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Great Forest Arc: Bark

You emerge from the glassway having come from the recently attacked hole. In front of you is a dilapidated stone archway with runic symbols etched into the weathered rock. Currently, you are in a grove surrounded by tall trees. Off in the distance you can see a massive tree with golden leaves and hanging vines. The tree looms over the entire forest. The sun is nearly set, the light diffusing through the jungle canopy.    [Roleplay]   (Roll a perception check: DC) As you walk, you arrive at a place where the dense canopy opens into a clearing. A lake lit by moonlight resides in the middle of the clearing. You hear rustling in the trees above you. "My sister's stories don't do you justice, I was only expecting three of you." A red haired man with dark robes is seated on a thick branch. "Well, it seems they've added two members to their little group." Eriyah steps out onto the branch.  "They don't look like much, this'll be easy." "I agree, we'll be bringing their heads back to Dragon before sunrise." Eriyah leaps from the tree, unsheathing a sword mid leap. She stabs downwards, frost billowing off the blade. The lake begins to freeze rapidly and the two land in the middle of it.  "Come fools, and meet your demise."         Partway through the fight have Xander break Gilton's weapon. Xander, the Hardened Monk Armor Class: 18 (Unarmored Defense + Dexterity) Hit Points: 96 (10d8 + 40) Speed: 45 ft.   STR: 16 (+3) DEX: 18 (+4) CON: 18 (+4) INT: 12 (+1) WIS: 16 (+3) CHA: 10   Skills: Acrobatics +8, Athletics +7, Perception +6   Senses: Passive Perception 16 Languages: Common   Challenge: 7 (2,900 XP)   Hardened Strike: As a bonus action, Xander can harden his skin, gaining +2 AC and dealing an additional 1d6 bludgeoning damage on his melee attacks until the start of his next turn.   Mirror Step: Xander can use one of his mirror shards to teleport himself or an ally within 60 feet to another spot on the frozen lake as a bonus action.   Crackling Strike: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) bludgeoning damage. If Xander uses Hardened Strike before this attack, the target must make a DC 15 Dexterity saving throw or the ice beneath them cracks, creating rough terrain in a 10-foot radius.   Lair Actions: Frozen Shatter (Initiative Count 20): The ice beneath the combatants becomes more unstable. Each creature on the ice must make a DC 15 Dexterity saving throw or fall prone.   Legendary Actions (3/round):   Mirror Sprint: Xander uses Mirror Step. Crackling Flurry: Xander makes two Crackling Strike attacks. Defensive Stance: Xander hardens his skin, gaining +2 AC until the start of his next turn. Eriyah, the Ice Cleric   Armor Class: 17 (Plate Armor) Hit Points: 104 (11d8 + 55) Speed: 30 ft.   STR: 16 (+3) DEX: 10 CON: 20 (+5) INT: 12 (+1) WIS: 18 (+4) CHA: 14 (+2)   Skills: Athletics +6, Religion +4, Insight +7   Senses: Passive Perception 14 Languages: Common, Celestial   Challenge: 8 (3,900 XP)   Ice Sword: Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d8 + 6) slashing damage plus 7 (2d6) cold damage.   Frost Strike: Once per day, Eriyah can perform a powerful swing with her ice sword. On a successful hit, the target takes an additional 14 (4d6) cold damage and is paralyzed for 1 minute (DC 16 Constitution saving throw to end the paralysis at the end of each of its turns).   Healing Presence: As a bonus action, Eriyah can expend a spell slot to heal herself and Xander for 2d8 + her Wisdom modifier hit points.   Lair Actions: Frost Surge (Initiative Count 20): Eriyah commands the ice beneath the combatants to surge upward. Each creature on the ice must make a DC 16 Strength saving throw or be pushed 10 feet away and knocked prone.   Legendary Actions (3/round):   Ice Sword Flourish: Eriyah makes an Ice Sword attack. Healing Touch: Eriyah uses Healing Presence. Chilling Aura: Eriyah exudes a chilling aura, forcing all creatures within 10 feet to make a DC 16 Constitution saving throw or take 7 (2d6) cold damage.     Certainly! Here are some combo moves for Xander and Eriyah to enhance their synergy in battle:   Mirror Distortion:   Xander uses Mirror Step to position himself behind an enemy. Eriyah follows up with a Frost Strike on the same target, taking advantage of their disorientation from Xander's sudden appearance.     Frozen Cyclone:   Xander initiates a Crackling Strike, creating rough terrain beneath the target. Eriyah uses Ice Sword to make a sweeping attack, hitting all enemies in the affected area.     Twin Teleportation Assault:   Xander uses Mirror Step to position himself and Eriyah strategically on the battlefield. Eriyah follows up with a Healing Presence to recover from any damage taken during the teleportation.     Hardened Shield:   Xander activates Hardened Strike to increase his AC. Eriyah casts a protective spell (e.g., Shield of Faith) on Xander, further enhancing his defenses.     Frozen Resonance:   Eriyah activates Chilling Aura, dealing cold damage to nearby enemies. Xander follows up with a Crackling Strike on an affected target, using the distraction caused by Eriyah's aura.     Arctic Surge:   Eriyah uses Frost Surge from the lair actions, pushing enemies away and creating separation. Xander takes advantage of the chaos by Mirror Stepping to a distant location, isolating a target.     Mirror's Embrace:   Xander uses Mirror Step to teleport himself or an ally to safety. Eriyah uses Healing Presence to recover from any damage and provide immediate healing to Xander or the teleported ally. Encourage the players to think tactically and strategically as well. The combination of these moves should make the battle dynamic and challenging for the party. Adjust the difficulty as needed based on your players' abilities and the flow of the encounter.     Certainly! Here are some additional monk-specific abilities and features for Xander:   Monastic Tradition: Way of the Elemental Fist   Xander follows the Way of the Elemental Fist, granting him the ability to channel the elemental power within him.   Elemental Strike: Xander's Crackling Strike can now also channel elemental energy. After a successful hit, he can choose to deal additional fire, lightning, or cold damage equal to his Wisdom modifier.   Elemental Agility: Xander gains proficiency in Dexterity saving throws. Additionally, when he uses Hardened Strike, he gains advantage on Dexterity saving throws until the start of his next turn.   Whirlwind of Elements (Ki Feature): As an action, Xander can spend 3 ki points to unleash a flurry of elemental-infused strikes. For the next minute, his attacks deal an additional 1d4 elemental damage (chosen from fire, lightning, or cold) on a successful hit.   Evasion: Xander gains the Evasion feature, allowing him to take no damage on a successful Dexterity saving throw against area effects that require such saves for half damage.   Elemental Step (Ki Feature): Xander can spend 2 ki points as a bonus action to briefly become one with the elements. Until the end of his turn, he gains advantage on Dexterity (Acrobatics) checks, and his movement does not provoke opportunity attacks.   Monk Abilities:   Unarmored Movement (Monk Feature): Xander's speed increases by an additional 10 feet while not wearing armor or wielding a shield.   Stillness of Mind (Monk Feature): As an action, Xander can end one effect on himself that is causing him to be charmed or frightened.   Deflect Missiles (Monk Feature): Xander can use his reaction to deflect or catch missiles when targeted by a ranged weapon attack.   Ki-Empowered Strikes (Monk Feature): Xander's unarmed strikes count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks.   Timeless Body (Monk Feature): Xander no longer needs to eat, drink, or sleep and is immune to aging effects.   Feel free to adjust the abilities based on your campaign setting and the overall power level you want to achieve for your character.   User What cleric things can eriyah do? ChatGPT Certainly! Here are some cleric-specific abilities and features for Eriyah:   Cleric Domain: Frost Domain   Eriyah draws power from the Frost Domain, allowing her to wield the chilling power of ice.   Ice Strike (Domain Feature): Eriyah's Ice Sword attacks deal an additional 1d6 cold damage. This damage increases to 2d6 at 6th level, 3d6 at 11th level, and 4d6 at 17th level.   Channel Divinity: Winter's Embrace: As an action, Eriyah can use her Channel Divinity to create an aura of biting cold in a 30-foot radius. Enemies within the aura have their movement speed halved, and they take cold damage equal to her cleric level at the start of their turn. Allies within the aura gain resistance to cold damage.   Frozen Resilience (Domain Feature): Eriyah gains proficiency in Constitution saving throws. Additionally, she can use her reaction to gain resistance to cold damage until the start of her next turn when she takes cold damage.   Divine Strike (Domain Feature): Eriyah gains the ability to infuse her weapon strikes with divine energy. Once on each of her turns when she hits a creature with a weapon attack, she can cause the attack to deal an extra 1d8 cold damage.   Cleric Abilities:   Turn Undead (Cleric Feature): Eriyah can use her Channel Divinity to present her holy symbol and turn undead creatures within 30 feet.   Blessings of the Frost (Cleric Feature): Eriyah can prepare the spell "Armor of Agathys" without it counting against the number of spells she can prepare. When she casts this spell using a spell slot of 2nd level or higher, the temporary hit points and cold damage increase by 5 for each slot level above 1st.   Divine Health (Cleric Feature): Eriyah is immune to disease.   Potent Spellcasting (Cleric Feature): Eriyah adds her Wisdom modifier to the damage she deals with any cleric cantrip.   Divine Intervention (Cleric Feature): At 10th level, Eriyah can call on her deity for aid, attempting to have the deity intervene on her behalf.   Have them break Gilton's blade.     As you all continue the journey to the Great Tree, the trees begin to change from regular green leaves, to slightly glowing gold ones. The trees in this area seem to be way smaller than the ones you just passed by. You notice what appear to be destroyed wooden foundations of old homes. (Nature check DC 12: You can tell that the same energy coming off the Great tree is present in these trees, possibly due to their proximity to it. These trees are clearly younger, but have grown faster.) As you keep walking, Optimus and Gilton, you both feel a presence up ahead that seems extremely familiar. As you continue walking a path appears, lighting itself, the brush seemingly clearing to make way. You soon come up on a cabin, with a incredible aroma coming from within. The outside is quaint, a small wooden cabin with a sign that says, "Brogar's Magic Shop."  The windows glow with the radiant light from within the cabin, inviting you inside.    You step through the wooden door and are greeted by rows and rows of neatly organized weapons and armor. There are barrels at the end of some of the shelves that contain an assortment of weapons or armor. "Howdy folks, y'all doin alright this evening?" Standing at a counter is a Dwarvish man. His arms and legs are prosthetics, approximately the size of human limbs. This leads to him having a strange appearance, as his torso is entirely too small for this to not look ridiculous. "Hey, are yall out here to see the eclipse?"   The eclipse is in 3 days.   As you are exploring the store, you see about 8 shadows seemingly etched into the wooden floor. Brogar sees you staring at them. "Oh yeah, them's from the old owner of this place.   Shop keeper inventory.   Voltstar: Gilton magic item. It appears as a volatile weapon that is shifting shapes. This weapon was originally Adonn's wolf and weapon. Have it be a weapon with a mind of its own. Let Gilton take it if he can tame the beast within. Optimus can help.   Gilton as you grab the weapon, reality unravels around you, leaving nothing but an empty black void. In front of you is the only percievable structure. You see a massive stone wall with huge bars and a padlock. (Growling low voice) "Who are you to tame Thundera, Spear of Adonn?"   After Gilton gets out of this, the weapon takes the shape of a morningstar in his hand.   Optimus, upon one of the shelves you see a wooden staff with elaborate carvings. As you take it into your hand, the carvings glow blue and a faint hum can be heard.   Windstaff: Can create an updraft once a day. Can glide any time. Can turn into a spear. When it is a spear it cannot do staff things. Staff: 1d6+4 Spear: 2d6+4. Can transform as a bonus action.   Beetle necklace:     Nature's Grace: The amulet grants an additional 1d6 to all healing spells cast by the wearer.   Revitalizing Surge: Once per long rest, the Tabaxi Druid can use a bonus action to channel the amulet's magic, causing a burst of energy to surge through her healing spells. For the next minute, all healing spells restore an additional 2d8 hit points.   Photosynthesis Resilience: The amulet provides advantage on saving throws against diseases and poisons, echoing the Tabaxi Druid's connection to nature and reinforcing her resilience.   They head out to the tree.     As you cut the bark from the tree, all of you see reality itself unravel, strands flying off in different directions, then reforming to create entirely different structures. There is a sprawling golden landscape as far as the eye can see. Crops flourish and flowers bloom all around you. From above a golden light descends. (feminine voice) "What is it you desire with this sacred object?" Selvanna is here to speak to the party. She'll ask them some questions and answer their questions.

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