting damages.


Dragon Hide Dragonborn +1 in Str., Con., or Cha., your AC becomes 13+Dex. modifier and your retractable claws deal 1d4+Str. modifier slashing damage.


Drow High Magic Elf (drow) You can cast the detect magic spell (at will) and the levitate and dispel magic spells (1/long rest).


Dual Wielder - +1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons.


Dungeon Delver - Advantage to Perception and Investigation checks, to saving throws vs traps, and search for traps at normal pace.


Durable - +1 in Con. and for each Hit Dice you regain a minimum of hit points equals to 2 x your Constitution modifier.


Dwarf Fortitude Dwarf +1 in Con., and you can spend one Hit Die to heal yourself taking the Dodge action.



Eldritch Adept Spellcasting or Pact Magic feature You learn one Eldritch Invocation.


Elemental Adept The ability to cast at least one spell Your spells ignore resistance to a damage type (acid, cold, fire, lightning, or thunder) and treat any 1 in damage as a 2.


Elven Accuracy Elf or half-elf +1 in Dex., Int., Wis., or Cha., and you can reroll one attack roll if you have advantage.


Fade away Gnome +1 in Dex. or Int., and you can use your reaction to become invisible if you take damage.


Fey Teleportation Elf (high) +1 in Int. or Cha., you speak Sylvan, and you can cast the misty step spell (1/short rest).


Fey Touched - +1 in Int., Wis., or Cha., and you learn misty step and one 1st-level spell from divination or enchantment school.


Fighting Initiate Proficiency with a martial weapon You learn one Fighting Style option from the fighter class.


Flames of Phlegethos Tiefling +1 in Int. or Cha., reroll any 1 on fire spell damage, and cause flames to wreathe you if you cast a fire spell.


Grappler Strength 13 or higher You have advantage on attack rolls when grappling, and can try to restrained a creature grappled by you.


Great Weapon Master - Extra attack after a melee critical hit and you can choose to take -5 to attack roll to add +10 to damage with an heavy weapon.


Gunner - +1 in Dex., proficiency with firearms, ignore loading property of firearms and no disadvantage to attacks within 5 ft.


Healer - You can stabilize a creature and restore it to 1 hp, or restore [1d6+4+its number of Hit Dice] hp to it.


Heavily Armored Proficiency with medium armor +1 in Str. and you gain proficiency with heavy armor.


Heavy Armor Master Proficiency with heavy armor +1 in Str. and bludgeoning, piercing, and slashing damage are reduced by 3 if you are wearing an heavy armor.


Infernal Constitution Tiefling +1 in Con., resistance to cold and poison damage, and you have advantage on saving throws against being poisoned.


Inspiring Leader Charisma 13 or higher Up to 6 creatures within 30 ft of you can gain temporary hp equal to your level + your Cha. modifier.


Keen Mind - +1 in Int., you know which way is north, when is the next sunrise/sunset, and recall any events within the past month.


Lightly Armored - +1 in Str. or Dex. and you gain profociency with light armor.


Linguist - +1 in Int., you learn three languages, and you can ably create ciphers.


Lucky - You can reroll one d20 or force to reroll an attack roll against you (3/long rest).


Mage Slayer - You can use a reaction to make a melee attack against a spellcaster and advantage on saving throws against spell within 5 ft.


Magic Initiate - You learn two cantrips and one 1st-level spell from one class.


Martial Adept - You learn two maneuvers from Battle Master archetype and gain one superiority die (d6).


Medium Armor Master Proficiency with medium armor No disadvantage to Stealth checks wearing medium armor and Dexterity bonus max to +3 instead of +2.


Metamagic Adept Spellcasting or Pact Magic feature You learn two metamagic options and gain 2 sorcery points.


Mobile - Your speed increase by 10 ft, you can Dash on difficult terrain without malus, and don't provoke opportunity attacks in melee.


Moderately Armored Proficiency with light armor +1 in Str. or Dex. and you gain proficiency with medium armor and shields.


Mounted Combatant - Advantage on melee attacks against unmounted creature and force an attack to target you instead of your mount.


Observant - +1 in Int. or Wis., you can read on lips, and you have a +5 bonus in passive Perception and passive Investigation.


Orcish Fury Half-orc +1 in Str. or Con., add one of the weapon's damage dice, and use a reaction to attack after using Relentless Endurance.


Piercer - +1 in Str. or Dex., reroll one damage dice when you hit (piercing) and one additional damage dice in case of critical hit.


Poisoner - Proficiency with poisoner's kit, apply as a bonus action and your attacks ignore resistance to poison damage.


Polearm Master - You can make an extra attack with a polearm weapon, and make an opportunity attack if a creature enter your reach.



Prodigy Half-elf, half-orc, or human You gain proficiency with one skill, one tool or one language, and you gain expertise with one skill.


Resilient - +1 in one ability and you gain proficiency in saving throws using this ability.


Ritual Caster Intelligence or Wisdom 13 or higher You have a ritual book with two 1-st level ritual spells from one class and you can later on add other ritual spells you found.



Savage Attacker - You can reroll melee weapon attack damage once per turn.



Second Chance Halfling +1 in Dex., Con., or Cha., and you can force a creature to reroll its attack roll if it hits you.


Sentinel - A successful OA reduce creature's speed to 0 for this turn and possibility to make an OA even if the ennemy take Disengage.



Shadow Touched - +1 in Int., Wis., or Cha., and you learn invisibility and one 1st-level spell from illusion or necromancy school.


Sharpshooter - Your ranged attacks ignore some cover, no disavantage at long range, and possibility to take -5 to hit for +10 on ranged damage.


Shield Master - Attack also allows to shove, shield bonus to Dex. saving throws againts spells, and no 1/2 damage on successful saving throw.



Skill Expert - +1 in one ability, proficiency in one skill and expertise in one other in which you have proficiency.


Skilled - You gain proliciency with three skills or tools.


Skulker Dexterity 13 or higher Ranged weapon attack doesn't reveal your position and possibility to hide in a lighlly obscured area.


Slasher - +1 in Str. or Dex., reduce target's speed by 10 ft when you hit (slashing) and target has disadvantage on attacks rolls.



Spell Sniper The ability to cast at least one spell Offensive spell's range doubled, these spells ignore some cover, and you learn one offensive cantrip.


Squat Nimbleness Dwarf or a Small race +1 in Str. or Dex., your speed increases by 5 ft, and proficiency and advantage to escape with Acrobatics or Athletics checks.


Tavern Brawler - +1 in Str. or Con., proficiency with improvised weapons, d4 for unarmed strike, and grapple with a bonus action.



Telekinetic - +1 in Int., Wis., or Cha., you learn mage hand and you can try to telekinetically shove one creature (5 ft).


Telepathic - +1 in Int., Wis., or Cha., you can cast detect thoughts and you can speak telepathically to any creature within 60 ft.


Tough - Your hit point maximum increases by an amount equal to twice your level then by +2 at each level.



War Caster The ability to cast at least one spell You have advantage on saving throws to maintain concentration and you can cast some spells as part of an OA with a reaction.



Weapon Master - +1 in Str. or Dex. and you gain proficiency with four weapons.


Wood Elf Magic Elf (wood) You learn one druid cantrip and can cast the longstrider and pass without trace spells (1/long rest)
ShieldHero-     128d ago

[h3 Skelly]
Converting DnD sheet into an ES skelly.


() Will be for Modifiers
Like 
(+4)


Name:
Level:
EXP:
Race:
Age: 
Gender:
Currency:


Level Method:
Dice Rolled
Standard Array
Point Buy System


HP: 
Hit Die: (Times you can rest. Tied to level. Class decides how much you heal.)
Strength: 
Dexterity: 
Constitution:
Intelligence:
Wisdom:
Charisma:


Proficiency Bonus:
Walking Speed:
Initiative:
Armor Class: 

Senses:
(Senses tied to race/feats etc)


Proficiency And Languages:

Skills:


Actions:

Spells:


Feat:

Defenses:


Conditions:


Features/Traits:


Equipment:


Description: 
ShieldHero-     128d ago

[h3 Example]


[h3 Skelly]
Converting DnD sheet into an ES skelly.

() Will be for Modifiers
Like 
(+4)

Name: Arthur Chevalier
Level: 1
EXP: 0/300
Race: Human (Sentimental)
Age: 18
Gender: Male
Currency: 1GP (Gold Piece)

Level Method: Point Buy System

HP:  13/13
Hit Die: 1d10 + 3
Current Hit Die: 1/1
Strength: 16 (+3)
Dexterity: 10 (0)
Constitution: 16 (+3)
Intelligence: 8 (-1)
Wisdom: 9 (-1)
Charisma: 14 (+2)

Proficiency Bonus: +2
Walking Speed: 30FT
Initiative: 0
Armor Class: 18
Armor: 16
Shield: 2


Senses:
Passive Wis Perception: 9

Passive INT Investigation: 9

Passive Wis Insight: 9

Proficiency And Languages:
Common Language
Celestial Language

Heavy Armor
Light Armor
Medium Armor
Shields
Simple Weapons
Martial Weapons

Persuasion
Athletics


Skills:

Acrobatics: 0 (Dex)

Animal Handling: -1 (Wis)

Arcana: -1 (INT)

Athletics: +5 (STR)

Deception: +2 (CHA)

History: -1 (INT)

Insight: -1 (Wis)

Intimidation: +2 (Cha)

Investigation: -1 (INT)

Medicine: -1 (Wis)

Nature: -1 (Int)

Perception: -1 (Wis)

Performance: +2 (Cha)

Persuasion: +4 (Cha)

Religion: -1 (INT)

Sleight Of Hand: 0 (Dex)

Stealth: 0 (Dex) -Also Disadvantage due to heavy armor

Survival: -1 (Wis)

Actions:

Divine Sense
As an action, you can detect good and evil. Until the end of your next turn, you can sense anything affected by the hallow spell or know the location of any celestial, fiend, undead within 60 ft. that is not behind total cover. You can use this feature 3 times per long rest.

Lay On Hands
You have a pool of healing power that can restore 5 HP per long rest. As an action, you can touch a creature to restore any number of HP remaining in the pool, or 5 HP to either cure a disease or neutralize a poison affecting the creature.

Sentimental Intuition: When you roll for perception or Initiative check roll a D4 and add that to the die. (Race Variant)

Vigilant Guardian:
As an action, you can designate an ally you can see as your ward. You have advantage on Insight and Perception checks made to spot threats to your ward. When you are within 5 ft. of your ward, and that creature is the target of an attack that you can see, you can use your reaction to swap places with your ward to become the target of the attack.

Vigilant Guardian Ward: 1 Action
Vigilant Guardian Swap: 1 Reaction

Spells:

Shield: (Due to Race Variant) +5 AC until the start of you're next turn. Can be used as a reaction. Nullifies magic missile damage. Can only be used once before needing long rest.

Feat:
None

Defenses: None

Conditions: None

Features/Traits:
Under Actions

Equipment:
TBA
(May Just Keep it in D&D Beyond as its a decent amount for starting gear.)

Description:

This is where I'd put backstory/personality etc but save that for another time.
ShieldHero-     31d ago

[pic https://donjon.bin.sh/fantasy/dungeon/cache/630d20d0-97d59f81/map.png]

A: Window Amon Broken hallway

Room 11: Will have Simon


Follow the other rooms of the sheet with slight changes to make better sense

Second S past the a on top of the map. On the way to it his a trap of DC 20 Perception.

DC: 10 DEX save.

Damage 2D10 if failed.

Room #1
North Entry
Trapped and Locked Strong Wooden Door (DC 15 to open, DC 20 to break; 20 hp)

Ⓣ Acid Spray: DC 10 to find, DC 10 to disable; affects all targets within a 20 ft. cone, DC 15 save or take 1d10 acid damage for 1d4 rounds

South Entry
Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +3 to hit against one target, 1d10 cold damage

→ Leads to room #3

Room Features
The floor is covered with dust, and several pieces of blood-soaked clothing are scattered throughout the room

Monster
Ogre Battering Ram (cr 4, mtf 220) and 2 x Ogre (cr 2, mm 237); deadly, 2000 xp

Treasure: 1300 cp, 1400 sp, 60 gp, a cloth coat threaded with dyed silk (25 gp), a lacquered wooden shield brooch inlaid with ornate electrum scrollwork (25 gp), a leather coat trimmed with rabbit fur (25 gp), a marble coffer engraved with draconic runes (25 gp), a pewter torc set with banded agate (25 gp), a wooden plate inlaid with silver (25 gp)

Room #2
North Entry
Trapped and Unlocked Stone Door (60 hp)

Ⓣ Magic Missle Trap: DC 10 to find, DC 10 to disable; one target, 2d10 force damage

South Entry #1
Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→ Leads to room #3

South Entry #2
Unlocked Good Wooden Door (15 hp)

→ Leads to room #21, inhabited by Wraith and 2 x Ghoul

Room Features
The floor is covered in square tiles, alternating white and black, and a corpse lies in front of an open chest in the north-west corner of the room

Monster
Ogre Battering Ram (cr 4, mtf 220) and 2 x Ogre (cr 2, mm 237); deadly, 2000 xp

Treasure: 9 gp; 20 cp; 7 ep

Room #3
North Entry #1
Trapped Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

Ⓣ Ice Dart Trap: DC 15 to find, DC 15 to disable; +3 to hit against one target, 1d10 cold damage

→ Leads to room #1, inhabited by Ogre Battering Ram and 2 x Ogre

North Entry #2
Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→ Leads to room #2, inhabited by Ogre Battering Ram and 2 x Ogre

West Entry
Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→ Leads to room #8

South Entry
Unlocked Simple Wooden Door (10 hp)

→ Leads to room #22

Room Features
A sloped pit lined with iron spikes lies in the south-west corner of the room, and someone has scrawled "Six steps forward, nine steps back" on the north wall

Room #4
North Entry
Unlocked Simple Wooden Door (10 hp)

→ Leads to room #9

East Entry
Unlocked Simple Wooden Door (10 hp)

→ Leads to room #16, inhabited by 3 x Bugbear

South Entry
Archway

→ Leads to room #28, inhabited by Half-Red Dragon Veteran and 1 x Veteran

Room Features
Someone has scrawled "Lightning comes before thunder" on the north wall, and moaning can be heard in the north-west corner of the room

Monster
Orc War Chief (cr 4, mm 246) and 6 x Orc (cr 1/2, mm 246); deadly, 1700 xp

Treasure: 11 cp; 16 cp; 7 cp; 11 ep; 2 pp; 19 cp; 6 gp

Room #5
North Entry
Unlocked Good Wooden Door (15 hp)

South Entry
Trapped and Stuck Stone Door (DC 20 to break; 60 hp)

Ⓣ Acid Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 11 save or take 1d10 acid damage for 1d4 rounds

Room Features
Numerous pillars line the west wall, and a pile of rotten bread lies in the center of the room

Room #6
West Entry #1
Trapped Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp)

Ⓣ Falling Block: DC 10 to find, DC 10 to disable; affects all targets within a 10 ft. square area, DC 11 save or take 1d10 damage

West Entry #2
Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp) (stuck, disadvantage to open)

West Entry #3
Unlocked Good Wooden Door (15 hp) (slides up)

→ Leads to room #7

East Entry
Secret (DC 25 to find) Stuck Simple Wooden Door (DC 10 to break; 10 hp)

Ⓢ The door is concealed behind a statue of a troll archer, and opened by pulling an arrow in its quiver

→ Leads to room #23, inhabited by Orc War Chief and 6 x Orc

Monster
Hobgoblin Captain (cr 3, mm 186) and 3 x Hobgoblin (cr 1/2, mm 186); medium, 1000 xp

Treasure: 13 sp; 15 sp; 15 sp; 18 cp

Room #7
East Entry #1
Unlocked Good Wooden Door (15 hp) (slides up)

→ Leads to room #6, inhabited by Hobgoblin Captain and 3 x Hobgoblin

East Entry #2
Wooden Portcullis (lift DC 20, DC 15 to break; 30 hp)

→ Leads to room #27, inhabited by 7 x Goblin and 17 x Giant Rat

Room Features
Part of the ceiling has collapsed into the room, and burning torches in iron sconces line the north and east walls

Room #8
North Entry
Secret (DC 15 to find) Unlocked Strong Wooden Door (20 hp)

Ⓢ The door is located above a small stone dais and concealed behind an area of slime

West Entry
Unlocked Strong Wooden Door (20 hp)

East Entry
Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→ Leads to room #3

South Entry
Unlocked Simple Wooden Door (10 hp)

Room Features
A narrow ledge runs along the south and east walls, and a rusted breastplate lies in the east side of the room

Room #9
North Entry #1
Stuck Stone Door (DC 20 to break; 60 hp)

North Entry #2
Locked Iron Door (DC 15 to open, DC 30 to break; 60 hp)

South Entry
Unlocked Simple Wooden Door (10 hp)

→ Leads to room #4, inhabited by Orc War Chief and 6 x Orc

Room Features
The floor is covered in square tiles, alternating white and black, and a fountain decorated with tormented faces sits in the south-west corner of the room

Room #10
South Entry
Stuck Stone Door (DC 20 to break; 60 hp)

Monster
Ogre Zombie (cr 2, mm 316) and 6 x Zombie (cr 1/4, mm 316); medium, 750 xp

Treasure: 11 gp; 18 sp; 13 cp; 7 gp; 18 cp; 22 cp; 14 ep

Hidden Treasure
Hidden (DC 20 to find) Unlocked Simple Wooden Chest (10 hp)

2600 cp, 1100 sp, 100 gp, eye agate (10 gp), moss agate (10 gp), rhodochrosite (10 gp), Potion of Clairvoyance (rare, dmg 187)

Room #11
Simon's Boss Room


Room #12
North Entry #1
Stuck Iron Door (DC 25 to break; 60 hp)

North Entry #2
Stuck Simple Wooden Door (DC 10 to break; 10 hp)

→ Leads to room #25

East Entry
Locked Strong Wooden Door (DC 10 to open, DC 20 to break; 20 hp)

Room Features
An iron chandelier hangs from the ceiling in the south side of the room, and several adventurer corpses are scattered throughout the room

Room #13
North Entry
Trapped and Unlocked Strong Wooden Door (20 hp)

Ⓣ Fire Spray: DC 15 to find, DC 15 to disable; affects all targets within a 20 ft. cone, DC 20 save or take 4d10 fire damage

→ Leads to room #17, inhabited by Goblin Boss and 3 x Goblin

West Entry #1
Secret (DC 25 to find) Unlocked Strong Wooden Door (20 hp)

Ⓢ A bookcase and concealed door pivots smoothly

→ Leads to room #19

West Entry #2
Unlocked Strong Wooden Door (20 hp) (slides up)

South Entry
Iron Portcullis (DC 20 to lift, DC 25 to break; 60 hp) (stuck, disadvantage to open)

Monster
Ettin (cr 4, mm 132); easy, 1100 xp

Treasure: 16 sp

Room: 14
Gwen's old room, has the old family blade hidden in here.

Room 15:


Room 16:

Room 17:

For room 15-17 just roll my table for them to see what happens.
ShieldHero-     31d ago

[https://jspaint.app/#local:5cc7391aa2d3a Crappy Map]
ShieldHero-     31d ago

[pic https://imgur.com/MD7XqGu]
Crappy map
ShieldHero-     25d ago

[center [pic https://i.imgur.com/dV7AZ8X.jpeg]]


Improved map
ShieldHero-     21d ago

Gonna say room 5 here has mobs instead. Guards specifically.


12 Drow stats but none of the magic
But Rapiers instead of short swords.
Fencer guards.


Mob rules for sure
They have a +4 to hit so Gilded having 19AC for example would mean they need a 15 to hit.
Mob rules mean it takes 4 of them for one guaranteed hit. 
Which is a D8+2 with their modifier.

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