Starting at 2nd level, you can heal friendly creatures with your herbalism kit or a supply of medicinal plants. For an action, you may heal a friendly willing creature hit points equal to 1 Healing Die, a d6, + your Wisdom ability modifier. You gain a number of Healing Dice equal to your Wisdom ability modifier (minimum of once). You must have access to an herbalism kit or a supply of medicinal plants to use this ability. You regain all expended uses of this feature after you finish a long rest.
Your Healing Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Healer's Lore
At 2nd level, you can identify most plants on sight and have knowledge of their natural properties. In addition, provided you have the correct ingredients, you can concoct herbal remedies and poisons.
Starting at 2nd level, you can take an action to designate a creature within 60 feet of you that you can see as the target of this feature. Whenever you hit that creature with a weapon attack you may roll 1 Damage Die, a d6, and add the result to your weapon's damage roll. You may use this feature a number of times equal to your Wisdom ability modifier (minimum of once). You regain all expended uses of this feature after you finish a long rest.
Your Damage Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Know Thine Enemy
At 2nd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Starting at 2nd level, whenever you hit a creature with a melee weapon attack with a weapon with the heavy or two-handed property, you may roll 1 Damage Die, a d6, and add the result to your weapon's damage roll. You may use this feature a number of times equal to your Strength ability modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.
Your Damage Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Brutal Critical
At 2nd level, when you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
At 2nd level, you have accumulated knowledge which gives you an advantage in many scenarios. Whenever you make an Ability Check or Saving Throw that uses Wisdom, Intelligence, or Charisma as it's base ability, you may roll 1 Skill Die, a d6, and add the result to the roll.
Your Skill Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Expertise
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with one set of tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with tools) to gain this benefit.
Actually, Imma go Investigator with Hubert, since he doesn't have the best Wis, and also healing isn't really his forte, as evidenced by his backstory. Also, the thing with Thieves tools, is that intentional, or did you just forget to delete it when you got it from rogue? Maybe it could be replaced by something else, something like... oh, just throwing this out there... Alchemist's supplies? *Cough* *Cough* *Nudge* Nudge* *Wink* *Wink*
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
Definitely going Investigator with Stan. I don't envision the other professions fitting my view if him. He's ultimately an honest gambler who plays the odds.
Stan Castle, The Gambler Level: 2 Profession: Investigator
When a character takes damage I will roll a d8 to determine where the wound is inflicted. On a 1-3 a leg is hit, on a 4-6 an arm, on a 7 the torso, and on an 8 the head. Each character must make a Constitution ST at the end of the day with a DC equal to 10 + the damage taken. On a success the wound is minor, on a failure they suffer from a Wounded condition determined by the location of the wound for a number of hours equal to 1d12 + the damage taken.
Arm wound: Disadvantage on attacks with ranged weapons and melee weapons with the two-handed or heavy properties, and disadvantage on ability checks that require Dexterity or Strength.
Leg wound: Half speed and disadvantage on ability checks that require Strength.
Torso wound: Disadvantage on weapon attacks and ability checks that require Dexterity, Strength, or Constitution.
Head wound: Disadvantage on ranged weapon attacks and ability checks which require Wisdom, Intelligence, or Charisma.
At the end of each adventuring day each character must succeed on a Wisdom ST or suffer from insanity for 1d12 hours. The DC of this Wisdom ST is determined by the danger experienced and sights witnessed the preceding day.
How often are you all wanting to check in? Are you all in a place where it is once a day? Once every couple days? I'm trying not to keep responding if I haven't heard other people weigh in.
I do my best to get on frequently, but I've been working through dead week and I'm starting finals tomorrow, so I've been a little more busy than usual. And sometimes, I'm just burnt out on creativity, so I'll look at everything, and then come back in a few hours and try and write something up.
So sorry for the wait, I've been operating without my laptop almost all day and I can't get a dice roller to show up on my iPhone.
John Stryker- Mortal Grit
I wouldn't stress it, but if you get stuck again, you can always type the dice roller into the text using the following tag without the spaces
[ roll ]1d20+3[ /roll ]
12
Dungeon Master - The Chronicle Campaign PbP
Thanks, I didn't know you could do that
John Stryker- Mortal Grit
HEALER
Healer's Touch
Starting at 2nd level, you can heal friendly creatures with your herbalism kit or a supply of medicinal plants. For an action, you may heal a friendly willing creature hit points equal to 1 Healing Die, a d6, + your Wisdom ability modifier. You gain a number of Healing Dice equal to your Wisdom ability modifier (minimum of once). You must have access to an herbalism kit or a supply of medicinal plants to use this ability. You regain all expended uses of this feature after you finish a long rest.
Your Healing Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Healer's Lore
At 2nd level, you can identify most plants on sight and have knowledge of their natural properties. In addition, provided you have the correct ingredients, you can concoct herbal remedies and poisons.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
HUNTER
Hunter's Prey
Starting at 2nd level, you can take an action to designate a creature within 60 feet of you that you can see as the target of this feature. Whenever you hit that creature with a weapon attack you may roll 1 Damage Die, a d6, and add the result to your weapon's damage roll. You may use this feature a number of times equal to your Wisdom ability modifier (minimum of once). You regain all expended uses of this feature after you finish a long rest.
Your Damage Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Know Thine Enemy
At 2nd level, you gain the ability to peer at a creature and magically discern how best to hurt it. As an action, choose one creature you can see within 60 feet of you. You immediately learn whether the creature has any damage immunities, resistances, or vulnerabilities and what they are. If the creature is hidden from divination magic, you sense that it has no damage immunities, resistances, or vulnerabilities.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once). You regain all expended uses of it when you finish a long rest.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
SLAYER
Slayer's Smite
Starting at 2nd level, whenever you hit a creature with a melee weapon attack with a weapon with the heavy or two-handed property, you may roll 1 Damage Die, a d6, and add the result to your weapon's damage roll. You may use this feature a number of times equal to your Strength ability modifier (minimum of once). You regain all expended uses of this feature when you finish a long rest.
Your Damage Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Brutal Critical
At 2nd level, when you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
INVESTIGATOR
Accumulated Knowledge
At 2nd level, you have accumulated knowledge which gives you an advantage in many scenarios. Whenever you make an Ability Check or Saving Throw that uses Wisdom, Intelligence, or Charisma as it's base ability, you may roll 1 Skill Die, a d6, and add the result to the roll.
Your Skill Die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Expertise
At 2nd level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with one set of tools of your choice. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with tools) to gain this benefit.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Actually, Imma go Investigator with Hubert, since he doesn't have the best Wis, and also healing isn't really his forte, as evidenced by his backstory. Also, the thing with Thieves tools, is that intentional, or did you just forget to delete it when you got it from rogue? Maybe it could be replaced by something else, something like... oh, just throwing this out there... Alchemist's supplies? *Cough* *Cough* *Nudge* Nudge* *Wink* *Wink*
"Ignorance is bliss, and you look absolutely miserable."
Lol. I'll change that to 'tool set of your choice.'
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Definitely going Investigator with Stan. I don't envision the other professions fitting my view if him. He's ultimately an honest gambler who plays the odds.
Stan Castle, The Gambler
Level: 2
Profession: Investigator
AC: 15, HP's 17
Strength 12 (+1) , Dex 14 (+2), Constitution 12 (+1), Intel 12 (+1), Wisdom 12 (+1), Charisma 6 (-2)
Skill Profs: Acrobatics, Athletics, Gaming Set (Playing Cards), Investigation, Perception, Sleight of Hand, Medium Armor, Simple Weapons, Martial Weapons
Expertise: Investigation, Sleight of Hand
Saves: Constitution, Dexterity
Wraith, warlock lvl 2 - Eternal War Campaign
Talon, warlock lvl 2 - LMOP
Conrad (Lvl 2) - Investigator
AC: 12 HP: 15
Str: 10, Dex: 12, Con: 10, Int: 10, Wis: 10, Cha: 16
Saving Throws: Dex & Cha
Accumulated Knowledge: +1d6 to Int, Wis, and Cha skills and saves
Proficiency: Animal Handling, Athletics, Deception, Performance, Persuasion | Flute
Expertise: Dbl proficiency in Performance and Persuasion
Simple Weapons, Martial Weapons, Light Armor
Equipment:
- Leather Armor, Shortsword, Flute, Dagger, Clothes (Travelers) + 4 GP, 2 SP, 7 CP
- Horse (Draft) w/ Bit & Bridle, Saddlebags, Feed (3 days), Rations (3 days), Bedroll, Blanket, Hunting Trap
- Backpack w/ Waterskin, Tinderbox, Fishing Tackle, Rope, Bell
EDIT: Updated w/ level 2
Conrad Gilles - Mortal Grit - The Entertainer
Updated Damage Rules:
When a character takes damage I will roll a d8 to determine where the wound is inflicted. On a 1-3 a leg is hit, on a 4-6 an arm, on a 7 the torso, and on an 8 the head. Each character must make a Constitution ST at the end of the day with a DC equal to 10 + the damage taken. On a success the wound is minor, on a failure they suffer from a Wounded condition determined by the location of the wound for a number of hours equal to 1d12 + the damage taken.
Arm wound: Disadvantage on attacks with ranged weapons and melee weapons with the two-handed or heavy properties, and disadvantage on ability checks that require Dexterity or Strength.
Leg wound: Half speed and disadvantage on ability checks that require Strength.
Torso wound: Disadvantage on weapon attacks and ability checks that require Dexterity, Strength, or Constitution.
Head wound: Disadvantage on ranged weapon attacks and ability checks which require Wisdom, Intelligence, or Charisma.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Updated Insanity Rules:
At the end of each adventuring day each character must succeed on a Wisdom ST or suffer from insanity for 1d12 hours. The DC of this Wisdom ST is determined by the danger experienced and sights witnessed the preceding day.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
How often are you all wanting to check in? Are you all in a place where it is once a day? Once every couple days? I'm trying not to keep responding if I haven't heard other people weigh in.
Dungeon Master - The Chronicle Campaign PbP
I check in several times a day; but have picked up several other games to minimize my posting to often in one thread.
Wraith, warlock lvl 2 - Eternal War Campaign
Talon, warlock lvl 2 - LMOP
I'm on several times a day, but recently irl stuff has limited my posting.
"Ignorance is bliss, and you look absolutely miserable."
I do my best to get on frequently, but I've been working through dead week and I'm starting finals tomorrow, so I've been a little more busy than usual. And sometimes, I'm just burnt out on creativity, so I'll look at everything, and then come back in a few hours and try and write something up.
I can post frequently on weekdays, but on weekends I can only post once or twice a day.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash