Report generated at 10:57:10 on August 29, 2024.

CONTRYVERE
Character Reports

Roster

Name ID Age Alignment Race Universe Occupation Level Class Disease(s) Ki HP Max HP
KOSMO 5433618137 32 Good Human Omneos Geologist 3 Wizard 0 10 20
TALIA 5088509671 23 Good Tiefling Omneos Brat 3 Cleric 0 13 17
XANDRA 8086208245 27 Good Human Omneos Spiritualist 3 Monk 2 13 15

Inventory Details by Character

The information displayed below is current as of the date and time indicated at the top of the page.

XANDRA

Item Description Quantity
Shortsword Name: Shortsword
Type: weapon, martial weapon, melee weapon
Rarity: none
Attunement:
Properties: 1d6, piercing, - finesse, light
Weight: 2 lb.
Value: 10 gp

--

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
1
Dart Name: Dart
Type: weapon, simple weapon, ranged weapon
Rarity: none
Attunement:
Properties: 1d4, piercing, - finesse, thrown (20/60 ft.)
Weight: ¼ lb.
Value: 5 cp

--

Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
10
Explorer's Pack Name: Explorer's Pack
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 59 lb.
Value: 10 gp

--

Includes: a backpack; a bedroll; a mess kit; a tinderbox; 10 torches; 10 days of rations; a waterskin; and 50 feet of hempen rope.
1
Backpack Name: Backpack
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 5 lb.
Value: 2 gp

--

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
1
Bedroll Name: Bedroll
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 7 lb.
Value: 1 gp

--
1
Mess Kit Name: Mess Kit
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 2 sp

--

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
1
Tinderbox Name: Tinderbox
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 5 sp

--

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
1
Torch Name: Torch
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 1 cp

--

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
10
Rations (1 day) Name: Rations (1 day)
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 2 lb.
Value: 5 sp

--

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
10
Waterskin Name: Waterskin
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 5 lb. (full)
Value: 2 sp

--

A waterskin can hold up to 4 pints of liquid.
1

TALIA

Item Description Quantity
Shield Name: Shield
Type: armor (shield)
Rarity: none
Attunement:
Properties: AC +2
Weight: 6 lb.
Value: 10 gp

--

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
1
Holy Symbol Name: Holy Symbol
Type: spellcasting focus
Rarity: none
Attunement:
Properties:
Weight:
Value:

--

A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.Multiple variations of this item exist, as listed below:AmuletEmblemReliquary
1
Leather Armor Name: Leather Armor
Type: light armor
Rarity: none
Attunement:
Properties: AC 11 + Dex
Weight: 10 lb.
Value: 10 gp

--

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
1
Backpack Name: Backpack
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 5 lb.
Value: 2 gp

--

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
1
Bedroll Name: Bedroll
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 7 lb.
Value: 1 gp

--
1
Waterskin Name: Waterskin
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 5 lb. (full)
Value: 2 sp

--

A waterskin can hold up to 4 pints of liquid.
1
Tinderbox Name: Tinderbox
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 5 sp

--

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
1
Torch Name: Torch
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 1 cp

--

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
10
Rations (1 day) Name: Rations (1 day)
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 2 lb.
Value: 5 sp

--

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
9
Mess Kit Name: Mess Kit
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 2 sp

--

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
1
Spellbook Name: Spellbook
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 3 lb.
Value: 50 gp

--

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
1

KOSMO

Item Description Quantity
Explorer's Pack Name: Explorer's Pack
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 59 lb.
Value: 10 gp

--

Includes: a backpack; a bedroll; a mess kit; a tinderbox; 10 torches; 10 days of rations; a waterskin; and 50 feet of hempen rope.
1
Arcane Focus Name: Arcane Focus
Type: spellcasting focus
Rarity: none
Attunement:
Properties:
Weight:
Value:

--

An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand-like length of wood, or some similar item—designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.Multiple variations of this item exist, as listed below:CrystalOrbRodStaffWand
1
Dagger Name: Dagger
Type: weapon, simple weapon, melee weapon
Rarity: none
Attunement:
Properties: 1d4, piercing, - finesse, light, thrown (20/60 ft.)
Weight: 1 lb.
Value: 2 gp

--

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
1
Spellbook Name: Spellbook
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 3 lb.
Value: 50 gp

--

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.
1
Backpack Name: Backpack
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 5 lb.
Value: 2 gp

--

A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
1
Bedroll Name: Bedroll
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 7 lb.
Value: 1 gp

--
1
Mess Kit Name: Mess Kit
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 2 sp

--

This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
1
Tinderbox Name: Tinderbox
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 5 sp

--

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.
1
Torch Name: Torch
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 1 lb.
Value: 1 cp

--

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
1
Rations (1 day) Name: Rations (1 day)
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 2 lb.
Value: 5 sp

--

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
10
Waterskin Name: Waterskin
Type: adventuring gear
Rarity: none
Attunement:
Properties:
Weight: 5 lb. (full)
Value: 2 sp

--

A waterskin can hold up to 4 pints of liquid.
1

Spellbook Lists by Character

The information displayed below is current as of the date and time indicated at the top of the page.

XANDRA

XANDRA's spellbook is empty

TALIA

Spell Description
Command Name: Command
Level: 1st
Casting Time: Action
Duration: 1 round
Range: 60 feet

--

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

--

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Burning Hands Name: Burning Hands
Level: 1st
Casting Time: Action
Duration: Instantaneous
Range: Self (15-foot cone)

--

As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one.The fire ignites any flammable objects in the area that aren't being worn or carried.

--

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Faerie Fire Name: Faerie Fire
Level: 1st
Casting Time: Action
Duration: Concentration, up to 1 minute
Range: 60 feet

--

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

--

At Higher Levels:
Cure Wounds Name: Cure Wounds
Level: 1st
Casting Time: Action
Duration: Instantaneous
Range: Touch

--

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
Guiding Bolt Name: Guiding Bolt
Level: 1st
Casting Time: Action
Duration: 1 round
Range: 120 feet

--

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

--

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Light Name: Light
Level: Cantrip
Casting Time: Action
Duration: 1 hour
Range: Touch

--

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

--

At Higher Levels:
Thaumaturgy Name: Thaumaturgy
Level: Cantrip
Casting Time: Action
Duration: Up to 1 minute
Range: 30 feet

--

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:Your voice booms up to three times as loud as normal for 1 minute.You cause flames to flicker, brighten, dim, or change color for 1 minute.You cause harmless tremors in the ground for 1 minute.You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.You instantaneously cause an unlocked door or window to fly open or slam shut.You alter the appearance of your eyes for 1 minute.If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

--

At Higher Levels:
Sacred Flame Name: Sacred Flame
Level: Cantrip
Casting Time: Action
Duration: Instantaneous
Range: 60 feet

--

Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

--

At Higher Levels:
Spare the Dying Name: Spare the Dying
Level: Cantrip
Casting Time: Action
Duration: Instantaneous
Range: Touch

--

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

--

At Higher Levels:
Mending Name: Mending
Level: Cantrip
Casting Time: 1 Min.
Duration: Instantaneous
Range: Touch

--

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

--

At Higher Levels:

KOSMO

Spell Description
Mirror Image Name: Mirror Image
Level: 2nd
Casting Time: Action
Duration: 1 minute
Range: Self

--

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

--

At Higher Levels:
Rope Trick Name: Rope Trick
Level: 2nd
Casting Time: Action
Duration: 1 hour
Range: Touch

--

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.Anything inside the extradimensional space drops out when the spell ends.

--

At Higher Levels:
Knock Name: Knock
Level: 2nd
Casting Time: Action
Duration: Instantaneous
Range: 60 feet

--

Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access.A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.

--

At Higher Levels:
Chromatic Orb Name: Chromatic Orb
Level: 1st
Casting Time: Action
Duration: Instantaneous
Range: 90 feet

--

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

--

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Shield Name: Shield
Level: 1st
Casting Time: Reaction
Duration: 1 round
Range: Self

--

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

--

At Higher Levels:
Suggestion Name: Suggestion
Level: 2nd
Casting Time: Action
Duration: Concentration, up to 8 hours
Range: 30 feet

--

You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.If you or any of your companions damage the target, the spell ends.

--

At Higher Levels:
Minor Illusion Name: Minor Illusion
Level: Cantrip
Casting Time: Action
Duration: 1 minute
Range: 30 feet

--

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

--

At Higher Levels:
Prestidigitation Name: Prestidigitation
Level: Cantrip
Casting Time: Action
Duration: Up to 1 hour
Range: 10 feet

--

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range: You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

--

At Higher Levels:
Acid Splash Name: Acid Splash
Level: Cantrip
Casting Time: Action
Duration: Instantaneous
Range: 60 feet

--

You hurl a bubble of acid. Choose one creature you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

--

At Higher Levels: