DL20 – Sorry to Bug You

Olu Sundre, Ted, Sao Ardo, 7D6,

2023-09-16


In which a party of guild members go missing and the party encounters a returning terror

Olu Sundre, Plasmoid Druid [david]:

Create/Destroy Water
abjuration 1
Components:

V, S,
M
SPELL SAVE DC: 13

7D6 (Autognome Artificer):Level 2 hp: 1d8 + con mod

rolling 1d8 + 2
(

6

)

+2

=

8
That’s Barbarianism!

Olu Sundre, Plasmoid Druid [david]:

16

Acid Vial (+1)

7D6 (Autognome Artificer):

Infuse item

:
Infuse Item
At 2nd level, you’ve gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

Infusions Known
When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Armor of Tools (UA)
Item: A suit of armor

As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

Boots of the Winding Path
Prerequisite: 6th-level artificer
Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Enhanced Defense
Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level in this class.

Enhanced Weapon

Item: A simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class.

Olu Sundre, Plasmoid Druid [david]:

Detect Magic
divination 1
(ritual)
Casting Time:
1 action
Range: self
Target:
self
Components:

V, S
Duration:
Concentration
up to a minute
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
SPELL SAVE DC: 13

7D6 (Autognome Artificer):

Healing Machine

:
Mending Healing
If the Mending spell is cast on you, you can expend a Hit Die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). In addition, your creator designed you to benefit from common spells that preserve life but that normally don’t affect Constructs: Cure Wounds, Healing Word, and Spare the Dying.
Mechanical Nature

:
Resist Poison, immune to disease, adv vs paralyzed or poisoned, doesn’t sleep or eat
Boots of the Winding Path

Prerequisite: 6th-level artificer

Item: A pair of boots (requires attunement)

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

7D6 (Autognome Artificer):Armor of Tools (UA)

Item: A suit of armor

As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must hav

Enhanced Defense

Item: A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

7D6 (Autognome Artificer):Yonge st

17

PERCEPTION (1)
7D6

11

Olu Sundre, Plasmoid Druid [david]:

18

PERCEPTION (3)

Ted (Dustin):

12

PERCEPTION (4)

7D6 (Autognome Artificer):

11

PERCEPTION (1)
7D6

Magical Tinkering

:
Magical Tinkering
At 1st level, you’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

16

INITIATIVE (1)
7D6

Ted (Dustin):

14

INITIATIVE (-1)

Olu Sundre, Plasmoid Druid [david]:

15

INITIATIVE (1)

Ted (Dustin):

9

INITIATIVE (-1)

7D6 (Autognome Artificer):

24

7D6

Magical Tinkering

:
VEX
Prerequisite: Ammunition, Finesse, or Light Property
If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
23

7D6

12

Olu Sundre, Plasmoid Druid [david]:

7

Ted (Dustin):

Aid
abjuration 2
Casting Time:
1 Action
Range: 30 Feet
Target:
Up to three creatures within range
Components:

V, S,
M (A tiny strip of white cloth)
Duration:
8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
SPELL SAVE DC: 14

7D6 (Autognome Artificer):Magical Tinkering

At 1st level, you’ve learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

7D6 (Autognome Artificer):The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

7

7D6

Olu Sundre, Plasmoid Druid [david]:

25

2

6

Ted (Dustin):

8

Longsword (+3)


5


Slashing

7D6 (Autognome Artificer):

14

120
7D6

Olu Sundre, Plasmoid Druid [david]:

17

6

Ted (Dustin):

8

Longsword (+3)


6


Slashing

Olu Sundre, Plasmoid Druid [david]:

5

PERCEPTION (3)

Ted (Dustin):

12

PERCEPTION (4)

7D6 (Autognome Artificer):

20

PERCEPTION (1)
7D6

Olu Sundre, Plasmoid Druid [david]:

Speak With Animals
divination 1
(ritual)
Casting Time:
1 action
Range: self
Target:
self
Components:

V, S
Duration:
10 minutes
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.
SPELL SAVE DC: 13

8

ANIMAL HANDLING (5)

rolling 1d4
(

3

)

=

3
18

INVESTIGATION (-1)

Ted (Dustin):

5

SURVIVAL (4)

7D6 (Autognome Artificer):

16

SURVIVAL (1)
7D6

Olu Sundre, Plasmoid Druid [david]:

19

PERCEPTION (3)

Ted (Dustin):

12

PERCEPTION (4)

rolling 1d4
(

4

)

=

4

Olu Sundre, Plasmoid Druid [david]:

6

STEALTH (1)

Ted (Dustin):

4

STEALTH (-1)

Olu Sundre, Plasmoid Druid [david]:

7

INVESTIGATION (-1)

Ted (Dustin):

13

INVESTIGATION (0)

rolling 1d4
(

4

)

=

4
10

STEALTH (-1)

Olu Sundre, Plasmoid Druid [david]:

20

STEALTH (1)

Ted (Dustin):

rolling 1d4
(

4

)

=

4
Bless
abjuration 1
Casting Time:
1 action
Target:
30 Feet
Components:

V, S,
M
Duration:
Concentration
1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

SPELL SAVE DC: 14

Olu Sundre, Plasmoid Druid [david]:

9

INITIATIVE (1)

Ted (Dustin):

16

INITIATIVE (-1)

3

INITIATIVE (-1)

Spiritual Weapon
evocation 2
Casting Time:
1 bonus action
Range: 60 Feet
Components:

V, S
Duration:
1 minute
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot 3rd level of or higher, the damage increases by 1d8 for every two slot levels above the 2nd
SPELL SAVE DC: 14

13

spiritual weapon (+6)


9


Radiant

rolling 1d4
(

2

)

=

2
10

Toll The Dead (injured) (+6)


12


Nacrotic

Ted (Dustin):

rolling 1d4
(

2

)

=

2

Olu Sundre, Plasmoid Druid [david]:

24

7

Ted (Dustin):

Channel Divinity: Twilight Sanctuary

Class: Twilight Cleric level 2
You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

— You grant it temporary hit points equal to 1d6 plus your cleric level.

— You end one effect on it causing it to be charmed or frightened.

rolling {1D6+3}
{

(

5

)

+3

}

=

8
16 + 1

spiritual weapon (+6)


12


Radiant

Healing Word
evocation 1
Range: 60ft
Components:

V
Duration:
Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
SPELL SAVE DC: 14

rolling {1D4+4}
{

(

3

)

+4

}

=

7
rolling {1D6+3}
{

(

4

)

+3

}

=

7

Ted (Dustin):

Channel Divinity: Twilight Sanctuary

Class: Twilight Cleric level 2
You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

— You grant it temporary hit points equal to 1d6 plus your cleric level.

— You end one effect on it causing it to be charmed or frightened.

25 + 3

spiritual weapon (+6)


12


Radiant

Olu Sundre, Plasmoid Druid [david]:

rolling {1D20+3}
{

(

3

)

+3

}

=

6
rolling 1d4
(

4

)

=

4
rolling {1D20+3}
{

(

12

)

+3

}

=

15
rolling 1d4
(

4

)

=

4
rolling {2D4+1}
{

(

2

+

2

)

+1

}

=

5
rolling {1D20+1}
{

(

20

)

+1

}

=

21

Ted (Dustin):

4

CONSTITUTION SAVE (2)

rolling 1d4
(

2

)

=

2
rolling {1D6+3}
{

(

3

)

+3

}

=

6
17 + 2

spiritual weapon (+6)


12


Radiant

18 + 4

Toll the Dead (+6)


3


Nacrotic

Olu Sundre, Plasmoid Druid [david]:

rolling {1D20+3}
{

(

2

)

+3

}

=

5
rolling {1D20+3}
{

(

16

)

+3

}

=

19
rolling {2D4+1}
{

(

2

+

2

)

+1

}

=

5
15

rolling 1d4
(

3

)

=

3
10

Ted (Dustin):

15

CONSTITUTION SAVE (2)

12 + 4

spiritual weapon (+6)


11


Radiant

For Description Only
Healing Word
evocation 1

Range: 60ft
Components:

V

Duration: Instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
SPELL SAVE DC: 14

rolling {1D4+4}
{

(

3

)

+4

}

=

7
rolling {1D6+3}
{

(

5

)

+3

}

=

8
18 + 2

Longsword (+3)


9


Slashing

Olu Sundre, Plasmoid Druid [david]:

14

rolling 1d4
(

3

)

=

3
6

5

NATURE (1)

19

NATURE (1)

Ted (Dustin):

4

NATURE (0)

rolling 1d4
(

1

)

=

1

Olu Sundre, Plasmoid Druid [david]:

rolling 1d4
(

4

)

=

4

Ted (Dustin):

11

NATURE (0)

rolling 1d4
(

4

)

=

4
4

HIT DICE (D8+2)

abjuration 2
Components:

V, S,
M
SPELL SAVE DC: 15

9

PERSUASION (3)

rolling 1d4
(

2

)

=

2


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