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Discussion Tavern: The Wary Wolf

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Blind Guardian
See,

Season 4 Nbc GIF by The Good Place
 
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Dungeon Master

Blind Guardian
Because he was trying to sass me for saying that the one time the creature appears openly hostile, we try to talk with it instead of gung ho murdering it :link
Eh, they just weren't openly hostile. Not in the "attack on sight" sense. Generally anything that speaks to you first before attacking is intelligent enough to reason with if you find the right approach.

Like Carl.
 
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D&D Character

Dungeon Master

Blind Guardian
Question about the harpy fight, @Ben

if Jon had fired the bolas and hit the harpy while it was over the water, would it automatically be defeated by drowning?
((Not necessarily. It'd have possibly been under for a little bit but would still more than likely be able to break free before it drowned. If assuming it's got 10 attempts to break free in a minute what with each turn being 6 seconds, and could hold its breath for a few minutes, chances are it's going to get out.

I now can't remember if I quantified how many of those bolas things Jon got from Myla... 'cause it was 3, so only 1 more until he makes some himself.))
 
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D&D Character

Dungeon Master

Blind Guardian
Yeah? It's never worked for me. I still wake up as tired and at the same time the next morning anyways.
Since the start of the school year, I've been having to get up at 7am to drive my daughter into preschool every morning, but still cannot shake my nocturnal body-clock. Which I blame on Gamewinners, really. I've been broken since my teens when I used to stay up until 5am GMT just to talk to bloody Americans until you all peaced out at a regular midnight EST.

EDIT: OH... I guess the ~6 years of marriage to a night-shift nurse and matching her "sleep in the day, awake at night" schedule probably F'd me, too... 🤔

Either way I'm fairly sure getting only 4.5-5 hours of sleep a night is going to fast-track my descent into dementia, and the world certainly doesn't need me being more unhinged.
 

Zesty Zapcrackle

Diplomatic Immunity
Since the start of the school year, I've been having to get up at 7am to drive my daughter into preschool every morning, but still cannot shake my nocturnal body-clock. Which I blame on Gamewinners, really. I've been broken since my teens when I used to stay up until 5am GMT just to talk to bloody Americans until you all peaced out at a regular midnight EST.

EDIT: OH... I guess the ~6 years of marriage to a night-shift nurse and matching her "sleep in the day, awake at night" schedule probably F'd me, too... 🤔

Either way I'm fairly sure getting only 4.5-5 hours of sleep a night is going to fast-track my descent into dementia, and the world certainly doesn't need me being more unhinged.
I'm right there with you then man. I'm diagnosed insomniac and I've been a 3 hour tops binge since I was sick a couple months back. I've been desperate to catch back up to no avail.

Saw a new doctor that finally agreed having my sleeping meds back wouldn't kill me, so I'm waiting for the weekend to take some.
 
OP
D&D Character

Dungeon Master

Blind Guardian
I'm right there with you then man. I'm diagnosed insomniac and I've been a 3 hour tops binge since I was sick a couple months back. I've been desperate to catch back up to no avail.

Saw a new doctor that finally agreed having my sleeping meds back wouldn't kill me, so I'm waiting for the weekend to take some.
:spidey:spidey2

Sleep meds aren't something I've ever tried. My partner's been taking one for as long as I've known her, but it's barely working for her anymore. I'm sure part of that is her being lame about taking it at the exact same time every night, which is probably a huge component of it. I'm also bad at remembering to take shit at a given time, so I figure I'd either be forgetting to take it or be too stubborn to actually go to bed after having taken it.

But I'm also typically smoking sativa strains of weed well past midnight, as force of habit, so I'm aware I'm not helping myself any. 🙃 💀

Anyway, have some Orcus concept art;

file-y9zsZbMOpoVArAIdFGeq7nzd.png
file-7dAUb59SlWFs9OxIXuHdorX5.png
file-Sg7zntpvcOXP5p5Y3tPtI8l5.png
file-Ab4kG5nld3GVQlrayikaavkq.png
file-5SbZkSGE0A7wMdAOVYJPS1ln.png
 
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Zesty Zapcrackle

Diplomatic Immunity
I take Ativan for it. So I don’t have to take it same time every night. Or every night for that matter. It’s a PRN so I take it as needed. It’s comforting and I’ve had time just knowing I have it has worked as a placebo.
 
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1711723351155.png

Season 13 Episode 6 GIF by The Simpsons


Uhhhh... Please don't tell my partner that since I started this crap, I've dropped $352.74 on D&D Beyond (including the sourcebooks I purchased for Vash.) 😰

I continue to roll a nat-1 on impulse control. :d20-fail
 
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D&D Character

Dungeon Master

Blind Guardian
That puts the onus on us to make sure you’re using it!!!
Honestly was for everyone here, since what I've bought includes all the bonus races like Tortles, classes like Artificer, extra mechanics and stuff. So while that $ number is growing faster than I'd like (Fucking WOTC), I'm good with it.

I've also got a good library of pre-built adventures to pull from, and enough sourcebooks to homebrew things out the ass, so I think we could arguably keep this D&D thing going as long as people show interest.
 

Zesty Zapcrackle

Diplomatic Immunity
Honestly was for everyone here, since what I've bought includes all the bonus races like Tortles, classes like Artificer, extra mechanics and stuff. So while that $ number is growing faster than I'd like (Fucking WOTC), I'm good with it.

I've also got a good library of pre-built adventures to pull from, and enough sourcebooks to homebrew things out the ass, so I think we could arguably keep this D&D thing going as long as people show interest.
I’m addicted to MTG. I understand your pain.
 
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I'm going to bring the level-up/sub-class discussion over to the Tavern thread instead of the game thread.

I'm going to try to go through everyone's sheet and eyeball the options you've got, and might even try to summarize them here. You'll probably all get some kind of specialization though.
 
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D&D Character

Dungeon Master

Blind Guardian
Artificer
Proficiency Bonus +2

Artificer Specialist​
  • Alchemist
    • An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
  • Armorer
    • An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities.
  • Artillerist
    • An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife. The world-hopping gnome artificer Vi has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
  • Battle Smith
    • Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender.
The Right Tool for the Job.​
  • At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

4 Infusions Known. 2 Infused items.
2 Cantrips.
2 1st level spells.​
Barbarian
Proficiency Bonus +2

Primal Path
  • Ancestral Guardian
    • Some barbarians hail from cultures that revere their ancestors. These tribes teach that the warriors of the past linger in the world as mighty spirits, who can guide and protect the living. When a barbarian who follows this path rages, the barbarian contacts the spirit world and calls on these guardian spirits for aid.

      Barbarians who draw on their ancestral guardians can better fight to protect their tribes and their allies. In order to cement ties to their ancestral guardians, barbarians who follow this path cover themselves in elaborate tattoos that celebrate their ancestors' deeds. These tattoos tell sagas of victories against terrible monsters and other fearsome rivals.
  • Beast
    • Barbarians who walk the Path of the Beast draw their rage from a bestial spark burning within their souls. That beast bursts forth in the throes of rage, physically transforming the barbarian.

      Such a barbarian might be inhabited by a primal spirit or be descended from shape-shifters. You can choose the origin of your feral might or determine it by rolling on the Origin of the Beast table.
  • Berserker
    • For some barbarians, rage is a means to an end—that end being violence. The Path of the Berserker is a path of untrammeled fury, slick with blood. As you enter the berserker's rage, you thrill in the chaos of battle, heedless of your own health or well-being.
  • Storm Herald
    • All barbarians harbor a fury within. Their rage grants them superior strength, durability, and speed. Barbarians who follow the Path of the Storm Herald learn to transform that rage into a mantle of primal magic, which swirls around them. When in a fury, a barbarian of this path taps into the forces of nature to create powerful magical effects.

      Storm heralds are typically elite champions who train alongside druids, rangers, and others sworn to protect nature. Other storm heralds hone their craft in lodges in regions wracked by storms, in the frozen reaches at the world's end, or deep in the hottest deserts.
  • Totem Warrior
    • The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

      In some barbarians' tribes, a totem animal is considered to be kin to a particular clan. In such cases, it is unusual for an individual to have more than one totem animal spirit, though exceptions exist.
  • Zealot
    • Some deities inspire their followers to pitch themselves into a ferocious battle fury. These barbarians are zealots — warriors who channel their rage into powerful displays of divine power.

      A variety of gods across the worlds of D&D inspire their followers to embrace this path. Tempus from the Forgotten Realms and Hextor and Erythnul of Greyhawk are all prime examples. In general, the gods who inspire zealots are deities of combat, destruction, and violence. Not all are evil, but few are good.
  • Wild Magic
    • Many places in the multiverse abound with beauty, intense emotion, and rampant magic; the Feywild, the Upper Planes, and other realms of supernatural power radiate with such forces and can profoundly influence people. As folk of deep feeling, barbarians are especially susceptible to these wild influences, with some barbarians being transformed by the magic. These magic-suffused barbarians walk the Path of Wild Magic. Elf, tiefling, aasimar, and genasi barbarians often seek this path, eager to manifest the otherworldly magic of their ancestors.





Rages 3. Rage damage +2.​
Bard
Proficiency Bonus +2

Bard College
  • Creation
    • Bards believe the cosmos is a work of art—the creation of the first dragons and gods. That creative work included harmonies that continue to resound through existence today, a power known as the Song of Creation. The bards of the College of Creation draw on that primeval song through dance, music, and poetry, and their teachers share this lesson: "Before the sun and the moon, there was the Song, and its music awoke the first dawn. Its melodies so delighted the stones and trees that some of them gained a voice of their own. And now they sing too. Learn the Song, students, and you too can teach the mountains to sing and dance."
  • Eloquence
    • Adherents of the College of Eloquence master the art of oratory. Persuasion is regarded as a high art, and a well-reasoned, well-spoken argument often proves more persuasive than facts. These bards wield a blend of logic and theatrical wordplay, winning over skeptics and detractors with logical arguments and plucking at heartstrings to appeal to the emotions of audiences.
  • Glamour
    • The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey, these bards learn to use their magic to delight and captivate others.

      The bards of this college are regarded with a mixture of awe and fear. Their performances are the stuff of legend. These bards are so eloquent that a speech or song that one of them performs can cause captors to release the bard unharmed and can lull a furious dragon into complacency. The same magic that allows them to quell beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this power to gladden the downtrodden and undermine oppressors.
  • Lore
    • Bards of the College of Lore know something about most things, collecting bits of knowledge from sources as diverse as scholarly tomes and peasant tales. Whether singing folk ballads in taverns or elaborate compositions in royal courts, these bards use their gifts to hold audiences spellbound. When the applause dies down, the audience members might find themselves questioning everything they held to be true, from their faith in the priesthood of the local temple to their loyalty to the king.

      The loyalty of these bards lies in the pursuit of beauty and truth, not in fealty to a monarch or following the tenets of a deity. A noble who keeps such a bard as a herald or advisor knows that the bard would rather be honest than politic.

      The college's members gather in libraries and sometimes in actual colleges, complete with classrooms and dormitories, to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
  • Swords
    • Bards of the College of Swords are called blades, and they entertain through daring feats of weapon prowess. Blades perform stunts such as sword swallowing, knife throwing and juggling, and mock combats. Though they use their weapons to entertain, they are also highly trained and skilled warriors in their own right.

      Their talent with weapons inspires many blades to lead double lives. One blade might use a circus troupe as cover for nefarious deeds such as assassination, robbery, and blackmail. Other blades strike at the wicked, bringing justice to bear against the cruel and powerful. Most troupes are happy to accept a blade's talent for the excitement it adds to a performance, but few entertainers fully trust a blade in their ranks.

      Blades who abandon their lives as entertainers have often run into trouble that makes maintaining their secret activities impossible. A blade caught stealing or engaging in vigilante justice is too great a liability for most troupes. With their weapon skills and magic, these blades either take up work as enforcers for thieves' guilds or strike out on their own as adventurers.
  • Valor
    • Bards of the College of Valor are daring skalds whose tales keep alive the memory of the great heroes of the past, and thereby inspire a new generation of heroes. These bards gather in mead halls or around great bonfires to sing the deeds of the mighty, both past and present. They travel the land to witness great events firsthand and to ensure that the memory of those events doesn't pass from the world. With their songs, they inspire others to reach the same heights of accomplishment as the heroes of old.
  • Whispers
    • Most folk are happy to welcome a bard into their midst. Bards of the College of Whispers use this to their advantage. They appear to be like other bards, sharing news, singing songs, and telling tales to the audiences they gather. In truth, the College of Whispers teaches its students that they are wolves among sheep. These bards use their knowledge and magic to uncover secrets and turn them against others through extortion and threats.

      Many other bards hate the College of Whispers, viewing it as a parasite that uses a bard's reputation to acquire wealth and power. For this reason, members of this college rarely reveal their true nature. They typically claim to follow some other college, or they keep their actual calling secret in order to infiltrate and exploit royal courts and other settings of power.





Expertise​
  • At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

2 Cantrips
6 Spells - 4 first, 2 2nd.​
Druid
Proficiency Bonus +2

2 Cantrips
4 1st level spells. 2 2nd level spells.​
Monk
Proficiency Bonus +2

Martial Arts die 1d4

3 Ki points.

+10 ft move speed.

Monastic tradition.
  • Mercy
    • Monks of the Way of Mercy learn to manipulate the life force of others to bring aid to those in need. They are wandering physicians to the poor and hurt. However, to those beyond their help, they bring a swift end as an act of mercy.

      Those who follow the Way of Mercy might be members of a religious order, administering to the needy and making grim choices rooted in reality rather than idealism. Some might be gentle-voiced healers, beloved by their communities, while others might be masked bringers of macabre mercies.

      The walkers of this way usually don robes with deep cowls, and they often conceal their faces with masks, presenting themselves as the faceless bringers of life and death.
  • Shadow
    • Monks of the Way of Shadow follow a tradition that values stealth and subterfuge. These monks might be called ninjas or shadowdancers, and they serve as spies and assassins. Sometimes the members of a ninja monastery are family members, forming a clan sworn to secrecy about their arts and missions. Other monasteries are more like thieves' guilds, hiring out their services to nobles, rich merchants, or anyone else who can pay their fees. Regardless of their methods, the heads of these monasteries expect the unquestioning obedience of their students.
  • Ascendant Dragon
    • The dragon god Bahamut is known to travel the Material Plane in the guise of a young monk, and legend says that he founded the first monastery of the Way of the Ascendant Dragon in this guise. The fundamental teaching of this tradition holds that by emulating dragons, a monk becomes a more integrated part of the world and its magic. By altering their spirit to resonate with draconic might, monks who follow this tradition augment their prowess in battle, bolster their allies, and can even soar through the air on draconic wings. But all this power is in service of a greater goal: achieving a spiritual unity with the essence of the Material Plane.

      As a follower of the Way of the Ascendant Dragon, you decide how you unlocked the power of dragons within yourself. The Ascendant Dragon Origin table offers a number of possibilities.
  • Astral Self
    • A monk who follows the Way of the Astral Self believes their body is an illusion. They see their ki as a representation of their true form, an astral self. This astral self has the capacity to be a force of order or disorder, with some monasteries training students to use their power to protect the weak and other instructing aspirants in how to manifest their true selves in service to the mighty.
  • Drunken Master
    • The Way of the Drunken Master teaches its students to move with the jerky, unpredictable movements of a drunkard. A drunken master sways, tottering on unsteady feet, to present what seems like an incompetent combatant who proves frustrating to engage. The drunken master's erratic stumbles conceal a carefully executed dance of blocks, parries, advances, attacks, and retreats.

      A drunken master often enjoys playing the fool to bring gladness to the despondent or to demonstrate humility to the arrogant, but when battle is joined, the drunken master can be a maddening, masterful foe.
  • Four Elements
    • You follow a monastic tradition that teaches you to harness the elements. When you focus your ki, you can align yourself with the forces of creation and bend the four elements to your will, using them as an extension of your body. Some members of this tradition dedicate themselves to a single element, but others weave the elements together.

      Many monks of this tradition tattoo their bodies with representations of their ki powers, commonly imagined as coiling dragons, but also as phoenixes, fish, plants, mountains, and cresting waves.
  • Kensei
    • Monks of the Way of the Kensei train relentlessly with their weapons, to the point where the weapon becomes an extension of the body. Founded on a mastery of sword fighting, the tradition has expanded to include many different weapons.

      A kensei sees a weapon in much the same way a calligrapher or painter regards a pen or brush. Whatever the weapon, the kensei views it as a tool used to express the beauty and precision of the martial arts. That such mastery makes a kensei a peerless warrior is but a side effect of intense devotion, practice, and study.
  • Open Hand
    • Monks of the Way of the Open Hand are the ultimate masters of martial arts combat, whether armed or unarmed. They learn techniques to push and trip their opponents, manipulate ki to heal damage to their bodies, and practice advanced meditation that can protect them from harm.
  • Sun Soul
    • Monks of the Way of the Sun Soul learn to channel their life energy into searing bolts of light. They teach that meditation can unlock the ability to unleash the indomitable light shed by the soul of every living creature.
  • Cobalt Soul
    • Driven by the pursuit of knowledge and its scholars' worship of the Knowing Mentor, the Library of the Cobalt Soul is one of the best-respected and most heavily guarded repositories of tomes, history, and information in all Exandria. People from all lands come to the library to seek knowledge, and those particularly dedicated to the virtues of truth often pledge their minds and bodies to the Cobalt Soul's cause. To become a member of the Cobalt Soul is to give oneself over to a quest dedicated to unveiling life's mysteries, bringing light to the secrets of concealed evil, and guarding the most powerful and dangerous of truths from those whose unwholesome thirst for knowledge might bring death and suffering to others.

      The monks of the Cobalt Soul are the embodiment of the maxim: "Know your enemy." Through tireless research, they steel themselves against the unrelenting tides of evil. Through rigorous training, they learn to break through their foes' mental and physical defenses. Then, once the fight is done, they record their findings for future generations of monks to study.





Deflect missiles.​
  • Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.

    If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
 
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I might flesh out some stuff soon. Maybe even tomorrow. Just leveling wise it looks good for me to stick to barbarian at least until 5. Too many good things to not take at this point.
This is a good point. If anyone wants to multi-class, you could.

And we are on the final chapter of this campaign, or will be when I make a new thread. You should probably have grander designs for your dudes by now!
 
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