Closed Crowsong

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ShoddyProduct

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Six years to the day. He’d managed, after twenty, to scrounge up enough gold from odd jobs to purchase his own plot of land, his own tools, the seeds to sow, the livestock to tend. It was sixteen long, hard years ago, and he’d done well for himself. Ironic, then, that six years ago, to the day, the fighting started.

Tensions between the Greatwyrms and the Giants had always been high. Neither one liked the other, and shared borders had always been contentious at best. Legends say that the Giants were there first, some descendant or creation of the Spirits that inhabited the land and rivers and skies. Those legends said that the Greatwyrms arrived thousands upon thousands of years after the Giants emerged, and began enforcing their will on the world that wasn’t rightfully theirs. It was only fair the Giants would be upset about this, but he always found it… strange, that they would act with such contempt for people like him. Ambivalent to his existence, to his chipping away an existence- they seemed so fundamentally unrelatable.

Not that he’d ever met one, or ever wanted to. No, he was quite fine living his simple life, providing for himself and sending the extra off to market in Atraxia. Now that was a god he could get behind, the Wyrm of harvest and growth. It was the difference between the Greatwyrms and the Giants. The Wyrms cared about them. Or, most of them did, and the ones who did helped them to exist. In his six years as a farmer, in these six years of war, Atraxia had only provided to him and those in his village, not taken, not destroyed. Not like-

A rumble through the earth shook him from his reminiscing. The entire village grew silent in an instant, down to the livestock. The air grew thick and they all froze in place and waited, silently, for what would come next.

A great gust of wind tore across the land, blowing over trees, shaking houses to their foundations. The farmer dug his pitchfork into the earth, kneeling against the wind, only rising once it had passed. Some nature spell from a Giant, meant to blow the village away, he thought. He turned to go back to his work, resolute in the fact that the village still stood, in defiance to the perceived attack.

He, and the village, stopped once more, as a shadow passed over the sun. They all turned to look, and their faces fell in horror. The clouds had parted on account of a great arrow, a Wyrmstake, tearing the veil to pieces to find its mark. Ataxia was plummeting from the sky, shot dead by a Giant, straight for the village.

His hatred grew, but there was no time to flee. There would never be time for revenge. Her body wouldn’t dissipate before she flattened the village beneath her mountainous form, her stone, moss-grown scales heavy enough on their own to do the job.

—-------------------------------------------------------

In six years, the deadly war of attrition between the Greatwyrms, the physical gods of the world, and the Giants, the worldtenders, had reached its peak. Hostilities were high, with the Wyrms gathering their mortal armies to track and hunt the Giants to their homes, their cities in the mountains, and slaughter them. The conflict touched every part of the world, whether they were aware of it or not. Magic, once reserved for the Wyrms and the Spirits and the Giants, made its way to mortal hands, taught by the Wyrms to enable this fighting. In retaliation, the Giants began teaching their descendants their own skills, and thus the fighting bled to the realm of the mundane, as well.

It was a time of upheaval, of change and chaos. Mortalkind found themselves more and more used as pawns in this great conflict, and all the while, they turned on themselves, in kind. With the Weave now accessible by mortal hands, brigands and bandits began their sinister work, using the chaos of the fighting to hoard riches for themselves. Cults of the more chaotic Wyrms, those who were not as kind and benevolent as those sung about in ballads, began to aggregate power, pushing more and more of their own into the fighting.

Monsters appeared three years into the conflict. Once a rare occurrence of a Spirit made unhappy, through ignorance or deceit, they have now become commonplace. Some believe it to be the Spirits attempting to balance the scales, to reverse the changes brought on by the Wyrms. Others believe it to be an attempt by the Giants to create an army beyond mortal strength, to wipe them out permanently.

Of course, with war comes opportunity. In ruined cities and burning battlefields, in the hordes of dragons and in the mountains of the Giants, riches lie in wait, ripe for the taking. Many have left their homes, some to fight, others to flee the monsters or the war, and others still to find their riches amidst the chaos. In the far flung corners of the world, untouched by the fighting so far, a vault sits sealed, the promise of power locked within, waiting for whoever may seek it.

 
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FEN
Medium fey (Seemling), chaotic neutral
Armor Class 12, 15 (mage armor)
Hit Points 21 (3d8+3)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
12 (+1)
13 (+1)
11 (+0)
18 (+4)
Saving Throws Dex +4, Cha +6
Skills Acrobatics +4, Deception +8, Performance +6, Sleight of Hand +4, Stealth +6
Senses passive Perception 10
Languages Sylvan, Common
Glamoury. You can cast Disguise Self on yourself at will without expending a spell slot. Other creatures have advantage on Intelligence (Investigation) checks to discern you are disguised.

Blending. If you are not currently being observed, you are able to cast Invisibility on yourself at will as a 2nd level spell without expending a spell slot. You must hold your breath and not move for the duration of the spell. If at any point you breathe, speak, or move, the spell ends.

FEATURES
Bardic Inspiration. You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the GM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Enthralling Performance. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Mantle of Inspiration. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and who can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.

Song of Rest. You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.

SPELLS

Cantrips: Mind Sliver, Dancing Lights, Vicious Mockery, Minor Illusion

1st Level: Bane, Silent Image, Color Spray, Charm Person

2nd Level: Knock, Suggestion

1/day: Mage Armor (1st Level)
 
AIBEK
Medium humanoid (Firbolg)
Armor Class 16, 18 (with shield equipped)
Hit Points 27 (3d10+9)
Speed 30 ft.
STR
DEX
CON
INT
WIS
CHA
8 (-1)
14 (+2)
12 (+1)
13 (+1)
11 (+0)
18 (+4)
Saving Throws Wis+4, Cha +6
Skills Acrobatics +3, Athletics +5, Insight +4, Performance +6
Senses Passive Perception 12
Immunities Disease
Languages Giant, Primordial, Common
Speech of Beast and Leaf You can communicate in a limited manner with Beasts, Plants, and vegetation. They can understand your words but you cannot understand them in return. You have advantage on all CHA checks to influence them.

Hidden Step As a bonus action, you can magically turn invisible 2 times per long rest. This lasts until the start of your next turn or until you attack, make a damage roll, or force someone to make a saving throw.

Firbolg Magic Once per long rest, you can cast detect magic and disguise self. When you use this version of disguise self, you can seem up to 3 ft. shorter or taller. You can also cast these spells using any spell slots you have. Your spellcasting modifier is Charisma.



FEATURES
Divine Sense. The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell.
You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.

Lay on Hands.
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Divine Smite. Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

Harness Divine Power. You can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you’ve reached in this class: 3rd level, once; 7th level, twice; and 15th level, thrice. You regain all expended uses when you finish a long rest.

Channel Divinity.
You gain the following Channel Divinity options. See the Sacred Oath class feature for how Channel Divinity works.
Watcher’s Will. You can use your Channel Divinity to invest your presence with the warding power of your faith. As an action, you can choose a number of creatures you can see within 30 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). For 1 minute, you and the chosen creatures have advantage on Intelligence, Wisdom, and Charisma saving throws.
Abjure the Extraplanar. You can use your Channel Divinity to castigate unworldly beings. As an action, you present your holy symbol and each aberration, celestial, elemental, fey, or fiend within 30 feet of you that can hear you must make a Wisdom saving throw. On a failed save, the creature is turned for 1 minute or until it takes damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly end its move in a space within 30 feet of you. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can take the Dodge action.

SPELLS

Cantrips: Mending, Toll the Dead

1st Level: Alarm, Ceremony, Detect Magic, Disguise Self, Divine Favour, Searing Smite, Thunderous Smite, Wrathful Smite

1/day: Detect Magic, Disguise Self
 
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