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Chapter 02c-1: Shadow of War (Fetching Tatina Rookledust)


Kamishiro_Rin

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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 4 Beast of the Sky


AC: 15 (Natural Armor) | HP: 20/20 (4d6+4) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 14 (Darkvision 60 ft.)
Str: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


Noticing Merituuli's distress, Kalasääski swoops down to assault the Kapak that had stabbed him. Their sharp talons leave deep gashes in the draconian's face before they fly back up into the skies above the battlefield!

OOC

Action: Make a Shred attack vs. Kap5.

Bonus Action: —

Movement: Fly down 20 ft. to attack Kap5, then fly back up 30 ft. for 50 feet total movement, maintaining position in A16. No opportunity attack due to Flyby.

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d4+5 slashing damage.

Other:

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Edited by PhoenixSlayer (see edit history)
Name
Shred vs. Kap5
23
1d20+6 17
Shred Damage
8
1d4+5 3
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33(+10THP)/33(hd 4d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Moving around and forming a shadowy handaxe, Hunni's eyes flash black as she throws it at the draconian everyone else seems to be attacking. The spell misses, as the draconian reels from another blow.

 

Inspired by Mery, she yells out, "Oooh, I've got one! Hey, lizard guy! You must have been a slippery baby!" then chortles with glee. "Get it? Your mom dropped you. Like a lot. Like, a lot, a lot. Gods, you are an ugly bugger, aren't you, just hideous looking. Kind of makes me sick. Ugh."

 

OOC

Armor of Agathys, 10 temp hp, does 10 cold damage to any that hit her in melee.

Action: Cast Eldritch Blast at Kap5.

Bonus Action:

Movement: Move from G1 to G7. That was actually the move she made last round, but I'm fine to have her do it now, since she is in range for Eldritch Blast either way. 120' is a loooong way.

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  0 / 2, cast at 2nd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 14.  Spell Attack Modifier +6.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat)
  • Invocations:  Improved Pact Weapon, Agonizing Blast

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

 

 

 

Edited by KingGoblin (see edit history)
Name
Eldritch Blast To Hit Kap5
14
1d20+6 8
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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

 

 

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)     Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Environment: Desert, Forest, Swamp, Underdark, Underwater
Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

 

The Giant Constrictor Snake moves a little closer to the others, trying to stay between Mery and the draconians, before striking out with its fangs again. Too many people seem to be in the area, though, causing the Giant Constrictor Snake to miss once more.

 

OOC

Action: Bite attack at Kap4

Bonus Action:

Movement: Move from D12 to E15.

Reaction:

 

 

Edited by KingGoblin (see edit history)
Name
To Hit Bite Kap4
12
1d20+6 6
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
Senses: Passive Perception 12, Insight 12, Investigation 16
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +4
Arcana: +6
History: +6
Investigation: +6
Nature: +4
Religion: +6
:
 18 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 
Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
You’ve received training from magic-users affiliated with the Mages of High Sorcery.

Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Lunar Spells
Moon 1st-Level Spell
Solinari Comprehend Languages | Shield

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















 
 | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

PrestidigitationPrestidigitation
Transmutation cantrip
Casting Time:1 action
Range: 10 feet
Components: V S
Duration: 1 Hour
Description: 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.

1st-Level <2/4>
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: 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.
[Initiate of High Sorcery Feat]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Aid Aid
2nd Level Abjuration
Casting Time:1 action
Range: 30 feet
Components: V S, M
Duration: 8 hours
Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
[Adept of the White Robes]
Mirror ImageMirror Image
2nd Level Illusion
Casting Time:1 action
Range: Self
Components: V S
Duration: 1 Minute
Description: 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.

Quickly, Decimus finds himself surrounded by enemies, and yet thanks to his training and the Elven magic of the Bladesong flowing through his body, he finds himself submerged in a serene calm that belies the current situation. When the Draconic beast that Merituuli is fighting explodes in a shower of ichor and acid, managing to twist his body out of reach, swirling his cloak in a maneuver to use it as a shield against the splash, harming him only emotionally. When the Sea Elf seizes up and falls soundlessly, the Wizard worries for a moment that they had lost a companion, but he knows that the young Warrior is tougher than to be felled by one foul blow, and recalls his own poisonous injury that had left him sickened back on the Wharf of Vogler. As the bird strikes at the Draconian that had injured his friend, Decimus too lashes out with both of his blades, the shadows of Shadow Blade in his main hand writhing in its own magic as well as the emerald glowing flames of the Green Flame Blade spell evoked by the dancing spellcaster. The blade pierces through the natural armor of the monster, with the flames bursting out of the wound and arcing over to its companion standing in front of Decimus.

With his new silver rapier aching to be used in combat, he uses his off hand to lash out at the very same Draconian he had just stabbed, but the tarnished blade clatters harmlessly off of the tough scaley plates of the creatures skin, leaving it unharmed by the second blow.

 

spacer.png

Action: Attack K5 with Green Flame Blade spell using Shadow Blade, doing 6+4 (int) = 10 psychic damage, hitting K4 for 4 fire damage with offshoot of spell

Bonus Action: Attack K5 with offhand [Miss]

Movement:

Reaction: Shield | Absorb Elements

Edited in the extra damage from the sword attack, as well as the types of damage.

Edited by Kamishiro_Rin (see edit history)
Name
DC 12 Dex save [Advantage]
SyntaxError: Expecting )
(drop(2d20,lowest)
DC 12 Dex Save [Advantage]
16
(drop(2d20,lowest)) 6,16
Attack with Green Flame Blade [Shadow Blade]
19; 10
1d20+5; 2d8 + 1d8 [14]; [14,5,1,4]
Off Hand attack with Silver Rapier
10; 4
1d20; 1d8 [10]; [10,4]
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Date

On This Misham, the 25th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Thursday, March 25, 351 AC)

The 5th Day of the Campaign - About 6:30ish

Fetching Tatina Rookledust

(Everyone)

IC

Round 3

   Artanis tries to impale Kapak5 but the lance slides off the draconian’s copper scales.

   Although Mery’s vicious mockery spell doesn’t deal much damage, it does impose disadvantage upon its target, Kapak4. Kapak2 also fails to fight the influence of Mery’s Tasha’s hideous laughter spell.

   Modri lands a good blow against Kapak5 with his warhammer, dealing 7 bludgeoning damage!

   Coltan moves up and Kapak5 suffers 5 radiant damage from his sacred flame spell. His spiritual weapon also deals 4 force damage against Kapak5.

   Merituuli fights against the effects of poisoning and paralysis.

   Kalasääski, independent of Merituuli’s command gets revenge on his attacker, dealing 8 slashing damage against Kapak5.

   Hunni tries to cast an eldritch blast against Kapak5, but magical force bounces off its copper scales.

   Hunni’s snake moves to protect Mery but it’s bite attack fails.

   Decimus deals a good 10 psychic damage to Kapak5 with his shadow sword and his green flame blade jumps to Kapak4, dealing 4 fire damage. Unfortuately, his off-hand attack fails to connect.


   Frustrated by his lack of success landing any strikes against Decimus, Kapak4 turns his attention to the poisoned and paralyzed Merituuli. However, due to Mery’s vicious mockery spell, it discovers that it is just as incapable of hitting the sea elf as it was of hitting the wizard. It growls in frustration. In Draconic, it says, “Takhisis will cut you all down like grass with a scythe!!”

   Kapak5 slashes at Merituuli with his own dagger, the first thrust missing, but the second thrust getting in, dealing 4 piercing damage and another 9 poison damage! However, fortunately for Merituuli, it takes two such strikes to force the constitution saving throw, so he’s only damaged.

   Kapak6 ignores the nigh-impossible-to-hit Decimus and decides to take the gigantic snake right on top of it out of the equation! Hunni’s Giant Constrictor Snake proves easy to hit with both strikes. It takes 9 piercing damage and 11 poison damage, for a total of 20 combined damage! However, it toughs out the poison seeping through its veins and handily resists the poison’s paralyzing effects!

spacer.png

OOC

   The map of the Kalaman region in Maps & Game Information illustrates this area.

   Round 4, START!

Statblocks

Kapak DraconianKapak Draconian

Medium Monstrosity, typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)

Kapak # HP Max HP % Remaining Conditions?
1 0 37 0% Dead
2 38 38 100% Tasha’s Hideous Laughter
3 0 35 0% Dead
4 26 32 81% Disadvantage (vicious mockery)
5 13 43 30%
6 48 48 100%

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Dex +5
Skills Deception +4, Perception +3, Stealth +7
Damage Immunities poison

Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.

Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed.

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Source: DSotDQ, page 198

Edited by Kamishiro_Rin (see edit history)
Name
Kapak4 Attack #1 on Merituuli, Piercing Damage, Poison Damage
13; 4; 6
keep(2d20,lowest,1)+5;1d4+3;2d6 [8,14]; [8,14,1]; [8,14,1,4,2]
Kapak4 Attack #1 on Merituuli, Piercing Damage, Poison Damage
9; 6; 4
keep(2d20,lowest,1)+5;1d4+3;2d6 [4,7]; [4,7,3]; [4,7,3,2,2]
Kapak5 Attack #1 on Merituuli, Piercing Damage, Poison Damage
14; 6; 6
1d20+5;1d4+3;2d6 [9]; [9,3]; [9,3,5,1]
Kapak5 Attack #2 on Merituuli, Piercing Damage, Poison Damage
18; 4; 9
1d20+5;1d4+3;2d6 [13]; [13,1]; [13,1,3,6]
Kapak6 Attack #1 on GCS (AC 12), Piercing Damage, Poison Damage
15; 5; 7
1d20+5;1d4+3;2d6 [10]; [10,2]; [10,2,3,4]
Kapak6 Attack #2 on GCS (AC 12), Piercing Damage, Poison Damage
22; 4; 4
1d20+5;1d4+3;2d6 [17]; [17,1]; [17,1,3,1]
GCS DC 12 vs Poisoned & Paralyzed Conditions
17
1d20+1 16
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 31/31 (5 THP) | HD: 4/4 | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 18 (+4) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing. Force all attacks targeted at mount to target Artanis instead. Mount has Evasion.


My words,  | My thoughts,’  | My actions . . .


 

Tiergan chuffs as Artanis manoeuvres him forward over the prone and laughing enemy, within reach of the most recent Draconian to attack Merituuli. With a mighty shout and thrust thrust he practically runs the creature through, blood leaking from its jaws as it teeters on the edge of life. His allies are inspired, finding renewed vigour within them. "Strike now Merituuli!" he commands in the heat of the moment.

 

 

OOC

Action: Heroic StrikeAdditionally at 3rd level, when you take the Attack action, once per turn you can expend Leadership Dice (up to your per turn limit) to apply Rallying Mark as part of a melee weapon attack.

Whenever you expend Leadership Dice as part of making an attack, you can add the expended Leadership Dice to the damage roll of the attack
Vs Kap4 - 25 damage; next person to damage Kap4 rolls an extra d6 damage and heals the same amount

Bonus Action: -

Movement: 

Reaction: 

Object Interaction: 

Mount Action: Dodge

Mount Movement: A13>-A14

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (1d8 + 6) slashing damage. Versatile damage: 9 (1d10 + 4) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage.

  RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +6 to hit, ranged 30/120 ft., one target. Hit: 7 (1d6 + 4) piercing damage, 1d4 fire damage.

  RDA Lance (special). Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 12 (1d12 + 6) piercing damage, 1d4 Fire damage.

  Battlefield Presence.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 2/2 (Long Rest)

Commanding Rally. 2/2 (Long Rest)

  Leadership Dice (d6). 2/4 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Edited by PureChance (see edit history)
Name
Attack v Kap4
23
keep(2d20,highest,1)+6 17,9
Damage (Heroic Strike)
25
1d12+1d6+1d4+6 12,6,1
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 4 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Breastplate, +2 Shield) | HP: 19/48 (4d10+8+8) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 18 (Expertise, Darkvision 60 ft.), Insight 16, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Merituuli finally manages to regain his faculties just before another draconian joins its fellow in attempting to pincushion and poison him into an early grave. He deftly blocks and dodges three of the stabs, but a lucky dagger manages to just barely slip by his defenses, leaving the sea elf bloodied, poison throbbing through his veins. Despite his condition, he gives the draconians a grin, saying, "I didn't understand a word you said, ugly, but I'm sure it was nonsense."

Just then, Artanis, the spitting image of a valiant knight, runs one of the dastards through with his lance, leaving it standing but on its very last legs. Capitalizing on the opportunity, Merituuli yells out a battle cry of "Sefiirilakko!" in his native shoal elf dialect, calling forth a gale of storm-force wind to enshroud the baculite shell as he swings it at the staggering draconian. But just at the final moment, Merituuli's vision hazes over from the ravages of the poison, and his swing goes just over the draconian's hunched form.

Luckily, the winds begin to coalesce around Merituuli himself, and after considering his position and apparent unwellness for a moment, decides that a tactical retreat is in his best interest. Practically swimming through the air, he moves with supernatural quickness out of melee, dashing past Artanis and Tiergan and ending up at Coltan's right flank. Giving the dwarf a weak grin, he says, "Hey friend, just need a second to catch my breath. If you'd be willing to spare some of that healing magic from the Worldsmith, I'd be mighty thankful."

OOC

Bonus Action: Cast Zephyr Strike.

Action: Attack Kap4 with Zephyr Strike- and Shillelagh-empowered baculite shell, on top of Artanis's Rallying Mark! Zephyr Strike will grant advantage, which turns into super-advantage with Elven Accuracy.

Movement: Retreat to B9 in shame. Zephyr Strike lets me avoid opportunity attacks, and triggering it gives me 30 feet more movement speed for the turn.

Reaction:

Actions & Resources

Actions:

Baculite Shell (Shillelagh). Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +6 to hit, range 30 ft., one target.
Hit: 1d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

20/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
  • 2/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Zephyr Strike Shillelagh Attack
10
keep(3d20,highest,1)+6 4,3,3
DC 12 Dex Save
18
1d20+4 14
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 4 Beast of the Sky


AC: 15 (Natural Armor) | HP: 20/20 (4d6+4) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 14 (Darkvision 60 ft.)
Str: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


With no direct orders from Merituuli, Kalasääski maintains altitude and takes evasive maneuvers, watching as the shoal elf makes his wind-infused retreat.

OOC

Action: Take the Dodge action.

Bonus Action: —

Movement: Maintain position at A16, 30 feet up in the air.

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 1d4+5 slashing damage.

Other:

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

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spacer.pngModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 67/61 (4d12+16+8+1) | Speed: 25'
Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 18 (+4) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Rages: 1/3 | Magic Awareness: 2/2


"I said I am your dancing partner!" Not caring to be ignored, as if he really is being left waiting on the ballroom floor without a partner, he swings even harder hitting the Draconian once again. He's surprised to see it still standing. Indeed, these scaly foes are of a different breed than what they've fought before. It's both exciting and concerning at the same time.

He holds his position.

 

 

OOC

Movement: -

Bonus Action: -

Action: Reckless attack against Kap5

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack
17
drop(2d20,lowest)+5 5,12
Force Damage
9
1d8+5 4
Dex Save w/ Advantage
12
drop(2d20,lowest)+1 8,11
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Posted (edited)
Statblocks

Kapak DraconianKapak Draconian

Medium Monstrosity, typically Lawful Evil
Armor Class 15 (natural armor)
Hit Points 39 (6d8 + 12)

Kapak # HP Max HP % Remaining Conditions?
1 0 37 0% Dead
2 38 38 100% Prone (Tasha’s hideous laughter)
3 0 35 0% Dead
4 1 32 3% Disadvantage (vicious mockery)
5 4 43 9%
6 48 48 100%

Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 14 (+2) 12 (+1) 13 (+1) 11 (+0)

Saving Throws Dex +5
Skills Deception +4, Perception +3, Stealth +7
Damage Immunities poison

Condition Immunities poisoned
Senses darkvision 60 ft., passive Perception 13
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points, it dissolves into acid that splashes on those around it. Each creature within 5 feet of the draconian must succeed on a DC 12 Dexterity saving throw or be covered in acid for 1 minute. A creature covered in the acid takes 7 (2d6) acid damage at the start of each of its turns. A creature can use its action to scrape or wash the acid off itself or another creature.

Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends.

Actions

Multiattack. The draconian makes two Dagger attacks. If both attacks hit the same creature, the target must succeed on a DC 12 Constitution saving throw or become poisoned until the end of the target's next turn. While poisoned in this way, the target is also paralyzed.

Dagger.

Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 5 (1d4 + 3) piercing damage plus 7 (2d6) poison damage.

Source: DSotDQ, page 198

Edited by Kamishiro_Rin (see edit history)
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 spacer.pngColtan Bluetemper

Level 4 Neidar Folk Hero Forge Cleric


AC: 19 (Splint armor +2 Shield) | HP: 42/42 (4d8+12+4) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan continues to hustle toward the melee calling for the blessing of Reorx, "Reorx, please guide the swings of my companions to destroy these abominations that you did not create!"

And, the translucent warhammer slams a draconian and just barely drops it.


OOC

Feature: Rustic Hospitality

Since Coltan comes from the ranks of the common folk, he fits in among them with ease. He can find a place to hide, rest, or recuperate among other commoners, unless he has shown himself to be a danger to them. They will shield him from the law or anyone else searching for him, though they will not risk their lives for him.

Action: cast Bless on Artanis, Decimus & Modri

Bonus Action: attack Kap5 with Spiritual Weapon to C16, round 4 of 10. I put +3 damage in the dice roller by habit. Should be +4 with the 4th level Wisdom stat bump.

Movement: move to C12

Reaction:

Use Object:

Concentration: Bless

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +6 or DC 14 | 1st 3/4 | 2nd 2/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  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.
  4. Mending (V,S,M). 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.

1st level spells prepared

  • Forge Domain: Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Forge Domain: Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  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.
  3. Detect Magic (V,S) Concentration, Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. 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

2nd-Level Spells Prepared

  • Forge Domain: Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Forge Domain: Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
  • 7. Lesser Restoration (V,S). You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
  • 8. Silence (V,S) Concentration, Ritual. For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

War Caster

  • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
  • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
  • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature

 
 
Edited by JubalBreakbottle (see edit history)
Name
Spiritual Weapon vs Kap5 AC 15
22
1d20+5 17
Spiritual Weapon force damage vs Kap5
4
1d8+3 1
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 4 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 30/30 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 18 (+6)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +6 or DC 141st 3/4 2nd 1/3 | Bardic Inspiration: 1/4


 “My words,” | ‘My thoughts,’ | My actions


 

Signaling Handsome to move back ten feet to have a line of sight to the standing Draconian, Mery maintains concentration on the spell affecting the second Kapak, which continues to roll around on the ground laughing.

She then focuses her attention on the standing lizard and says, "I get that you and your friends are all into Takhi," and she pronounces the word like 'talky' except without the 'l' sound, "but I think 'Tacky' is a better name for her. You'd have been better off if your mother had swallowed you whole. Your queen has no love for you."

The standing Draconian hisses in irritation and pain, no more able to overcome the cantrip than any of its fellows had been. She then looks at Kai, who had taken quite a round of pummeling and poison in this fight, and sings:
🎵 "It's a long, long road 🎶
🎶From which there is no return 🎵
🎵 While we're on the way to there 🎶
🎶Why not share? 🎵
🎵 And the load 🎶
🎶Doesn't weigh me down at all 🎵
🎵 He ain't heavy, he's my brother." 🎶

She shoots the Sea Elf a friendly wink when the spell proves exceptionally effective.

OOC

Action: Vicious Mockery vs. Kapak6. Since it failed its save, it takes 1d4 psychic damage and has disadvantage on any attack rolls it makes before the end of its next turn.

Bonus Action: Healing Word at 2nd level for 2d4+4 healing to Kai.

Reaction:

Movement:

Object Interaction:

Mount Action:

Mount Movement: Move back 10 feet to F12.

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.

  Bardic Inspiration (4 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

  Cutting Words (requires use of bardic inspiration)

Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can’t hear you or if it’s immune to being charmed.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   14 arrows in quiver, 0 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (3/3 slots): prestidigitation, vicious mockery, message
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (3/3 slots): invisibility, heat metal, enhance ability

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

OOC

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
Kapak2 will save (DC 14) vs Tasha's Hideous Laughter
4
1d20+1 3
Kapak6 will save (DC 14) vs. Vicious Mockery
3
1d20+1 2
Vicious Mockery psychic damage vs. Kapak6
3
1d4 3
Healing Word at 2nd lvl to Kai
12
2d4+4 4,4
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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

 

 

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)     Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Environment: Desert, Forest, Swamp, Underdark, Underwater
Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

 

Being right next to one of the draconians, the Giant Constrictor Snake decides to grab it with its body. Heedless of the explosion soon to come, it wraps around the soldier and squeezes.

 

OOC

Action: Constrict Attack at Kap6. 15 damage, and grappled, restrained, escape DC 16.

Bonus Action:

Movement:

Reaction:

 

 

Edited by KingGoblin (see edit history)
Name
Constrict Attack Kap6
18
1d20+6 12
Constrict Damage Kap6
15
2d8+4 7,4
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Ravenwing, of clan Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 33(+10THP)/33(hd 4d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 19 (+4)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


For her part, Hunni continues moving to catch up with the others. A starknife made of shadows and death forms in her fist, which she throws into the combat.

 

Continuing to 'help' Mery, she gleefully yells, "Yeah, your mother doesn't love you. I asked her last night. Actually, nobody does, because you are a nailbiter, a bad dresser, and you kind of smell like pee."

 

OOC

Armor of Agathys, 10 temp hp, does 10 cold damage to any that hit her in melee.

Action: Cast Eldritch Blast at Kap6.

Bonus Action:

Movement: Move from G7 to E12.

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 6 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 14, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +4) bludgeoning damage.
Versatile: (1d8 +4) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Spell Slots:  0 / 2, cast at 2nd level, refreshed at short rest

Free Spells from Feats: 1/long rest - Hex, Dissonant Whispers, Suggestion

Hunni is a spellcaster.  Her spell slots are at 2nd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 14.  Spell Attack Modifier +6.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation, Minor Illusion
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex (feat), Dissonant Whispers (feat), Unseen Servant, Blur, Misty Step, Suggestion (feat)
  • Invocations:  Improved Pact Weapon, Agonizing Blast

Life Channel. You can channel your life force into the power of your magic. When a creature you can see within 60 feet of you fails a saving throw against a spell that deals damage that you cast, you can expend a number of Hit Dice equal to the level of the spell. Roll the expended Hit Dice and add them together. The damage that the creature takes increases by an amount equal to that total.

 

 

 

Name
Eldritch Blast To Hit Kap6
20
1d20+6 14
Eldritch Blast Damage (Force)
11
1d10+4 7
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+4 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +6 / DC 14
Senses: Passive Perception 12, Insight 12, Investigation 16
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +4
Arcana: +6
History: +6
Investigation: +6
Nature: +4
Religion: +6
:
 18 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 
Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.

Initiate of High SorceryPrerequisite: Dragonlance Campaign, plus Sorcerer, Wizard, or Mage of High Sorcery
You’ve received training from magic-users affiliated with the Mages of High Sorcery.

Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon, Solinari. You learn one cantrip of your choice from the wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table.

Lunar Spells
Moon 1st-Level Spell
Solinari Comprehend Languages | Shield

You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast them in this way again. You can also cast the spells using any spell slots you have.

Your spellcasting ability for this feat’s spells is Intelligence, Wisdom, or Charisma (choose when you select this feat).

Source: DSotDQ, page 32

Adept of White RobesPrerequisite: 4th level, initiate of high sorcery (solinari) feat
You chose the moon Solinari to influence your magic, and your oath to use magic to make the world a better place has been recognized by the Order of the White Robes, granting you these benefits:

Protective Magic. You learn one 2nd-level spell of your choice. The 2nd-level spell must be from the abjuration or divination school of magic. You can cast this feat’s 2nd-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using spell slots you have of the appropriate level. The spell’s spellcasting ability is the one chosen when you gained the Initiate of High Sorcery feat. [Aid]

Protective Ward. When you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.


















 
 | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Protective WardWhen you or a creature you can see within 30 feet of you takes damage, you can use your reaction to expend a spell slot and weave protective magic around the target. Roll a number of d6s equal to the level of the spell slot expended and reduce the damage the target takes by the total rolled on those dice + your spellcasting ability modifier.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

PrestidigitationPrestidigitation
Transmutation cantrip
Casting Time:1 action
Range: 10 feet
Components: V S
Duration: 1 Hour
Description: 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.

1st-Level <2/4>
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: 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.
[Initiate of High Sorcery Feat]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Aid Aid
2nd Level Abjuration
Casting Time:1 action
Range: 30 feet
Components: V S, M
Duration: 8 hours
Description:Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.

At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
[Adept of the White Robes]
Mirror ImageMirror Image
2nd Level Illusion
Casting Time:1 action
Range: Self
Components: V S
Duration: 1 Minute
Description: 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.

The tables turn quickly. Instead of being surrounded by the scaled beasts of war, his companions now outnumber them at his shoulder, and Decimus feels bolstered not only by their presence, but by the will of Reorx assisting in guiding his hand. Though not particularly spiritual himself, the feeling of the blessing of the gods is a tempting feeling. With the ethereal hammer of said God strikingnone of the draconian down, the wizard moves swiftly to evade the spray of acid from its rupturing corpse. Again his Shadow Blade dances through the battle to strike at the creature currently being accosted by both Mery and Hunni, and even the enormous snake is taking a piece. The green flames of the Green Flame Blade tarnish the darkness of the spell, which burst from the wound created by the spell, writhing through the air to turn the mortally wounded draconian in front of him to a crisp.

Again he moves to avoid the viscera and acid of the Dragons vicious ending, then plunges his second rapier towards the very same creature he had already attack with his shadow blade using his new silver weapon, but is once again unable to score a hit with the blade. For a moment he wonders if it is resistant to its new master, and perhaps because he had not yet cleaned and introduced himself properly, the spirit of the weapon resists his handling. Either way, the fight has turned in their favour.

"We should keep.... One creature alive.... For questioning...."

His normally slow speech is slowed even further by the heavy breathing of excitement in combat, and his requirement to speak over the sound of rushing hooves and clattering weapons and spells. The remaining Deacpnian he had attack should be rendered inconsequential soon, but the one Mery had kept at bay with her magic would be prime material for information gathering.

 

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Action: Attack K6 with Green Flame Blade spell using Shadow Blade, doing 8+2+3 (int) = 13 psychic damage, hitting K4 for 6 fire damage with offshoot of spell

Bonus Action: Attack K6 with offhand [Miss]

Movement:

Reaction: Shield | Absorb Elements

Messed up my rolls below, added 4 instead of 1d4 for bless, dc12 dex is 20 instead, attack.remains the same

Edited in the extra damage from the sword attack, as well as the types of damage.

Edited by tyrtaeus (see edit history)
Name
DC 12 Dexterity [advantage]
21
(drop(2d20,lowest)+3+4) 6,14
Attack with Green Flame Blade [Shadow Blade]
18
1d20+5+4 9
Bless rolls (correction)
SyntaxError: Unexpected token ,
1d4,1d4
Bless rolls (corrected correction)
7
2d4 3,4
Shadow Blade damage [k6]; Green Flame Blade damage [k4]
13; 6
2d8+3; 1d8 [8,2]; [8,2,6]
DC 12 Dexterity [advantage]
17
(drop(2d20,lowest)+3+1d4) 7,13,1
Attack with off hand rapier 
7; 8
1d20+1d4;1d8+3 [3,4]; [3,4,5]
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