BloodBrandy

joined 2 years ago
[–] BloodBrandy@ttrpg.network 1 points 1 week ago* (last edited 1 week ago)

Pretty much, except for the racial feat I mentioned since it's a feat.

In 5e, you tend to get your Racial ability stuff at character creation, save for some more powerful stuff that unlocks down the line. For instance, the Teleport abilities I mentioned for the Eladrin and Shadar-Kai are things they have out the gate, but the added effects of those teleports don't come until a few levels later.

It's the same for a few other races where they will have some starter thing that is improved later on (IE, Tieflings start with a set Cantrip and level 1 spell at the start, and at levels 3 and 5 get higher level racial spells, which are all determined by the circle of hell your bloodline is tied to), but most stuff is out the door from character creation

[–] BloodBrandy@ttrpg.network 1 points 1 week ago (2 children)

Eladrin do, they have a racial ability called Fey Step which lets them use a bonus action to teleport up to 30ft (With the added options I mentioned earlier). The only other elf race that gets a natural teleport ability is the Shadar-Kai (Elves tied to the Shadowfell and the Raven Queen), who can teleport as a bonus action and at higher levels gain resistance to all damage for a short time after.

Other Elven subraces don't inherently have the ability to teleport but do have other abilities, usually some combination of Spellcasting, Weapon Proficiency or Supplemental Skills. The only other thing close to a racial teleport is High Elves can take a racial feat to get the Misty Step spell (Teleport 30ft) with one free cast per short/long rest

[–] BloodBrandy@ttrpg.network 1 points 1 week ago (4 children)

Eladrin is a subrace of Elf that are more closely tied to the Feywilds, having a form for each season that they shift between based on emotional state and which effects their racial teleporting ability (Spring can teleport an ally instead, Summer deals fire damage to chosen targets on arrival, Autumn can charm up to two targets on arrival, and Winter can Frighten a target next to the point they are teleporting from)

Synaptic Static is a Intelligence save spell that deals AoE psychic damage and on failure also inflicts a lingering debuff that subtracts 1d6 from the targets attack rolls, ability checks and concentration checks until they pass the save at the end of their turn.

Dimension Door is a teleportation spell that can carry you and one willing creature of your size or smaller up to 500ft and doesn't require line of sight

[–] BloodBrandy@ttrpg.network 1 points 2 weeks ago (6 children)

Well what words you having issues with?

[–] BloodBrandy@ttrpg.network -1 points 2 weeks ago (8 children)

Oh...Then you're kinda in the wrong place? XD

[–] BloodBrandy@ttrpg.network 0 points 2 weeks ago (10 children)

What do you mean?

 

The War against the Drow continues

This countess didn't appreciate me yeeting a psychic grenade at her before she could monologue. Her warriors preceded to cast Darkness on the bridge we were at and she teleported with three Shadow Demons before taking me to full health to 0 (Though I stayed up thanks to Gift of the Protectors).

But unfortunately, she could not shake the Synaptic Static debuff and didn't really accomplish much after that before trying to run. If not for the fact Dimension Door has a size limit (Which I hadn't realized until my DM remembered), I'd have teleported over the giant kobold Rune Knight, but settled for bringing the Rogue over to finish her

 

Our party has opened war on the Drow capital city, with a rag tag army of Moon Warriors, Pirates looking to make a name for themselves, Forest Rangers, and our not quite stable party of an Eladrin Warlock with multiple personalities, a half orc barbarian with Wonder Woman's tiara, a panther-halfling hybrid rogue, a Giant Powered Kobold, and a Yuan-ti/Gobling hybrid Bard against the forces of the Drow Nation. Numbers are not in our favor, especially as our allies from the Wizard City can't arrive until we destroy the giant spider golem the city has.

Combat is rough, so our party's opening gambit...is to throw out an egg in the center of the city that becomes a gargantuan Spawn of the World Serpent, then run back to our battle. It spawns with only the golem between it and the Arcane Academy, and next to a giant spider nest spawning giant demon spiders once a day.

The first couple days are a bit rough as the tide of battle is not with us, and the serpent, while destroying a large area of downtown, is taking a lot of damage and missing it's attacks on the mechanical and demonic spiders...

So we throw two more eggs into the mess, and continue on with our battle as the Pirates manage to reach us where our part of the army had come up from the underground, the eastern front is still rough but sorta even, and the center of town has had a kaijuu battle going for half a week now.

 

Not a huge achievement, but I went the whole battle with relatively minimal resource usage

 

So in today's session my group set out to what may be the final battle of the campaign, a war to dethrone a Drow Matron. Given my character, an Eladrin with multiple personalities (One for each season) does not need a full 8 hours for a long rest, I set out in the middle of the night for each of them to make a prayer to a god before we then gave a final prayer to our celestial patron.

Spring gave prayer to the Elven God of War and Order, and was surprised that we ended up with a Chainbreaker Scimitar (A +1 Scimitar that also gives advantage to break chains, manacles and similar bindings, and such things are vulnerable to it's damage).

Summer gave a prayer to the church of Macho Man Randy Savage, and made friends with the cleric on duty.

Autumn gave prayer to the trickster Gnome god, getting a flute and well wishes from the nice old lady at the temple.

And Winter gave prayer to the dwarven god of War, getting a one use blessing that gives the target a lot of boons for a minute).

Then on our second day at sea with pirate friends, en route to war, my character decides to play the flute for their girlfriend.

Then the DM asked me what my spell save DC was and rolled a wisdom save...

So I have learned I have a flute that casts confusion centered on me (I am immune) as long as I play it (Once something makes the save or has the spell end on it, it's immune for a day)

 

FIRST POST HERE! But also a direct follow up to my last allowed post in the old lands of long, long ago.

Two centaur tribes in a forest and another in the mountains to the north. One a bunch of overly pacifistic pacifists, one a bunch of devil worshipers who sacrifice anyone they find lost in the forest, and the mountain ones something akin to ogre/elephant centaurs.

The pacifists don't like us picking a fight with the devil worshipers and seem bent on trying to justify their stuff because of past bonds...Well, all my personalities say that devil lady gonna die.