What roles are currently filled? I see warlock and cleric, I'd prefer to not have another tank or healer in my lineup so if there is a spot for a Wizard (probably not with the Warlock) Rogue, Ranger, Bard then I'll look into making a character.
Most likely you two should round off the group. Feel free to play anything you want, only tieflings(and then only a bit shaky) and some custom classes are not allowed.
I'd like to join, I made a rock gnome sorcerer, but the character sheet exporter thing is broken for me. I will try to copy down everything later, but I am a sleepy boi and it is pretty late right now. I will do that thing tomorrow
Abilities: Str 16 mod +3 save +3 Dex 16 mod +3 save +3 Con 17 mod +3 save +7 Int 20 mod +5 save +5 Wis 18 mod +4 save +4 Cha 18 mod +4 save +8 Save mods: Advantage on Charisma Saving Throws(Against Magic) Advantage on Intelligence Saving Throws(Against Magic) Advantage on Wisdom Saving Throws(Against Magic) SKILLS (DEX) Acrobatics +3 (WIS) Animal Handling +4 (INT) Arcana +9 (STR) Athletics +3 (CHA) Deception +8 (INT) History +9 (WIS) Insight +4 (CHA) Intimidation +4 (INT) Investigation +5 (WIS) Medicine +4 (INT) Nature +9 (WIS) Perception +4 (CHA) Performance +4 (CHA) Persuasion +4 (INT) Religion +5 (DEX) Sleight of Hand +3 (DEX) Stealth +3 (WIS) Survival +4
Racial Traits Darkvision Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Gnome Cunning You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic. Artificer’s Lore Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply. Tinker You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed. Class Features Hit Points Level 1 Hit Dice: 1d6 per sorcerer level Hit Points at 1st Level: 6 + your Constitution modifier Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st Proficiencies Level 1 Armor: None Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Tools: None Saving Throws: Constitution, Charisma Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion Spellcasting Level 1 An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list. Cantrips At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table. Spell Slots The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot. Spells Known of 1st Level and Higher You know two 1st-level spells of your choice from the sorcerer spell list. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots. Spellcasting Ability Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one. Spell save DC = 8 + your proficiency bonus + your Charisma modifier Spell attack modifier = your proficiency bonus + your Charisma modifier Spellcasting Focus You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells. Sorcerous Origin Level 1 Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source. Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Dragon Ancestor Level 1 Silver Dragon At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draconic Ancestry You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience Level 1 As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class. Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Font of Magic Level 2 At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects. Sorcery Points You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest. Flexible Casting You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels. Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th. Any spell slot you create with this feature vanishes when you finish a long rest. Creating Spell Slots SPELL SLOT LEVEL SORCERY POINT COST 1st 2 2nd 3 3rd 5 4th 6 5th 7 Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic Level 3 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. Subtle Spell When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components. 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. At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level. You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Ability Score Improvement Level 4 When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Elemental Affinity (Cold) Level 6 Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Ability Score Improvement Level 8 When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Background Sage You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study. Proficiencies/Languages Language: Abyssal Language: Infernal Proficiency: History Proficiency: Nature
Researcher Background Feature When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Also... have you made a campaign in dnd beyond using the make campaign thing? that way you can view all our sheets. it doesn't even need words or anything in it. just make it empty, press create, and post the link so we can join it.
Rollback Post to RevisionRollBack
"Ignorance is bliss, and you look absolutely miserable."
I didn't notice the spells before. I'll take a closer look. What is Infernal?
A language spoken by devils. Abyssal is for demons.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Were there anymore slots left to join?
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
Still more slots, hopefully I can get this running.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
What roles are currently filled? I see warlock and cleric, I'd prefer to not have another tank or healer in my lineup so if there is a spot for a Wizard (probably not with the Warlock) Rogue, Ranger, Bard then I'll look into making a character.
After Apocalypse - Liavyre Withrethin Elf Ranger
Dragon of Autumn - Geoff Krowly Human Cleric
Princes of the Apocalypse - Leofir Sylvaranth Elf Rogue
The Windhovers' Call - Xellos Mazoku Tiefling Sorcerer
High Times at Low Tides - DM
What the hell? (Pun intented ;) )
Do we have room for a kensei monk?
PbP Character: A few ;)
Most likely you two should round off the group. Feel free to play anything you want, only tieflings(and then only a bit shaky) and some custom classes are not allowed.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Hi! I would like to join.
Roll CHA to see if you can persuade your friend to roll CHA for you.
Carcywin Nuluck, Beyond this Earthly Realm - PbPI'd like to join, I made a rock gnome sorcerer, but the character sheet exporter thing is broken for me. I will try to copy down everything later, but I am a sleepy boi and it is pretty late right now. I will do that thing tomorrow
"Ignorance is bliss, and you look absolutely miserable."
Thats cool.
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
https://www.dndbeyond.com/profile/WoobyDoobyDoo/characters/1908528
zat am my sheet
"Ignorance is bliss, and you look absolutely miserable."
I think this might work? Tell me if the link is broke.
"Ignorance is bliss, and you look absolutely miserable."
Abilities:
Str 16 mod +3 save +3
Dex 16 mod +3 save +3
Con 17 mod +3 save +7
Int 20 mod +5 save +5
Wis 18 mod +4 save +4
Cha 18 mod +4 save +8
Save mods:
Advantage on Charisma Saving Throws(Against Magic)
Advantage on Intelligence Saving Throws(Against Magic)
Advantage on Wisdom Saving Throws(Against Magic)
SKILLS
(DEX) Acrobatics +3
(WIS) Animal Handling +4
(INT) Arcana +9
(STR) Athletics +3
(CHA) Deception +8
(INT) History +9
(WIS) Insight +4
(CHA) Intimidation +4
(INT) Investigation +5
(WIS) Medicine +4
(INT) Nature +9
(WIS) Perception +4
(CHA) Performance +4
(CHA) Persuasion +4
(INT) Religion +5
(DEX) Sleight of Hand +3
(DEX) Stealth +3
(WIS) Survival +4
Racial Traits
Darkvision
Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Artificer’s Lore
Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.
Tinker
You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.
When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume.
The box stops playing when it reaches the song’s end or when it is closed.
Class Features
Hit Points
Level 1
Hit Dice: 1d6 per sorcerer level
Hit Points at 1st Level: 6 + your Constitution modifier
Hit Points at Higher Levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
Proficiencies
Level 1
Armor: None
Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
Tools: None
Saving Throws: Constitution, Charisma
Skills: Choose two from Arcana, Deception, Insight, Intimidation, Persuasion, and Religion
Spellcasting
Level 1
An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See Spells Rules for the general rules of spellcasting and the Spells Listing for the sorcerer spell list.
Cantrips
At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
Spell Slots
The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
Spells Known of 1st Level and Higher
You know two 1st-level spells of your choice from the sorcerer spell list.
The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
Spellcasting Ability
Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Charisma modifier
Spell attack modifier = your proficiency bonus + your Charisma modifier
Spellcasting Focus
You can use an arcane focus (see the Adventuring Gear section) as a spellcasting focus for your sorcerer spells.
Sorcerous Origin
Level 1
Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, detailed at the end of the class description, or one from another source.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.
Dragon Ancestor
Level 1
Silver Dragon
At 1st level, you choose one type of dragon as your ancestor. The damage type associated with each dragon is used by features you gain later.
Draconic Ancestry
You can speak, read, and write Draconic. Additionally, whenever you make a Charisma check when interacting with dragons, your proficiency bonus is doubled if it applies to the check.
Draconic Resilience
Level 1
As magic flows through your body, it causes physical traits of your dragon ancestors to emerge. At 1st level, your hit point maximum increases by 1 and increases by 1 again whenever you gain a level in this class.
Additionally, parts of your skin are covered by a thin sheen of dragon-like scales. When you aren’t wearing armor, your AC equals 13 + your Dexterity modifier.
Font of Magic
Level 2
At 2nd level, you tap into a deep wellspring of magic within yourself. This wellspring is represented by sorcery points, which allow you to create a variety of magical effects.
Sorcery Points
You have 2 sorcery points, and you gain more as you reach higher levels, as shown in the Sorcery Points column of the Sorcerer table. You can never have more sorcery points than shown on the table for your level. You regain all spent sorcery points when you finish a long rest.
Flexible Casting
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on your turn. The Creating Spell Slots table shows the cost of creating a spell slot of a given level. You can create spell slots no higher in level than 5th.
Any spell slot you create with this feature vanishes when you finish a long rest.
Creating Spell Slots
SPELL SLOT LEVEL
SORCERY POINT COST
1st
2
2nd
3
3rd
5
4th
6
5th
7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number of sorcery points equal to the slot’s level.
Metamagic
Level 3
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.
Subtle Spell
When you cast a spell, you can spend 1 sorcery point to cast it without any somatic or verbal components.
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.
At 3rd level, you gain the ability to twist your spells to suit your needs. You gain two of the following Metamagic options of your choice. You gain another one at 10th and 17th level.
You can use only one Metamagic option on a spell when you cast it, unless otherwise noted.
Ability Score Improvement
Level 4
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Elemental Affinity (Cold)
Level 6
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.
Ability Score Improvement
Level 8
When you reach 8th level, and again at 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.
Proficiencies
Arcana
Charisma Saving Throws
Constitution Saving Throws
Crossbow, Light
Dagger
Dart
Deception
History
Nature
Quarterstaff
Sling
Tinker's Tools
Background
Sage
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Proficiencies/Languages
Language: Abyssal
Language: Infernal
Proficiency: History
Proficiency: Nature
Researcher
Background Feature
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Inventory (14)
Backpack
Gear
Adventuring Gear
QTY
1
Bedroll
Gear
Adventuring Gear
QTY
1
Clothes, Common
Gear
Adventuring Gear
QTY
1
Crossbow Bolts
Gear
Ammunition
QTY
20
USE
Crossbow, Light
Crossbow, Light
WIELDING
Crystal
Gear
Arcane Focus
QTY
1
Dagger
Dagger
WIELDING
Dagger
Dagger
WIELD
Mess Kit
Gear
Adventuring Gear
QTY
1
Rations (1 day)
Gear
Adventuring Gear
QTY
10
Rope, Hempen (50 feet)
Gear
Adventuring Gear
QTY
1
Tinderbox
Gear
Adventuring Gear
QTY
1
Torch
Gear
Adventuring Gear
QTY
10
Waterskin
Gear
Adventuring Gear
QTY
1
Spell Slots
1st
4
2nd
3
3rd
3
4th
3
5th
2
I copied down all of my character info in case the thing does not work.
also, how many players are we at now?
"Ignorance is bliss, and you look absolutely miserable."
One more thing. Are we using xp or milestone?
"Ignorance is bliss, and you look absolutely miserable."
Is it ok if I change my race from rock gnome to aasimar?
"Ignorance is bliss, and you look absolutely miserable."
Its okay, and we're using milestone.
Be finished before sunday ok
Just an average metalhead who plays DnD in his spare time.
PbP Character: Roberta Thalan, Void Beyond the Stars Otherside
PbP Character: Primus Eidolon, Eotha 2
PbP Character: Usmor Illiqai, Tomb of Corrosion
PbP Character: "Templar" Danver, You're the Villains
Homebrew stuff
Wait... Does this mean the campaign is starting from Sunday?
"Ignorance is bliss, and you look absolutely miserable."
Also... have you made a campaign in dnd beyond using the make campaign thing? that way you can view all our sheets. it doesn't even need words or anything in it. just make it empty, press create, and post the link so we can join it.
"Ignorance is bliss, and you look absolutely miserable."
Alright. Race changed. The new and improved Zanver Lladros is ready to kick to demon behind!
"Ignorance is bliss, and you look absolutely miserable."