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Chapter 02d: Shadow of War (Wheelwatch Outpost)


Kamishiro_Rin

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token_1.png.451fa62d12c0f2185636025bbfd5d519.pngArlo Thistleknott

Kender Entertainer Arcane Trickster Rogue


AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft.
Senses: passive Perception 18, Insight 15, Investigation 16
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant


Arlo grabs his belongings, tying his spell component pouch to his belt. He holds his familiar hoopak in both hands. "That's much better. I hardly felt like myself without my pouches," he says. "I was beginning to get concerned that I had become someone else, and I wasn't sure if I would like that."

He rushes out of the store room and pokes the big dragon-man with the pointy end of his hoopak. As he stabs, electricity crackles around the weapon. As the weapon pierces the dragon-man's scales, a shroud of electrical energy surrounds him, threatening to do more damage if the creature moves. He quickly dodges out of the way, taunting his larger foe as he retreats, "Missed me! You look big and strong, but thankfully you're much to slow to catch a Kender! You'll never catch me!"

OOC

Action: Cast booming blade on Sivak.
Move: W19 to X23 then X23 to U24. (Arlo doesn't provoke AoO from the Sivak Draconian due to the Mobile feat.)
Bonus Action: TauntAs a bonus action you can unleash a string of provoking words at a creature within 60 ft. of you that can hear and understand you. The target must succeed on a WIS saving throw (DC 13) or it has disadvantage on attack rolls against targets other than you until the start of your next turn. Sivak.

Taunt: 1/3
Spell Slots: 3/3 1st Level

 

Edited by codexgigas (see edit history)
Name
Booming Blade (AR, Damage, Thunder Damage)
21; 5; 1
1d20+7; 1d6+4; 1d8 [14]; [14,1]; [14,1,1]
Sneak Attack Damage
12
3d8 3,6,3
Booming Blade Secondary Thunder Damage
4
2d8 3,1
Sivak Wisdom Save
8
1d20+2 6
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Vigdan 'The Dog' Luchen

Variant Human Smuggler Scout Rogue


smuggler1-2.png.53cb73f51d778015c4d7e51e12f5e926.png

AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 (1d8+2+1+8+8+8+8) | Speed: 30 ft.

Senses: passive Perception 15, Insight 15, Investigation 12
Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant


“My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . .


Vigdan quickly belts all his gear on and dashes from the room. His eyes widen at the sight of the silver Draconian. 'Time for some paybacks, you bastard.' Using the chaos of the fight as a distraction, he nocks an arrow to his bow, and fires at the Draconian. The arrow shatters against the armored side of the creature and fails to damage it.

OOC

Action: Sneak Attack on Draconian. Sharpshooter Feat ignores 1/2 & 3/4 cover.

Bonus Action: Hide

Movement: W20->V25

Reaction: Use Skirmisher to move 10' away if anybody gets within melee range.

Arrows: 19/20

 

Edited by RagallachMC (see edit history)
Name
Shortbow Attack; Damage
14; 9
1d20+8;1d6+5 [6]; [6,4]
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 80/75 (5d12+20+10+5) | Speed: 25'
Senses: 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

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

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement


“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .


Modri grins wide and wild at the soldier's quesiton. "Name's Modri! Aharharhar!" The stealth is over, at least in Modri's mind, and it's time to start the fight in earnest. The air seems to get colder for just a brief moment, and though the foes in front of him resist the power, the already wounded soldier feels his lifeforce being stripped away, giving Modri even more vigor than before.

Still grinning, he takes two swing at the giant Draconian, each hit leaving a mark.

 

OOC

Movement: Staying put

Bonus Action: Rage, 1 time necrotic blast, only DAS 4 failed, gets temporary hit points

Action: Attack Sivak

Reaction: Sentinel in effect

 

 

Edited by Peacemonger (see edit history)
Name
Wild Surge
1
1d8 1
DAS 4 Con Save (DC 15)
3
1d20+1 2
Necrotic Damage DAS 4
10
1d12 10
DAS 6 Con Save
15
1d20+1 14
DAS 7 Con Save
15
1d20+1 14
Sivak Con Save
19
1d20+4 15
Attack 1 (Reckless) Against Sivak
22
drop(2d20,lowest)+6 16,12
Damage
6
1d8+5 1
Attack 2 (Reckless) Against Sivak
23
drop(2d20,lowest)+6 1,17
Damage
6
1d8+5 1
Temporary Hit Points
5
1d12 5
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 21 (Plate, Shield +1) | HP: 38/38 (6 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 . . .


 

Artanis isn't sure what to think about the huge silver Draconian appearing - on the one hand it was reassuring there were no traitors in Kalaman, on the other the monster was rather intimidating. He was sure Modri wouldn't be afraid; he couldn't help but feel a flutter in his own stomach. Seeing the small kender nip forward and stab it, before thumbing his nose, firms his resolve. If the kender isn't afraid, he won't be either.

First though, they need to deal with the guard still shouting. He's about to step forward when he notices the guard turn suddenly pale and weak. He doesn't much fancy walking round the battlefield executing only weakened soldiers, and this chap sure looks like he's on his last legs. Instead, he strides past Hunni and into the silver monster's guard. He casts a quick eye over it, looking for weak spots, then thrusts forward with his longsword towards the wing joint. His first thrust strikes true but draws both blood and attention, allowing the creature to parry his second blow with the vicious serrated sword.

He hopes Merituuli and Coltan between them will be able to deal with the wavering soldier behind him.

 

OOC

Action: Precise Strike vs Sivak Draconian, Longsword vs Sivak Draconian ; 12 Slashing Damage total.

Bonus Action: 

Movement: X25 > X23

Reaction: 

Object Interaction: 

Mount Action: 

Mount Movement: 

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

  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

   Commanding Rally 2/3 (Long Rest)

Class Features:

  Precise Strike. 2/3 (Long Rest)

  Leadership Dice (d6). 4/5 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (6 THP).

Edited by PureChance (see edit history)
Name
Longsword vs SD (Adv. Precise Strike)
21
keep(2d20,highest,1)+6 15,15
Damage (inc. Precise Strike)
12
2d8+6 2,4
Longsword vs SD
9
1d20+6 3
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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC: 20 (Splint +Cloak +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 1/3 | 3rd 1/2

Languages: Speak, read, and write Common and Dwarvish


Coltan's bushy blond eyebrows shoot up when the guard calls out his warning, and then he sighs when someone replies. 'We've lost the element of surprise.' He lets go of his bubble of Silence with a pop.

"Reorx! Please send us your guardians!" The Apprentice calls out to his divine patron summoning translucent angelic dwarven and gnomish warriors to start circulating around him for the very first time. If this demonstration of divine power did not prove the gods had returned, he did not what would.

 


OOC

Round 7

Bonus Action:

Movement:

Action: Cast Spirit Guardians excludes the PCs and two nice NPCs

Reaction:

Concentration: Spirit Guardians

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: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

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.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

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. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

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
Radiant damage 15 ft radius, Wis DC 14 for half
11
3d8 4,1,6
Sivak Wis Save
18
1d20+0 18
RDAS4 Wis save
17
1d20 17
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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: 40/40 (15 THP) (hd 5d8) | 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


Hunni also shudders as the soldier yells, and is answered from inside the stables. It is pretty clear that they won't be doing this all stealthy-like after all. "Eh, so be it." She turns to look at Arlo and the big draconian, and as the dwarven and gnomish spirits take out the soldiers near Coltan, she yells out, "Oh, you like to insult them too, uh, guy. Hey, big ugly lizard! You must have banged every branch face first when you fell out of the ugly tree! Uh, 'cause you're ugly!" Even as she speaks, the whip made of shadows in her hand lashes angrily, and shadows fly from her form to the draconian, and she slashes at it with her whip.

OOC

Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee.

Concentrating on Hex.

Action: Attacking Sivak with her whip.

Bonus Action: Casting Hex on the Sivak, using the bonus spell from her feat. Extra damage, and disadvantage on Wisdom ability checks.

Movement:

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 15, 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: +8 to hit, reach 10 ft., one target.
Hit: (1d4 + 5) 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: +6 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 3rd 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 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  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), Hunger of Hadar ©
  • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

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.

Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

 

 

Edited by KingGoblin (see edit history)
Name
Whip1 To Hit Sivak
12
1d20+8 4
Whip2 To Hit Sivak
26
1d20+8 18
Damage Whip (Slashing)
6
1d4+5 1
Damage Hex (Necrotic)
2
1d6 2
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin
Level 5 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Breastplate, +2 Shield) | HP: 58/58 (5d10+10+10) | HD: 5/5 | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 20 (Expertise, Darkvision 60 ft.), Insight 17, 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 . . .


With the bugle retrieved from the wood elf soldier, Merituuli is about to turn his attention towards the human soldier in melee with him, until "Lurden" jumps from the wall and shape-shifts into a massive silver-scaled draconian. The sea elf's eyes widen in surprise as a realization dawns on him - It looked like a Kalaman soldier just a moment ago... could they already have spies among us? Not that the realization did him much good, in the moment.

Turning his attention back towards the Red Dragon Army soldier, he finds that the enemy has already been taken out through a combination of Modri's wild magic and Coltan's display of faith! Unable to close into melee with the draconian, Merituuli instead sheathes his whalebone dagger and retrieves his heavy crossbow, loading a bolt in and taking careful aim over his new ally Lanal. The bolt flies just barely true, landing in the sivak's upper chest, and a sudden gust of wind pushes it in just a bit further as Merituuli marks the draconian with nature's fury!

With a whistle, the sea elf commands his osprey companion to follow up on his shot.

OOC

Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

Concentration: Favored Foe

Bonus Action: Command companion to Take Action.

Action: Two attacks vs. RDAS4. After Coltan's Spirit Guardians, I believe he has ONE measly hit point left.  Nope, he dead! Crossbow bolt towards Sivak instead! Adding Favored Foe with successful hit.

Movement: None.

Reaction: Cast Absorb Elements if needed.

Actions & Resources

Actions:

Attacks Per Action: 2

Baculite Shell (Shillelagh). Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d8+4 bludgeoning damage.

Thorn Whip. Melee Spell Attack: +7 to hit, range 30 ft., one target.
Hit: 2d6 piercing damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

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

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +4 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +5 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:

  • 2/3 Favored Foe Marks
  • 4/4 1st Level Spells
  • 1/2 2nd Level Spells
Edited by PhoenixSlayer
RDAS4 is dead! My bad! (see edit history)
Name
Shillelagh Swing 1 vs. RDAS4
16
1d20+7 9
Shillelagh Swing 2 vs. RDAS4
22
1d20+7 15
Shillelagh Damage
5
1d8+4 1
Heavy Crossbow vs. Sivak (Half Cover)
18
1d20+5 13
Heavy Crossbow Piercing Damage
4
1d10+2 2
Favored Foe Extra Damage
1
1d4 1
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 5 Beast of the Sky


AC: 16 (Natural Armor) | HP: 24/24 (5d6+5) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 15 (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


Kalasääski flies in from the north and attempts to slash at the draconian's face with their sharp talons. Unfortunately, the foe's draconic scales are too thick to pierce, and the osprey flits away from the draconian and retreats to Hunni's side.

OOC

Action: Shred attack vs. Sivak.

Bonus Action: —

Movement: Fly into melee with Sivak, then retreat to W24 (flyby prevents opportunity attacks).

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 1d4+6 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 Attack vs. Sivak
13
1d20+7 6
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Posted (edited)
Date

On This Linaras, the 27th Day of Brookgreen,
in the 351st Year After the Cataclysm
(Sunday, March 27, 351 AC)

The 8th Day of the Campaign - About 4:50 AM–5:00 AM

  • Solinari: Waning Gibbous
  • Lunitari: Waning Crescent
  • Nuitari: Waxing Crescent

Wheelwatch Outpost

(Everyone)

IC

   Vigdan! I forgot to mention in my last post, but your search action also let you find a dusty case containing six flasks of alchemist’s fireAlchemist’s Fire (flask)

Adventuring gear

50 gp, 1 lb.

   This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist’s fire as an improvised weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

Source: PHB, page 148. Available in the SRD and the Basic Rules.
.


Round 7 (Concluded)

   Elgo swings her newly reacquired hoopak into action and jabs it at RDAS6 before using her elusiveness to disengage from the two surrounding her and start running up the stairs. It doesn’t connect, but she’s free of their threat, for now. “Can’t catch me! Neener neener neener!”

   Lanal Brint, the Kalaman soldier that you freed—and who’d mentioned in the jail cell that the Sivak had turned into the likeness of one of your unit—attempts to slash at the Sivak for some payback of his own. Unfortunately, both his slashes miss.

   However, no sooner does his second strike miss, the spirits of Reorx rend and tear both RDAS4 and the Sivak to pieces, killing them both in front of you. Suddenly, it crumbles to dust and a specter of Coltan arises up, out of the dust. It screeches at Lanal Brint, Modri, Artanis, and Hunni, as well as RDASs 6 and 7. Lanal, Modri, and Artanis are each not frightened of the giant, screeching Coltan. Hunni, RDAS6 and RDAS7 are all three frightened of Large Shrieking Spectral Coltan for 1 minute and can make the save at the end again at the end of each of their turns. Hunni has disadvantage on ability checks and attack rolls while Large Shrieking Spectral Coltan is within line of sight and she can’t willingly move closer to it!

   Lying in the pile of dust is an enormous brass key that looks like it matches the key pilfered by Vigdan from Captain Vanse’s desk!

   The two RDASs run after Elgo and you hear her scream and then her scream dies off as you hear their shouts of glee! “Got’er good! Ha HA!!”

   The other shouts, “We’ve got to get the other horn!”

   “Where is it?”

   “North tower; that way!”

   . . .
   . . .
   . . .
   And that’s when the tile roof of the stables explodes out and a dragonelle with captain Vanse riding it.

   Not knowing about the Shrieking Spectral Coltan, nor about Coltan’s spirit guardians spell, Vanse directs his dragonelle right through the area that endangers him every bit as much as it endangers the rest of you. Vanse fails both saves and he is now frightened of the SSC, and he takes all 11 radiant damage from the spirit guardians spell. His dragonelle, however, is made of tougher mental stuff than that, and shrugs off the SSC and only takes half of Coltan’s spirit guardians.

   Flying down close enough, he thrusts his lance first at Modri, then at Artanis! He hits Modri, dealing 8 piercing damage and 1 fire damage! He does not hit Modri because his advantage was canceled out by the SSC! He does not hit Artanis, either. He quickly ascends, rising 45 feet into the air above you all!

   At the same time, Ixenkuhri rends Modri, dealing 14 slashing damage and 3 fire damage! The dragonelle also tries to rend Artanis, but his tough armor protects him!

 

Round 8 Start!

OOC

   Walls. The walls of Wheelwatch are 20 feet high, with towers and fortifications adding an additional 10 feet for each floor.

   Windows. The windows in these walls are 6-inch-wide arrow slits.

   Light. Torches provide bright light throughout the fort.


   Ixenkuhri. Anyone who understands draconic.


   Gate Controls. The north and south gates each have a mechanism to open and close that gate. “Unlocking” (actually, engaging the internal mechanism) a gate mechanism requires using two separate gate keys or succeeding on a DC 14 Dexterity (thieves’ tools) check.

   It takes 1 minute to fully open or close the gates using the controls. Opening a gate attracts the attention of all creatures in areas W1, W2, W3, and W4.

   Eves and Lines of Sight. I’m going to rule that the buildings in the courtyard (jail (west), store room (attached to and south of the jail), stables (southwest corner), and kitchen (southeast corner), all have a 5-foot overhang for rain, and you can stand as far as 10 feet from a buildings’ edge before you are seen by a soldier patrolling a wall directly over you. However, that doesn’t stop you from being seen by a soldier on any of the other three sides looking directly at you.

   You Are Still in Initiative. A clock has started ticking, so to speak. You have to find two keys (Vigdan has just found one), there are three bodies on the ground and blood everywhere. A patrol could begin on any one of the four walls at any time, and someone is giving something a scrub-down in the stables—who knows how long that’s going to last?

Map

image.png.701e119cfcee8b7d118636a73be8f63d.png

Statblocks

Red Dragon Army SoldierRed Dragon Army Soldier

Medium Humanoid, typically Lawful Evil
Armor Class 17 (scale mail, shield)
Hit Points 22 (4d8 + 4)

Name Coordinates HP Max HP % Health Notes
RDAS4 (human) Z24 0 20 0% DEAD!
RDAS5 (wood elf) Y24 0 27 0% DEAD!
RDAS6 (dwarf) AC18 25 25 100%
RDAS7 (human) AC19 25 25 100%

Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0)

Skills Athletics +4, Perception +2
Senses passive Perception 12
Languages Common, Draconic
Challenge 1 (200 XP)
Proficiency Bonus +2

Draconic Devotion. While the soldier can see a Dragon that isn’t hostile to it, the soldier has advantage on attack rolls.

Actions

Multiattack. The soldier makes two Longsword or Javelin attacks.

Longsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

  • Hit: 6 (1d8 + 2) slashing damage (or 7 (1d10 + 2) slashing damage if used with two hands), plus 2 (1d4) fire damage.

Javelin. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 30/120 ft., one target.

  • Hit: 5 (1d6 + 2) piercing damage plus 2 (1d4) fire damage.

Sivak DraconianSivak Draconian

Large Monstrosity, typically Lawful Evil
Armor Class 16 (natural armor)
Hit Points 0/57 (6d10 + 24) 0% DEAD!
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 10 (+0) 18 (+4) 13 (+1) 10 (+0) 10 (+0)

Saving Throws Str +6, Wis +2
Senses darkvision 60 ft., passive Perception 10
Languages Common, Draconic
Challenge 4 (1,100 XP)
Proficiency Bonus +2

Death Throes. When the draconian is reduced to 0 hit points by a creature that is Large or smaller, the draconian crumbles into dust that then forms a spectral, shrieking image of the creature that killed it. The image lasts for 1 minute. Each creature hostile to the draconian within 10 feet of the image must succeed on a DC 14 Wisdom saving throw or be frightened of the spectral image for 1 minute. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Captain Ardlic VanseCaptain Ardlic Vanse (Dragon Army Officer)

Medium Humanoid, typically Lawful Evil
Armor Class 19 (splint, shield)
Hit Points 62/73 (10d8 + 20) 85%—Frightened of Shrieking Coltan
Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 15 (+2) 12 (+1) 14 (+2) 12 (+1)

Saving Throws Dex +4, Wis +4
Skills Athletics +5, Perception +4
Senses passive Perception 14
Languages Common, Draconic
Challenge 3 (700 XP)
Proficiency Bonus +2

Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls.

Actions

Multiattack. The officer makes two Vicious Lance attacks and uses Assault Orders if it’s available.

Vicious Lance. Melee Weapon Attack: +5 to hit, reach 10 ft., one target.

  • Hit: 8 (1d10 + 3) piercing damage plus 2 (1d4) fire damage.

Heavy Crossbow. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.

  • Hit: 7 (1d10 + 2) piercing damage plus 5 (1d10) fire damage.

Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack.

Source: DSotDQ, page 200


Ixenkuhri (Dragon Army Dragonnel)Ixenkuhri (Dragon Army Dragonnel)

Large Dragon, typically Lawful Evil
Armor Class 16 (breastplate barding)
Hit Points 62/67 (9d10 + 9) 93%—Not frightened of Shrieking Coltan
Speed 30 ft., fly 60 ft.

STR DEX CON INT WIS CHA
16 (+3) 15 (+2) 12 (+1) 8 (-1) 13 (+1) 10 (+0)

Skills Perception +3
Damage Resistances fire
Senses blindsight 30 ft., darkvision 120 ft., passive Perception 13
Languages understands Common and Draconic but can’t speak
Challenge 3 (700 XP)
Proficiency Bonus +2

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

Actions

Multiattack. The dragonnel makes two Rend attacks.

Rend. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.

  • Hit: 10 (2d6 + 3) slashing damage plus 3 (1d6) fire damage.

Source: DSotDQ, page 201

Edited by Kamishiro_Rin (see edit history)
Name
Elgo Hoopak attack on RDAS6 (AC 17); Piercing Damage; Critical Piercing Damage
15; 8; 2
1d20+5;1d6+3;1d6 [10]; [10,5]; [10,5,2]
Lanal Longsword attack on Sivak (AC 16); Slashing Damage; Critical Slashing Damage
13; 6; 3
1d20+3;1d8+2;1d8 [10]; [10,4]; [10,4,3]
Lanal Longsword attack on Sivak (AC 16); Slashing Damage; Critical Slashing Damage
9; 7; 2
1d20+3;1d8+2;1d8 [6]; [6,5]; [6,5,2]
Lanal Brint Wisdom Saving Throw (DC 14)
14
1d20+0 14
Modri Wisdom Saving Throw (DC 14)
18
1d20+1 17
Artanis Wisdom Saving Throw (DC 14)
16
1d20+3 13
Hunni Wisdom Saving Throw (DC 14)
8
1d20+4 4
RDAS6 Wisdom Saving Throw (DC 14)
5
1d20+0 5
RDAS7 Wisdom Saving Throw (DC 14)
12
1d20+0 12
RDAS 6 Longsword attack #1 vs Elgo (AC 14);
9; 9; 10
1d20+4;1d8+1d4+2;1d8+1d4 [5]; [5,4,3]; [5,4,3,6,4]
RDAS 6 Longsword attack #2 vs Elgo (AC 14); Slashing+Fire; Crit Slash+Fire
23; 9; 10
1d20+4;1d8+1d4+2;1d8+1d4 [19]; [19,5,2]; [19,5,2,7,3]
RDAS 7 Longsword attack #1 vs Elgo (AC 14); Slashing+Fire; Crit Slash+Fire
24; 5; 5
1d20+4;1d8+1d4+2;1d8+1d4 [20]; [20,1,2]; [20,1,2,3,2]
RDAS 7 Longsword attack #2 vs Elgo (AC 14); Slashing+Fire; Crit Slash+Fire
16; 9; 6
1d20+4;1d8+1d4+2;1d8+1d4 [12]; [12,4,3]; [12,4,3,4,2]
Cpt. Vanse Viscious Lance attack vs Modri (AC 17); Pierc+Fire; Crit
13; 9; 7
1d20+5;1d10+1d4+3;1d10+1d4 [8]; [8,5,1]; [8,5,1,3,4]
Cpt. Vanse Viscious Lance attack vs Artanis (AC 21); Pierc+Fire; Crit
9; 14; 7
1d20+5;1d10+1d4+3;1d10+1d4 [4]; [4,8,3]; [4,8,3,5,2]
Ixenkuhri Rend attack vs Artanis (AC 21); Slash+Fire; Crit
15; 11; 14
1d20+5;2d6+1d4+3;2d6+1d4 [10]; [10,1,5,2]; [10,1,5,2,6,4,4]
Ixenkuhri Rend attack vs Modri (AC 17); Slash+Fire; Crit
24; 17; 13
1d20+5;2d6+1d4+3;2d6+1d4 [19]; [19,5,6,3]; [19,5,6,3,6,3,4]
Cpt. Vanse Viscious Lance attack vs Modri (AC 17) (Advantage)
22
1d20+5 17
Cpt. Vanse Viscious Lance attack vs Artanis (AC 21) (Advantage)
10
1d20+5 5
Cpt. Vanse Wis Save vs Shrieking Coltan (DC 14)
11
1d20+4 7
Dragonelle Wis Save vs Shrieking Coltan (DC 14)
21
1d20+1 20
Cpt. Vanse Wis Save vs Coltan’s Spirit Guardians (DC 15—11 or half radiant)
6
1d20+4 2
Dragonelle Wis Save vs Coltan’s Spirit Guardians (DC 15—11 or half radiant)
16
1d20+1 15
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 4Con + 2Shield ) | HP: 70/75 (5d12+20+10+5) | Speed: 25'
Senses: 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

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

Darkvision 60' | Dwarven Resilience | Stonecunning | Unarmored Defense | Danger Sense | Reckless Attack | Extra Attack | Fast Movement


“My words,” Modri said. | ‘My thoughts,’ Modri thought. | My actions . . .


Modri's eyes grow wide as the draconic beast bursts out and descends on them, armored knight atop. Now that is a true foe, the sort of beautiful death he might be seeking... someday.

Not this day though. Not this day at all.

The dragonnel is too far out of reach for Modri to try to whack as it flies up in the air, and so he instead chases after the other two guards. He's distracted seeing the fallen kender, first strike going wide, but manages to clip the first soldier with a second strike. "Celebrate when you get me good." There's a bit of venom in his words. "Coltan! Need over here!" He can't tell what can be done for the Kender, but he'd be remiss if he didn't try what he could, or at least lean on those who can help.

 

OOC

Movement: AB 19

Bonus Action: -

Action: Attack DAS 6

Reaction: Sentinel in effect

*Modri started with extra temporary hit points. After halving the non-fire damage, he's down to 65. EDIT: With the retcon of how much Modri was hit, he's actually back to 70

 

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack DAS 6
12
drop(2d20,lowest)+6 4,6
Reckless Attack 2 DAS 6
24
drop(2d20,lowest)+6 6,18
Damage
6
1d8+5 1
Dex Save (Danger Sense)
19
drop(2d20,lowest)+1 4,18
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token_1.png.451fa62d12c0f2185636025bbfd5d519.pngArlo Thistleknott

Kender Entertainer Arcane Trickster Rogue


AC: 16 (Studded Leather) | HP: 48/48 | Speed: 40 ft.
Senses: passive Perception 18, Insight 15, Investigation 16
Str: 8 (-1) | Dex: 18 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 12 (+1) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Kenderpseak, and Thieves' Cant


As the dragonnel attacks the sea-elf, Arlo opens his mouth and lets out an ear-piercing shriek. The dragonnel hesitates for a moment, and its claws are slightly off target when it attempts to rend Modri. However, the attack still connects. "Can you shoot that thing down, Vigdan?" the Kender asks.

Then Arlo hears the scream. Elgo is really annoying, but she doesn't deserve to die or be severely injured. Grabbing his hoopak tightly in both hands, Arlo begins sprinting toward the sound of a Kender in trouble. He slips and slides in the grease, falling down, but gets back up again and continues running. He stops on the other side of the grease puddle.

Arlo feels frustrated he can’t come to Elgo’s rescue. However, he can see her murderers, so he whips the hoopak around his head and hits one of them with a sling bullet.

OOC

Reaction: Cast silvery barbs on Ixenkuhri. Arlo gives advantage to himself.
Action: Sling attack on RDAS6
Move: U24 to Z20.
Bonus Action: Dash

Taunt: 1/3
Spell Slots: 2/3 1st Level

Edited by codexgigas (see edit history)
Name
Silvery Barbs Reroll
22
1d20+5 17
Booming Blade
25; 8; 5
1d20+7; 1d6+4; 1d8 [18]; [18,4]; [18,4,5]
Sneak Attack
12
3d6 5,4,3
Reflex save (grease)
11
1d20+8 3
Wisdom Save (fear)
19; 17
1d20+2; 1d20+2 [17]; [17,15]
Sling damage
6
1d4+4 2
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Vigdan 'The Dog' Luchen

Variant Human Smuggler Scout Rogue


smuggler1-2.png.53cb73f51d778015c4d7e51e12f5e926.png

AC: 16 (Studded Leather, +4 Dex) | HP: 43/43 (1d8+2+1+8+8+8+8) | Speed: 30 ft.

Senses: passive Perception 15, Insight 15, Investigation 12
Str: 8 (-1) | Dex: 18 (+4) | Con: 12 (+1) | Int: 14 (+2) | Wis: 14 (+2) | Cha: 10 (+0)
Languages: You can speak, read, and write Common, Solamnic and Thieves' Cant


“My words,” Vigdan said. | ‘My thoughts’ Vigdan thought. | My actions . . .


Vigdan's eyes widen in surprise and a bit of fear as the Dragonnel bursts through the stable's roof. He snaps back when Arlo lets loose an awful shriek. Looking at the kender in surprise, Arlo asks, "Can you shoot that thing down, Vigdan?"

Before he can answer, the Kender is gone, streaking around the corner. Vigdan moves back into the doorway of the storeroom trying to get some sort of cover from the flying attacker. He nocks another arrow, pulls back and releases. The arrow sinks deeply into the dragonnel's chest, just missing the barding.

OOC

Action: Sneak Attack on the Dragonnel. 21pts of damage.

Bonus Action: Hide

Movement: V25-> W22

Reaction: Uncanny Dodge to a melee attack

Arrows: 18/20

OOC: Vigdan retroactively picks up the case of Alchemist's fire.

 

Edited by RagallachMC (see edit history)
Name
Stealth Check vs Dragon (Target 13)
14
1d20+7 7
Sneak Attack with Advantage (AC16)
24
drop(2d20,lowest)+8 16,2
Sneak Attack Damage
8; 13
1d6+5;3d6 [3]; [3,4,5,4]
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fairla_token.png.3ec0cf634c791239cd69134297408c22.pngFairla Sunnybank

Human Mage of High Sorcery Abjuration Wizard


AC: 12 (Mage Armor AC: 15) | HP: 32/32 (5d6+2) | Speed: 30 ft.
Senses (passive): Perception 9, Insight 9, Investigation 17
Str: 10 (+0) | Dex: 14 (+2) | Con: 14 (+2) | Int: 18 (+4) | Wis: 8 (-1) | Cha: 12 (+1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish, Gnomish, Kenderspeak, Primordial, and Solamnic
Arcane Recovery
: 2 spell levels per LR | Arcane Ward: 14/14 HP


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


Fairla hears Elgo's screams. Their subsequent absence and the shouts of glee from the pursuing soldiers is enough to spur Fairla to move, never mind the large dragonnel that just burst in with Captain Vanse. 'I'll have to let these fellows deal with it for now,' she thinks, as she runs after Elgo and the guards, following Modri and Arlo. 'Oh no, my spell is blocking the way through! I didn't think those guards would run away from the fight. They must be stopped before they can reach the horn.'

After taking just a few steps away from the Captain Vanse, she begins an incantation and vanishes in a puff of smoke, appearing on the other side of the spectral figure of a dwarf which emerged from the dead draconian. As she appears on the other side of it. Hears its shrieks up close are far worse than she expected. Stumbling as she runs away in a panic, she turns the corner to find Arlo and Modri fighting the guards and Elgo, by their feet, lying still in pooling blood is Elgo.

Fairla runs to Elgo and reaches for her Healer's Kit, only to find it missing. "My Healer's Kit..." she cries. 'I forgot the guards confiscated it!' Still trembling in fear of the spectral dwarf, she tries to stop Elgo's bleeding, but her hands are still shaking too much.

She takes a breath—'I've got to focus on the people in front of me'—and calms herself down.

OOC

Action: Medicine Check (failed) on Elgo

Bonus Action: Casting Misty Step

Movement: W25 to X25*, Misty Step to Z19, to AA18

Reaction: Casting Shield, if attacked (AC would become 20)

Object Interaction:

Continuing Effects:
Grease on 10 foot square centered on Y-Z21-22 (difficult terrain and DC 15 Dex save when enter else fall prone)
Mage Armor (current AC is 15)

Spells

Spellcasting

Modifier (Int): +4
Spell Attack: +7
Save DC: 15

Cantrips

  1. Fire Bolt
  2. Light
  3. Mage Hand
  4. Mending
  5. Prestidigitation

1st-Level
2/4 Spell Slots

  1. ( ) Absorb Elements
  2. ( ) Alarm [R]
  3. (P) Comprehend Languages [R]
  4. ( ) Detect Magic [R]
  5. ( ) Feather Fall
  6. ( ) Floating Disk [R]
  7. (p) Grease
  8. (p) Mage Armor
  9. (p) Magic Missile
  10. (P) Shield
  11. ( ) Unseen Servant [R]

2nd-Level
1/3 Spell Slots

  1. (p) Detect Thoughts [c]
  2. (p) Hold Person [c]
  3. (p) Invisibility [c]
  4. (P) Lesser Restoration
  5. (p) Misty Step

3rd-Level
2 Spell Slots

  1. (p) Counterspell
  2. (p) Dispel Magic
  3. ( ) Tiny Hut [R]

Stat Block

%5Bb%5DActions%3A%5B%2Fb%5D%0A%5Bb%5DAttacks%3A%5B%2Fb%5D%0A%5Bb%5DFirebolt%20(120%20ft.)%5B%2Fb%5D%20%2B7%202d10%20Fire%0A%5Bb%5DQuarterstaff%20(5%20ft.)%5B%2Fb%5D%20%2B3%201d6(8)%20Bludgeoning%0A%5Bb%5DSpells%3A%5B%2Fb%5D%0A%20%20%20%20You%20can%20cast%20each%20of%20the%20chosen%20spells%20(%5Bi%5DComprehend%20Languages%5B%2Fi%5D%2C%20%5Bi%5DLesser%20Restoration%5B%2Fi%5D%2C%20%5Bi%5DShield%5B%2Fi%5D)%20without%20a%20spell%20slot%2C%20and%20you%20must%20finish%20a%20long%20rest%20before%20you%20can%20cast%20them%20in%20this%20way%20again.%20You%20can%20also%20cast%20the%20spells%20using%20any%20spell%20slots%20you%20have%20of%20the%20appropriate%20level.%0A%0A%5Bb%5DBonus%20Actions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DTelekinetic%3A%5B%2Fb%5D%20As%20a%20bonus%20action%2C%20you%20can%20try%20to%20telekinetically%20shove%20one%20creature%20you%20can%20see%20within%2030%20feet%20of%20you.%20When%20you%20do%20so%2C%20the%20target%20must%20succeed%20on%20a%20Strength%20saving%20throw%20(DC%2015)%20or%20be%20moved%205%20feet%20toward%20or%20away%20from%20you.%20A%20creature%20can%20willingly%20fail%20this%20save.%20%0A%0A%5Bb%5DReactions%3A%5B%2Fb%5D%0A%20%20%20%20%5Bb%5DShield%3A%5B%2Fb%5D%20An%20invisible%20barrier%20of%20magical%20force%20appears%20and%20protects%20you.%20Until%20the%20start%20of%20your%20next%20turn%2C%20you%20have%20a%20%2B5%20bonus%20to%20AC%2C%20including%20against%20the%20triggering%20attack%2C%20and%20you%20take%20no%20damage%20from%20magic%20missile.%0A%0A%5Bb%5DFeats%3A%5B%2Fb%5D%0AInitiate%20of%20High%20Sorcery%0AAdept%20of%20the%20White%20Robes%0ALinguist%0ATelekinetic%0A%5Bb%5D%5B%2Fb%5D
Actions:
Attacks:
Firebolt (120 ft.) +7 2d10 Fire
Quarterstaff (5 ft.) +3 1d6(8) Bludgeoning
Spells:
You can cast each of the chosen spells (Comprehend Languages, Lesser Restoration, Shield) 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 of the appropriate level.

Bonus Actions:
Telekinetic: As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 15) or be moved 5 feet toward or away from you. A creature can willingly fail this save.

Reactions:
Shield: 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.

Feats:
Initiate of High Sorcery
Adept of the White Robes
Linguist
Telekinetic

Inventory

Gp: 52 Sp: 4 Cp: 4

Equipped

  1. Bag of Holding
  2. Clothes, Common
  3. Healer's Kit
  4. Orb
  5. Quarterstaff
  6. Robes
  7. Spellbook

Bag of Holding

  1. Abacus
  2. Backpack
  3. Ball Bearings (bag of 1000)
  4. Bedroll
  5. Bell
  6. Blanket
  7. Block and Tackle
  8. Book
  9. Bottle, Glass
  10. Bucket
  11. Candle
  12. Case, Map or Scroll
  13. Clothes, Fine
  14. Clothes, Traveler's
  15. Crowbar
  16. Fishing Tackle
  17. Flask
  18. Grappling Hook
  19. Hammer
  20. Hammer, Sledge
  21. Healer's Kit
  22. Ink Pen
  23. Ink, Black
  24. Ink, Blue
  25. Lantern, Hooded
  26. Little Bag of Sand
  27. Manacles
  28. Mess Kit
  29. Oil (flask)
  30. Parchment (sheet)
  31. Perfume (vial)
  32. Pick, Miner's
  33. Piton
  34. Pouch
  35. Rations (1 day)
  36. Rope, Hempen (50 ft.)
  37. Rope, Silk (50 ft.)
  38. Sack
  39. Scale, Merchant's
  40. Sealing Wax
  41. Shovel
  42. Signal Whistle
  43. Small Knife
  44. Soap
  45. Spikes, Iron
  46. String (10 ft.)
  47. Tent, Two-Person
  48. Tinderbox
  49. Vial
  50. Waterskin
  51. Wine, Common (pitcher) + pitcher
  52. Wine, Fine (bottle)

Riding Horse

  1. Bit and Bridle
  2. Riding Saddle
  3. Saddlebags
  4. Feed (10 days)
Edited by morgan_ (see edit history)
Name
Fairla Wisdom Saving Throw (DC 14)
8
1d20+2 6
Medicine Check
3
drop(2d20,highest)+2 1,3
Fairla Wisdom Saving Throw (DC 14)
17
1d20+2 15
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 spacer.pngColtan Bluetemper

Level 5 Neidar Folk Hero Forge Cleric


AC: 20 (Splint +Cloak +2 Shield) | HP: 51/51 (5d8+15+5) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 18 (+4) | Cha: 10 (+0)
Magic: +7 DC 15 | Channel 1/1 | Cantrips | 1st 4/4 | 2nd 1/3 | 3rd 1/2

Languages: Speak, read, and write Common and Dwarvish


Coltan watches as Reorx's translucent angelic dwarves and gnomes swarm and attack the large, silverish draconian. When the creature submits to their radiant will to join its Queen of Dragons, a specter arises with the large shape of, of himself? That's so disturbing!

Then, a dragonarmy captain erupts from the stables riding a dragon and dives on Modri and Artanis. The spiritual dwarves and gnomes swarm them when they flyby and retreat like cowards.

He answers Modri call with, "Aye! I see the kender!" Then, toward the fallen kender on the wall, the Apprentice shouts, "Get up! Reorx demands you get up!"

Then looking skyward, he points his holy, flaming warhammer at the dragon and flings a flame of sacred fire. After the holy flames singe the dragon, the dwarf calls up to the flying monster, “Dragon! Your Mistress in no match for the pure flames of the Worldcrafter!”


OOC

Round 8

Bonus Action: Cast Healing Word

Movement:

Action: Cast Sacred Flame at dragonelle

Reaction:

Concentration: Spirit Guardians

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: +7 or DC 15 | 1st 4/4 | 2nd 3/3 | 3rd 2/2

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.

3rd-Level Spells Prepared

  • Forge Domain: Elemental Weapon (V,S) Concentration. A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types: acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
  • Forge Domain: Protection from Energy (V,S) Concentration. For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
  • 9. Spirit Guardians: (V,S,M) Concentration. You call forth angelic spirits to protect you. They flit around you to a distance of 15 feet for the duration. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage. On a successful save, the creature takes half as much damage.

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. Starting at 5th level, when an undead of CR 1/2 or lower fails its saving throw against your Turn Undead feature, the creature is instantly destroyed.

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
Healing Word on Eglo
5
1d4+4 1
Sacred Flame Dex DC 15 vs dragonelle
7
1d20+2 5
Radiant damage on dragonelle
10
2d8 6,4
Radiant damage 15 ft radius, Wis DC 15 for half
18
3d8 6,6,6
Wis DC 14 vs Frightening Coltan specter
17
1d20+7 10
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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: 40/40 (15 THP) (hd 5d8) | 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


Hunni screams. "Aaaah! Giant Coltan! My one weakness!" she yells in fright, running away and around a corner to hide from the blasted gods' influence. "Someone kill it quick!"

Glaring around, she doesn't seem nearly as disturbed by the dragon and rider bursting from the stables. Her whip does, though, so with a glance at the whip and a glance at the dragon, she rears back and cracks the whip at the monster; strange pointed shadow-stuff forms fly in its direction with a strange buzzing sound, absorbing into its flesh, followed by more forceful shadows that appear to take the form of flying angry hand-axes with eldritch scrawl on their heads.

OOC

Armor of Agathys: 15 temporary hit points, 15 cold damage to any who strike her in melee.

Concentrating on Hex.

Action: Attacking dragonelle with Eldritch Blast

Bonus Action: Shifting Hex to dragonelle

Movement: Moving to AA or AB 25, to get the image out of her line of sight, but so she can still see the dragonelle to attack. Before she attacks, of course, to negate the disadvantage. And hide from the scary image. Really, giant Coltan is very traumatizing.

Reaction:

 

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 7 to hit, range 120 ft, one target.
Hit: (1d10 + cha) force damage.

Infestation (cantrip). Spell: Constitution Save DC 15, 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: +8 to hit, reach 10 ft., one target.
Hit: (1d4 + 5) 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: +6 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 3rd 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 3rd level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 15.  Spell Attack Modifier +7.  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), Hunger of Hadar ©
  • Invocations:  Improved Pact Weapon, Agonizing Blast, Thirsting Blade

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.

Amulet of Proof against Detection and Location. While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

 

 

Name
Eldritch Blast to hit dragonelle
24
1d20+7 17
Eldritch Blast Damage (Force)
9
1d10+4 5
Damage Hex (Necrotic)
6
1d6 6
Eldritch Blast to hit dragonelle 2
22
1d20+7 15
Eldritch Blast Damage (Force)
9
1d10+4 5
Damage Hex (Necrotic)
3
1d6 3
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