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* '''Rapier:'''  +4 / 1d8+2 piercing / Finesse
 
* '''Rapier:'''  +4 / 1d8+2 piercing / Finesse
 
* ''Vicious Mockery:'' Wis DC 13 / 1d4 psychic and disadvantage on attack rolls till end of its next turn.
 
* ''Vicious Mockery:'' Wis DC 13 / 1d4 psychic and disadvantage on attack rolls till end of its next turn.
* ''Phantasmal Force:'' Int DC 13 / causes up to 1d6 psychic damage if appropriate to the illusion
+
* ''Dissonant Whispers:'' Wis DC 13 / 3d6 psychic and move away from me, half damage on save and don't need to move.
 
* ''Faerie Fire:'' Dex DC 13 / all attackers have advantage against target.
 
* ''Faerie Fire:'' Dex DC 13 / all attackers have advantage against target.
  
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:'''Languages:''' Common, Primordial
 
:'''Languages:''' Common, Primordial
 
:'''Amphibious:''' You can breathe air and water.
 
:'''Amphibious:''' You can breathe air and water.
:'''Darkvision:''' 60 ft
 
 
:'''Control Air and Water:''' A child of the sea, you can call on the magic of elemental air and water. You can cast ''fog cloud'' with this trait. Starting at 3rd level, you can cast ''gust of wind'' with it, and starting at 5th level, you can also cast ''wall of water'' with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
 
:'''Control Air and Water:''' A child of the sea, you can call on the magic of elemental air and water. You can cast ''fog cloud'' with this trait. Starting at 3rd level, you can cast ''gust of wind'' with it, and starting at 5th level, you can also cast ''wall of water'' with it. Once you cast a spell with this trait, you can't do so again until you finish a long rest. Charisma is your spellcasting ability for these spells.
 
:'''Emissary of the Sea:''' Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
 
:'''Emissary of the Sea:''' Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
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: * Benefits from Jack of All Trades, † Benefits from Expertise
 
: * Benefits from Jack of All Trades, † Benefits from Expertise
:Profience in Water Vehicles (INT) +3
 
  
 
==EQUIPMENT==
 
==EQUIPMENT==
'''Encumbrance:''' 50 lbs/100 lbs/150 lbs
+
'''Encumbrance:''' 33 lbs/66 lbs/100 lbs
 
{| class="wikitable"
 
{| class="wikitable"
 
|-|-
 
|-|-
 
|'''Studded Leather Armor''' || 13 lbs
 
|'''Studded Leather Armor''' || 13 lbs
 
|-
 
|-
|'''Ring of Weapons''' || 0 lbs
+
|'''Rapier''' || 2 lbs
 
|-
 
|-
 
|'''Shortbow''' || 2 lbs
 
|'''Shortbow''' || 2 lbs
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|-
 
|-
 
|'''Flute''' || 1 lbs
 
|'''Flute''' || 1 lbs
|-
 
|'''Pipes of Haunting''' || 1 lbs
 
 
|-
 
|-
 
|'''Sack''' || 0.5 lbs
 
|'''Sack''' || 0.5 lbs
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|style="text-align:right;" |'''Potion of Healing''' || 0.5 lbs
 
|style="text-align:right;" |'''Potion of Healing''' || 0.5 lbs
 
|-
 
|-
|style="text-align:right;" |'''7 days rations''' || 14 lbs
+
|'''Pouch''' with 35 gp || 1 lbs
|-
 
|'''Pouch''' || 1 lbs
 
|-
 
|style="text-align:right;" |'''81.5 gp''' || 0.815 lbs
 
|-
 
|'''Total ''' || 44.1 lbs
 
|-
 
|colspan=2|'''Stored at the House '''
 
|-
 
|style="text-align:right;" |'''Rapier''' || 2 lbs
 
|-
 
|style="text-align:right;" |'''Fine Clothes (2 sets)''' || 6 lbs
 
 
|-
 
|-
|style="text-align:right;" |'''Perfume''' || 0 lbs
+
|style="text-align:right;" |'''35 gp''' || 0.35 lbs
 
|-
 
|-
|style="text-align:right;" |'''Jewelry worth 50 gp''' || 0 lbs
+
|'''Total ''' || 30.4 lbs
 
|-
 
|-
 
|}
 
|}
 
'''Ring of Weapons'''
 
As a bonus action is can create any one type of Simple or Martial Weapon to appears in the ring wearer's hand (either hand, ring wearer's choice). It cannot create missle weapons like bows or crossbows, but can make a javelin or other thrown weapons. All such created weapons disappear within 1 round after it leaves the hands of the ring wearer OR if the wearer uses a bonus action to create another weapon. These weapons are also magical weapons but grant no bonuses to attack or damage. Otherwise any weapon created appears to be just a normal weapon to casual observers. The ring wearer can also dismiss and weapon as a bonus action. The ring requires Attunement is considered a Rare magical item.
 
  
 
==HISTORY==
 
==HISTORY==

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