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About This Game

A Four-Hour Adventurer's League Game for 11th – 16th level Characters

Game System

D&D 5e

Detailed Description

Adventurer's League Game

East of Beregost, nestled in the outskirts of the Wood of Sharp Teeth, Durlag’s Tower has intrigued and yet stymied adventurers for decades. Stuffed full of mechanical traps and arcane wards, and rumored to be inhabited by fiends, very few have managed to extract any REAL treasure from the former home of Durlag Trollkiller. However, a powerful item in the ancient fight against the giants is said to be housed there, and the cloud giant Baron Rajiram has committed significant resources toward recovering it. After a pleasant tea in her garden, SEER calls upon you to beat him there and put a stop to his efforts!

A Four-Hour Adventure for 11th – 16th level Characters

Community

Adventurers' League
  1. What's new in this game
  2. HP: 16/67 HD: 11d8/11d8 AC: 15 Speed: 30ft Proficiency: +4 Saving Throws: Str -1, Dex +7, Con +1, Int +4, Wis +2, Cha +8 Theren looked over at Eireann for a moment before adding a chuckle. "Yea, he is really playing hell with our schedule, isn't he." He called out, letting his magic play out against the demon. As he did so, the fey sprite darted in for another series of quick slashes against the demon before stepping back out of range once more. Actions/OOC Standard: Vicious Mockery against Gabby. Unless he is already dead, then the nearest viable target. If there are not viable targets, then just Dodge for now. Move Action: Concentration: Summon Fey; Duration: 1hr Conditions: Mirthful Fey: Spell LVL 4; AC: 16; HP: 40/40 Mirthful Fey Actions: Reaction: AoO Slaad Move: Move to Glabby Standard: Multiattack Glabby Bonus Action: Fey Step 30ft East of Gabby. Oh, and if Gabby is already dead, then he'd target the invisible guy instead. I'll throw some Adv/Disadv rolls for the attacks down just in case. Statblock Str 8 (-1) Dex 16 (3) Con 12 (1) Int 19 (4)Base: 10 (0) Wis 14 (2) Cha 18 (4) Proficiency Bonus: +4 Jack of all Trades Bonus: +2 INIT: +5 AC: 15 HD: 11/11d8 HP: 16/67; TEMP: 0 Speed: 30 ft Passive Perception: 20 Darkvision (60ft) By Popular Demand Fey Ancestry Bardic Inspiration d10 4/4 Jack of All Trades Song of Rest: d10 Cutting Words Expertise Countercharm Magical Secrets Lucky: 1/3 DM Inspiration: 1/only Hartkiller's Lucky: 3/only Rapier Piercing, Finesse +7 1d8+3 Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3 Wand of Web: 5/7 charges; DC15 Seer's Scroll of Teleportation: 1/1 Spell Slots LVL 1: 3/4 LVL 2: 3/3 LVL 3: 2/3 LVL 4: 2/3 LVL 5: 1/2 LVL 6: 1/1 LVL 7: 0/0 LVL 8: 0/0 LVL 9: 0/0 Spells Known LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word LVL 2: Heat Metal, Invisibility, Lesser Restoration LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues LVL 4: Dimension Door LVL 5: Circle of Power, Synaptic Static LVL 6: Mass Suggestion
  3. Ok i am leaving this post as my calculator... its a wip. I just went thru the invisible stalker battle.. In it i received 15 points damage total, but due to Lajals unicorn over two rounds gained 20 hit points back.. So went back to Max Hit Points.. Now to Calculate the Demon Battle. Round One: Took a Total of 96 damage from 4 melee attacks and a Lightning Bolt. (went from 186 to 90 Hit Points) Round Two: Bloodaxe cast a shield spell effectively blocking the two attacks on Invis attacker 1,Invis attacker 2 missed. He then enacted his Second Wind regaining 16 Hit Points ( went from 90 to 106 Hit Points) Lajal's Totem granted him +10 Hit Points ( went from 106 to Magically 121 Hit Points) Round Three: Any attacks on me missed. (So presumably still 106/121, unless something has stopped Lajal's magical Hit Points) Round Four: Any attacks on me missed. (Same as above....)
  4. This is why I update on each and every post and have the total, you'll have to write down each hit you took and what your total is.
  5. Hmmm Can anyone double check my figures... Back on March 13.. after taking a hammering from the Staff and Glabby...was left on 106 natural hit points and 15 temp hit points courteousy of Lajal. Making 121... Since then i believe whatever attacks came against me, were all negated by the use of Two Shield spells. So can anyone see where i have sustained any more damage then that.... To give Lajal a correct figure...
  6. Eireann III High Elf Swashbuckler 11 HP: 79/84 HD: 11d8/11d8 AC: 17 Speed: 30ft Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3 Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13 Attacks and Features o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5 o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7 DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception) Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/ooc] Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[ Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) Magic Cantrip Known Booming BladeEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Equipment Consumable (10) Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action *2 Potion of Greater Healingregain 4d4 + 4 hit points Potion of Superior Healingregain 8d4 + 8 hit points Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score Common (5) Uncommon+ (6) Bracers of ArcheryWondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Headband of Intellect Requires Attunement Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it Cloak of DisplacementWondrous Item, rare (requires attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die." Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6 Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7 Eireann seems pretty pleased, one dwarf down and the demonic creature was lit up and easy to see. "We have them on the ropes now! Press the attack!" He moved forward and lashed out with his rapier at the Glabrezu, his blade let out a boom and he moved back, out of reach of its terrible claws. Move : Move 30ft to Glabrezu Action : Attack Glabrezu Bonus : Dash back 20 ft (No AoO)
  7. can you post a character header, as I can't see how wounded you are, and to the others if you could have something I don't have to open to check your hp I would be grateful. cheers.
  8. Lajal LN, Male Tortle Druid 10th AC 20 disadvantage | HP 31/83 | THP 0 | Init +0 | Speed 30' | Perception +7 Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 0/1 | With ferocious force, the Glazabru's twin pincers crash into the towering T-rex. The second blow lands with a brutal impact against its colossal head, staggering the beast. It stumbles and, in a swirling cascade of magical energy, the mighty dinosaur morphs back into the battered form of Lajal. The aged Tortle hits the ground hard, bloodied and battered. As the demon's fists pound into him, Lajal defiantly raises his head, gritting his teeth, and roars back, "Is that all you've got?" "Nature come to my aid and show this unnatural thing that might does not make right" he reaches out, hoping that nature has a sense of humour. OOC, Actions Concentration check: failed after the second attack, so I took the rest of the damage on Lajal. When I change back, can I appear in any of the squares I took up, if that was the case I would like to be as far away as I could from the demon. Action: Cast Conjure Woodland Beings - 2 x 1cr Fae, appear - Hoping for Nilnog's - having them appear next to the demon. Move: move 30' back if I am out of the demon's threat range. tell me what I get and I'll do their action next.
  9. Action Bloodaxe hearing the cry of anguish turns to face it, saying "Thank you!" and swings three times at it. Statblock Bloodaxe Headsplitter: Male, Hill Dwarf Fighter (Eldritch Knight) : AC: 20 HP: 106 (121)/186 Initiative: +1 Level: 13 , Experience: 64,000 , Next Level: 85,000 Deity: Moradin Alignment: Chaotic Good
  10. Those things can take ages! I work for Sumo Logic, which is part of our business. Hope everything went well.
  11. Durlag's Tower: Grand Foyer Illumination: Interior - Dark; Weather: none Lajal-Rex bite deep into the glabrezu tearing away its flesh. Bloodaxe gets a beed on one of the invisible assailants and hacks into it twice. Eireann tries to reveal the invisible attackers and one of them is lined in faerie fire - the form of a stout dwarf. Theren works a spell to confound the mind of the wandering slaad while his fey ally leaps into combat with the glabrezu, piercing it twice before magically stepping away. Duncan squares off with the slaad and knocks the brute to the ground and two thrusts of his rapier end the creature's existence. Vall swarms over the revealed dwarf and slams it twice. The dwarf's invisibility fades away as it falls to the ground, dead. A cry of anger and anguish is heard from the other dwarf and a renewed attack is made at Bloodaxe but the heavily armored dwarf is untouched. The glabrezu continues t assail Lajal-Rex, striking with pincers and fist in a four-armed flurry. All PCs are up! OOC Mirthful Fey (reaction): shortsword at Slaad, 12 dmg; Duncan (reation): riposte at Slaad, 20 dmg; Lajal: bite at glabby, 26 dmg; Bloodaxe: battleaxe at Unseen 1, 14 dmg; battleaxe at Unseen 1, 9 dmg; battleaxe at Unseen 1, miss; Eireann: cast Faerie Fire; move; hide; Theren: cast Vicious Mockery at Slaad, 10 dmg; move; - Mirthful Fey: shortsword at Glabby, 15 dmg; shortsword at Glabby, 12 dmg; fey step; Duncan: shield bash Slaad, DC 24 Str Check, ; rapier at Slaad, 18 dmg; rapier at Slaad, 20 dmg DEAD; Vall: move; slam at Unseen 1, 10 dmg; slam at Unseen 1, 10 dmg DEAD; Unseen 2: shortsword at Bloodaxe, miss; shortsword at Bloodaxe, miss; Glabby: pincer at Lajal,21 dmg; pincer at Lajal, 16 dmg; first at Lajal, 10 dmg; fist at Lajal, 9 dmg; Lajal Rex loses 56 hit points; 4 DC 10 Concentration checks FWIW, Vall and Bloodaxe need DC 15 Dex saves for the Faerie Fire too. Glabby failed, so Advantage on attacks against it.
  12. Sorry - wish I was on another vacation. I work in information security and we had an incident last week which required a lot of my time to sort out. Posting now...
  13. Poor will get to it when he is able. Perhaps you should join another game to keep you busy while you wait? I am playing in 15 games, some of which just post once a week.
  14. Oh i see...Slacking off again...:) Welcome back mate... Wish i had a holiday break, my kids are on Holidays but i am not this Holiday season...but i do get a public holiday on Thursday... See you back in the fight.. Cheezal.
  15. Hope the holiday was good! and welcome back
  16. Just got back from vacation - will catch up on this game soon.
  17. Doh! sorry i should re read people's posts... i had to decipher what FF was.. but now Faerie Fire was obvious...
  18. Yup, usually if you got adv vs invisible foe, it would be a straight roll. But FF stops them benefiting from invisible, so it would be advantage. It is why I gave up the chance to attack, and Eireann does love to attack!
  19. I included disadvantage in the rolls themselves, roll two d20s, drop high If they fail their faerie fire save.... actually, the words does imply they can't benefit from invis, so they *lose* the disadvantage (so it doesn't cancel out), at least RAW (imo), idk about their RAI.
  20. If they failed their FF saves, then Vall will have Adv vs them. (as will everyone else)
  21. Vall may have to roll two Disadvantage rolls (I believe) if the invisible foes are still invisible and not revealed by Theren,
  22. Vall Nailo True Neutral, Male Drow Druid Character Sheet Drow Druid 12 True Neutral AC 14 HP 77 Speed 30ft Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0) Attacks Wooden Staff* +4 1d6+0/B Sling +6 1d4+3/B Darkvision 120' Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep. Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping. Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight. Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma). Spellcasting --Ritual Casting Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food. Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest. Druid Circle - Circle of the Moon --Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot. --Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental. Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks. Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher. Vall whips into a firey tornado as he spins around and through the surrounding space, it was definitely beginning to heat up in there. Crunch Argh. I've realized I pretty much stopped looking at MW entirely on my phone since they broke effectively everything, and the annoyances of not staying logged in on desktop (probably fixable through some browser setting that I somehow borked, but.... hassle) Move north 1 square, then back south, move east 2, then back again. Move through all likely spaces where the invisibles can be while avoiding lighting teammates on fire. Then swing at the suspected invisible attacker square again, because... bring the heat!
  23. Duncan Tallheart Annoyed that the giant frog escaped his blade, Duncan pursued the blue devil in hopes of delivering strikes once more. Thankful that he isn't alone against the Slaad, he quips to the fey creature assisting him. "Thanks for the help, Smiley." Duncan manages to avoid and block several strikes from the Slaad, thanks to shield work and his magical cloak, to which is he is eternally grateful. He makes a riposte attack amongst the misses. He then falls into the old rythum of Smash and Thrash. Abilities and FeatsFighting style: Duelist: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base. CURRENT HP: 113/113 Superiority Dice: 3/4 Sorry, Riposte roll is formatted funny. its attack, damage, superiority die all in one roll. probably wont hit do it likley doesnt matter.
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