PhoenixSlayer Posted December 29, 2023 Clone Share Posted December 29, 2023 (edited) Kalasääski 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:Save: +0 Athletics: +0 6 (-2) | Dex:Save: +5 Acrobatics: +5 Sleight of Hand: +5 Stealth: +5 16 (+3) | Con:Save: +3 13 (+1) | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1 8 (-1) | Wis:Save: +4 Animal Handling: +4 Insight: +4 Medicine: +4 Perception: +4 Survival: +4 14 (+2) | Cha:Save: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +2 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 December 29, 2023 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shred vs. Kap5 23 1d20+6 17 Shred Damage 8 1d4+5 3 Link to comment Share on other sites More sharing options...
KingGoblin Posted December 30, 2023 Clone Share Posted December 30, 2023 (edited) Hunni 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 StrSave: -1 Athletics: -1 Carrying Capacity: 120 lb. Lift/Push/Drag: 240 lb.: 8 (-1) | DexSave: +2 Acrobatics: +2 Slight-of-Hand: +2 Stealth: +2☆ ☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor. Initiative: +2: 14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1 Arcana: +1 History: +1 Investigation: -1 Nature: +1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +6 Deception: +6 Intimidation: +4 Performance: +4 Persuasion: +4: 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 December 30, 2023 by KingGoblin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Eldritch Blast To Hit Kap5 14 1d20+6 8 Link to comment Share on other sites More sharing options...
KingGoblin Posted December 30, 2023 Clone Share Posted December 30, 2023 (edited) Giant Constrictor Snake Huge Beast, Unaligned 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 December 30, 2023 by KingGoblin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls To Hit Bite Kap4 12 1d20+6 6 Link to comment Share on other sites More sharing options...
tyrtaeus Posted January 1 Clone Share Posted January 1 (edited) Decimus - 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 8 | DEXScore: +3 Acrobatics: +3 Stealth: +3 Sleight of Hand: +3: 16 | CONScore: 2: 14 | 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. 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 January 2 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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] Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted January 2 Author Clone Share Posted January 2 (edited) 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! OOC The map of the Kalaman region in Maps & Game Information illustrates this area. Round 4, START! Statblocks Kapak 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 January 2 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
PureChance Posted January 2 Clone Share Posted January 2 (edited) Artanis 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 StrSave: +4 Athletics: +6 Carrying Capacity: 270 lb. Lift/Push/Drag: 540 lb.: 18 (+4) | DexInitiative: +2★ Save: −1 Acrobatics: −1 Slight-of-Hand: −1 Stealth: −1☆ ★ Add Cha to Initiative (class feature) ☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.: 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 8 (-1) | WisSave: +3 Animal Handling: +3 Insight: +3 Medicine: +1 Perception: +1 Survival: +3: 12 (+1) | ChaSave: +5 Deception: +3 Intimidation: +5 Performance: +3 Persuasion: +7*: 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 EvasionIf your mount is subjected to an effect that allows it to make Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.. “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 a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. 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.When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature. Bonus Actions: Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you. The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice. Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action. Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled. Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you. 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 January 2 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack v Kap4 23 keep(2d20,highest,1)+6 17,9 Damage (Heroic Strike) 25 1d12+1d6+1d4+6 12,6,1 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted January 3 Clone Share Posted January 3 (edited) Merituuli 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:Save: +3 Athletics: +3 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +4 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +6 Insight: +6 Medicine: +4 Perception: +8★ Survival: +6 ★Expertise in Perception (Deft Explorer - Canny) 18 (+4) | Cha:Save: -1 Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 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 January 3 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Zephyr Strike Shillelagh Attack 10 keep(3d20,highest,1)+6 4,3,3 DC 12 Dex Save 18 1d20+4 14 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted January 3 Clone Share Posted January 3 Kalasääski 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:Save: +0 Athletics: +0 6 (-2) | Dex:Save: +5 Acrobatics: +5 Sleight of Hand: +5 Stealth: +5 16 (+3) | Con:Save: +3 13 (+1) | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1 8 (-1) | Wis:Save: +4 Animal Handling: +4 Insight: +4 Medicine: +4 Perception: +4 Survival: +4 14 (+2) | Cha:Save: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +2 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Peacemonger Posted January 3 Clone Share Posted January 3 (edited) Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 67/61 (4d12+16Con Modifier 4*Level+8Tough Feat: 2*Level+1Dwarven Toughness: 1*Level) | Speed: 25' Senses: Darkvision 60 ft., passive Perception 11, Insight 11, Investigation 10 Str: 16Save: +5 Athletics: +5 (+3) | Dex: 13Save: +1 Acrobatics: +1 Slight-of-Hand: +1 Stealth: +1 (+1) | Con: 18Save: +6 (+4) | Int: 10Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +2 Religion: +0 (+0) | Wis: 12Save: +1 Animal Handling: +3 Insight: +1 Medicine: +1 Perception: +1 Survival: +3 (+1) | Cha: 8Save: -1 Deception: -1 Intimidation: +1 Performance: -1 Persuasion: -1 (-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 January 3 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls 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 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted January 3 Author Clone Share Posted January 3 (edited) Statblocks Kapak 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 January 3 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted January 3 Clone Share Posted January 3 (edited) Coltan 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
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