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#WHEN YOU HAVE A FOUR DEX YOU CANNOT SURVIVE DRAGON BLASTS
feelingtheaster99 · 15 days
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"I have to GO" Yeah, Kristen, get your ass outta there; I understand the importance of getting Gorgug within the Circle of Power, but you cannot survive out there, gurl
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ravenclawlitza · 7 years
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❛  mei “gothel” qiao, herbalist alchemist wizard monk
                   original character for DUNGEONS & DRAGONS fifth edition
      STR  12 / +1 / +6   •   DEX  16 / +3 / +7   •   CON  14 / +2 / +2       INT  20 / +5 / +5   •   WIS  18 / +4 / +4   •   CHA  14 / +2 / +2
      HP:  108   •   AC:  16   •   LEVEL:  15  (5 monk, 10 wizard)   •   HIT DICE:  15d8       SPEED:  40ft   •   MARTIAL ARTS DIE:  1d6   •   ARMOR:  unarmored defense       PROFICIENCY:  +5  •   LANGUAGES:  common, elvish, gnomish
skills:
STR:  +1 athletics
DEX:  +3 acrobatics  •  +3 sleight of hand  •  +3 stealth
INT:  +5 arcana  •  +10 history  •  +5 investigation  •  +5 nature  •  +10 religion
WIS:  +4 animal handling  •  +9 insight  •  +9 medicine  •  +9 perception  •  +4 survival
CHA:  +2 deception  •  +2 intimidation  •  +2 performance  •  +7 persuasion
feats:
ALCHEMIST:  increase your intelligence score by one.  you gain proficiency with alchemist's supplies and can double your proficiency if you are already proficient with them.  as an action, you can identify one potion within 5 feet of you that you can see as if you had tasted it.  over the course of a short rest, you can temporarily improve the potency of one potion of healing of any rarity.  to use this benefit, you must have alchemist's supplies with you and the potion must be within reach.  if the potion is drunk no more than one hour after the short rest ends, the creature drinking the potion can forgo the roll and regain the maximum number of hit points the potion can restore.  due to her old age, gothel must consume one improved potion a day or suffer three levels of exhaustion, gaining disadvantage on ability checks, saving throws, and attack rolls, and having her speed reduced by half.
monk abilities:
UNARMORED DEFENSE:  while you are not wearing armor and not using a shield, your ac is equal to ten plus your dexterity and wisdom modifiers.
MARTIAL ARTS:  you can use dexterity instead of strength for your attacks and damage rolls with your monk weapons and unarmed attacks.  you can use a d6 in place of your unarmed strike or monk weapon die.  when you attack with an unarmed strike or monk weapon on your turn, you can use your bonus action to make an unarmed strike.
KI:  you have 5 ki points that you regain after at least 30 minutes of meditation.
KI SAVE DC:  17
FLURRY OF BLOWS:  immediately after you take the attack action on your turn, you can spend one ki point to make two unarmed strikes as a bonus action.
PATIENT DEFENSE:  you can spend one ki point to take the dodge action as a bonus action on your turn.
STEP OF THE WIND:  you can spend one ki point to take the disengage or dash action as a bonus action on your turn and double your jump distance for the turn.
UNARMORED MOVEMENT:  your speed increases by ten feet while you are not wearing armor or wielding a shield.
DEFLECT MISSILES:  you can use your reaction to deflect or catch a missile when you are hit with a ranged weapon attack, reducing the damage by 1d10+8.  if you reduce the damage to zero, you can catch it if it is small enough to hold in one hand, and can spend one ki point to make a ranged attack with it as a part of the same reaction, range 20/60.
SLOW FALL:  you can use your reaction when you fall to reduce the falling damage you take by 25.
EXTRA ATTACK:  you can attack twice instead of once when you take the attack action on your turn.
STUNNING STRIKE:  you can interfere with the flow of ki in an opponent’s body when you hit another creature with a melee weapon attack, spending one ki point to attempt a stunning strike.  the target must succeed on a constitution saving throw vs 17 or be stunned until the end of your next turn.
PATH OF THE KENSEI:  you gain proficiency with the katana and it becomes a monk weapon for you.
PUMMELING STRIKE:  when you take the attack action on your turn and hit a target with a kensei weapon, you can use a bonus action to deal an additional 1d4 bludgeoning damage.
DEFENSE:  if you make an unarmed attack as part of the attack action on your turn and are holding a kensei weapon, you can use that weapon defensively, gaining a +2 bonus to ac until the start of your next turn.
artificer abilities:
MAGIC ITEM ANALYSIS:  your understanding of magic items allows you to analyze and understand their secrets.  you know detect magic and identify as artificer spells, and you can cast them as rituals.  you don’t need to provide material components when casting identify with this class feature.
TOOL EXPERTISE:  your proficiency bonus is doubled for any ability check you make that uses tinker’s tools.
WONDROUS INVENTIONS:  goggles of night (nightvision 60ft), driftglobe, heward’s handy haversack (two 20lb pouches, one 80lb pouch, always weighs 5lb, the item you need is always magically on top, functions like a bag of holding).
INFUSE MAGIC:  you can channel your artificer spells into objects for later use. when you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute.  if you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur.  instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.  any creature holding the item thereafter can use an action to activate the spell if the creature has an intelligence score of at least 6.  the spell is cast using your spellcasting ability and must be used within 8 hours.  you can only infuse 4 spells at a time.
SUPERIOR ATTUNEMENT:  your superior understanding of magic items allows you to master their use, attuning up to four magic items at a time.
MECHANICAL SERVANT:  you create a mechanical construct with the statistics of a large of smaller beast with a challenge rating of 2 or less.  it does not require air, food, drink, or sleep, it can’t be charmed, it is immune to poison, it has darkvision with a range of 60 feet, and it understands the languages you can speak when you create it and obeys your commands without hesitation.  if you are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.  if the servant is killed, it can be returned to life via normal mean, and over the course of a long rest, you can repair a slain servant if you have access to its body, returning it to functionality with 1 hit point at the end of the rest.  if the servant is beyond recovery, you can build a new one with one week of work and 1000 gp of raw materials.
WHEEL BEAST:  large construct.  ac 12, hp 44, speed 50ft, blindsight 60ft, perception +3, stealth +6.  str 17, dex 15, con 13, int 3, wis 12, cha 8.  the wheel beast has advantage on attack rolls against a creature if at least one of its allies is within 5 feet of the creature and isn’t incapacitated.  as an action, the wheel beast can make a 5 foot reach bludgeoning +5 1d8+3 attack with its front wheel hub.  if it moves at least 20 feet straight toward a target right before hitting it with a +5 1d6+3 bludgeoning attack, the target must succeed on a strength saving throw vs 13 or be knocked prone.  if the target is prone, the wheel beast can take a bonus action to make one +5 1d6+3 bludgeoning attack against a creature directly behind the first target if it is within five feet.  as part of its movement and after a 10 foot running start, the wheel beast can long jump up to 25 feet.
alchemist abilities:
ALCHEMIST’S SATCHEL:  you craft a satchel that contains reagents you use to create a variety of concoctions.  the bag and its contents are magical, and you can pull out exactly the right materials you need for your formulas.  you must be able to reach your alchemist’s sack to use your formulas.
ALCHEMICAL ACID:  as one action, you hurl a vial of acid up to 30 feet.  anyone in the 5 foot radius where it shatters must make a dexterity saving throw vs 18 or take 5d6 acid damage.  an object that is automatically hit takes the maximum 30 damage.
HEALING DRAUGHT:  as an action, you can pull a potion from your satchel, and as an action a creature can drink it to regain 5d8 hit points.  a creature can only benefit from this potion once per long rest, and it lasts for one hour outside of the satchel. 
SWIFT STEP DRAUGHT:  as a bonus action, you can pull this potion from your satchel, as as an action a creature can drink it to increase their speed by 20 feet for one minute.  after drinking this potion, a creature can’t benefit from it again for one minute.
TANGLEFOOT BAG:  as an action, you pull out a bag of tar and hurl it at a point on the ground within 30 feet of you.  it covers a 5 foot radius with sticky goo which becomes difficult terrain.  any creature that starts its turn there has its speed halved.  you can only produce this potion once per minute.
THUNDERSTONE:  as an action, you pull a crystalline shard from your bag and hurl it at a point within 30 feet of you.  it shatters on impact with a blast of concussive energy, and each creature within 10 feet must make a constitution saving throw vs 18 or be knocked prone and pushed 10 feet away.
spellcasting:
SPELLS:  you know 7 artificer spells and have 4 first level and 3 second level spell slots.
SPELL SAVE DC:  18
SPELL ATTACK MODIFIER:  +9
cantrips:
MENDING:  one minute, verbal / somatic / two lodestones, touch, instantaneous.  you repair a single break or tear in an object no larger than 1 foot in any dimension, leaving no trace of the former damage.  the spell cannot restore magic to a magic item or construct.
first level spells:
CURE WOUNDS:   one action, verbal / somatic, touch, instantaneous.  a creature you touch regains 1d8+5 hit points using a first level spell slot, and 2d8+5 using a second level spell slot.
FALSE LIFE:  one action, verbal / somatic / a small amount of alcohol or distilled spirits, self, one hour duration.  you gain 1d4+4 temporary hit points using a first level spell slot, and 1d4+9 temporary hit points using a second level spell slot.
second level spells:
INVISIBILITY:   one action, verbal / somatic / an eyelash encased in gum arabic, touch, up to one hour with concentration.  a creature you touch becomes invisible until the spell ends.  anything the target is wearing or carrying is invisible as long as it is on the target's person.
LESSER RESTORATION:  one action, verbal / somatic, touch, instantaneous.  you touch a creature and end one disease or condition afflicting it, blinded, deafened, paralyzed, or poisoned.
PROTECTION FROM POISON:  one action, verbal / somatic, touch, one hour duration.  you touch a creature and neutralize one poison you know is present or one at random if it is poisoned.  for the duration, the target has advantage on saving throws against being poisoned and has resistance to poison damage.
SPIDER CLIMB:  one action, verbal / somatic / a drop of bitumen and a spider, touch, up to one hour with concentration.  until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free, and gains a climbing speed equal to its walking speed.
weapons:
KATANA:  +8 to attack, 1d8+3 slashing, finesse, 1d10 versatile, extra 1d4 using bonus action
UNARMED STRIKE:  +8 to attack, 1d6+3 bludgeoning
equipment:
CLOTHING:  fine clothes in the style of the shou, goggles.
POSSESSIONS:  haversack, dungeoneer’s pack, herbalism kit, tinker’s tools, alchemist’s tools, alchemist’s satchel, component pouch, driftglobe, a scroll case filled with parchment and personal notes, two sable blankets, a silk feather stuffed bedroll, a finely crafted katana in a beautiful sheath.
RESIDENCE:  possessing her own separate apartment beside leon, benny, and margaret, she prefers her solitude and does not appreciate even those three coming over unannounced, much less their wards.  her rooms are simple yet refined, beautifully styled in the traditional decor of her native land, with bamboo window blinds and white paper lanterns.  her basement cellar is filled with planter basins of mushrooms and bundles of drying herbs and flowers, the ground floor containing a spacious living room, kitchen, and door to a fenced in outdoor garden, with her private quarters and alchemy lab located on the upper floor.  one of the windows of her bedroom faces margaret’s across a narrow alleyway, her kitchen containing a sidedoor that leads across the alleyway directly into margaret’s garage, where gothel’s wheel beast is also stored.
background:
HERMIT:  after fleeing her homeland to escape a forced marriage, she retreated to a monastery and dedicated herself to the martial and arcane arts, desiring to come powerful enough that no one would ever have any hope of controlling her again.
DISCOVERY:  over her many years of study and experimentation with herbology, healing potions, and alchemy, she has discovered a way to stave off the effects of old age on her person, though they have proved incredibly harmful to anyone else.
PERSONALITY:  regal and no-nonsense, she prefers to keep her own company the majority of the time, and expects others to respect her space and her property.
IDEAL:  she believes that solitude and contemplation are paths toward power, that emotions must not get in the way of logical thinking, and that meddling in the affairs of others is nothing but trouble.
BOND:  she has a certain weakness for intelligent, inquisitive girls, and enjoys imparting her wisdom and knowledge on those she deems worthy.
FLAW:  dogmatic in her thoughts and philosophy, she considers the vast majority of people beneath her and maintains a deep prejudice against men.
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