PhoenixSlayer Posted April 13 Clone Share Posted April 13 (edited) Merituuli 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:Save: +4 Athletics: +4 Carrying Capacity: 180 lb. Lift/Push/Drag: 360 lb. 12 (+1) | Dex:Initiative: +7 (Alert) Save: +5 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Cloak of Elvenkind grants Advantage 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +3 Religion: +0 10 (+0) | Wis:Save: +4 Animal Handling: +7 Insight: +7 Medicine: +4 Perception: +10★ Survival: +7 ★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 breathes a sigh of relief as the draconian falls, but his relief falters quickly as the fiend's remains twist into a screaming visage of its killer - Coltan. Staring at the mockery of his dwarven ally, he can only manage to say "The hells?!" in an incredulous, disgusted tone. His attention is only pulled away by the sudden arrival of the Red Dragon Army officer atop a... miniature red dragon? He ducks as they fly overhead and watches their upwards ascent carefully. Loading another bolt into his heavy crossbow, Merituuli studies the dragonnel for a moment before calling on the magic of the baculite shell strapped to his back and imbuing the bolt with power. With a muttered "I hope this works..." he takes aim and fires at the draconic mount. The bolt flies true, but is just barely stopped by the beast's breastplate barding. Merituuli maintains concentration on the spell, ready to imbue the next bolt he loads. OOC Alert: Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you. Concentration: Ensnaring Strike Bonus Action: Cast Ensnaring Strike. Action: Crossbow bolt towards the dragonnel. 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 3/4 1st Level Spells 1/2 2nd Level Spells Edited April 13 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Crossbow vs. Dragonnel 15 1d20+5 10 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted April 13 Clone Share Posted April 13 Kalasääski 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:Save: +1 Athletics: +1 6 (-2) | Dex:Save: +6 Acrobatics: +6 Sleight of Hand: +6 Stealth: +6 16 (+3) | Con:Save: +4 13 (+1) | Int:Save: +2 Arcana: +2 History: +2 Investigation: +2 Nature: +2 Religion: +2 8 (-1) | Wis:Save: +5 Animal Handling: +5 Insight: +5 Medicine: +5 Perception: +5 Survival: +5 14 (+2) | Cha:Save: +3 Deception: +3 Intimidation: +3 Performance: +3 Persuasion: +3 11 (+0) Languages: understands the languages Merituuli speaks With no order given, Kalasääski maintains position by Arlo, flying only a few feet off the ground and eyeing the dragonnel carefully, ready to dodge at a moment's notice. OOC Action: Dodge! Bonus Action: — Movement: None. 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. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PureChance Posted April 13 Clone Share Posted April 13 (edited) Artanis 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 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 Plate 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 . . . Artanis ducks as the knight and dragon fly over him, cursing even as he avoids both the lance and claw. "Come down here and fight me like a true knight, coward!" he challenges the retreating form, before hearing Modri's cry for aid. He's about to step forward when he sees the little kender slip on the ground - getting a cracking shot off with his sling none the less. Instead he backs up and takes a flying leap over the slippery ground, landing at the bottom of the stairs below Modri. He drops his sword and draws a javelin, loosing it at the remaining soldier still cheering his 'heroic' victory over the other little kender. The first javelin goes long as he misjudges Modri's relative position up the stairs, but the second strikes the soldier straight in his chest with enough weight to send the javelin clean through, trailing flames in its wake! OOC Action: Precise Heroic Strike (Javelin) vs RDAS7 (Miss! Precise Strike not expended). Precise Heroic Strike (Javelin) vs RDAS7 (Crit! 1d6+1d4 Javelin base, 1d8 Precise Strike, 1d6 Heroic Strike all doubled) ; 30 Piercing and 7 Fire damage Bonus Action: — Movement: X23>Y24>Y23 (10ft) ; Long Jump up to Str Score Y23>Y20 (15ft) ; Y20>Y19 (5ft) 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) [7]. 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.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. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 2/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 1/3 (Long Rest) Leadership Dice (d6). 3/5 (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 April 13 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Precise Heroic Strike Javelin vs RDAS7 10 keep(2d20,highest,1)+6 3,4 Precise Heroic Strike Javelin vs RDAS7 26 keep(2d20,highest,1)+6 20,11 Damage (Crit!) 37 2d8+4d6+2d4+4 7,8,2,4,1,4,3,4 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 18 Author Clone Share Posted April 18 (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 Round 8 (Concluded) Elgo’s eyes fly open with her gasp of breath. Reorx’s power entering her and healing her lethal wounds. Seeing her precarious position next to RDAS 6, she disengages from RDAS 6 using her kender elusiveness and runs back 30 feet. Spinning in place, she flings a stone bullet from her hoopak at the nearly dead RDAS. It finishes him off, piercing his skull, right between the eyes. Not wanting to take any more of those swirling spirits of Cotan’s, Vanse flies his dragonelle over to land on the wall next to Fairla. He aims his crossbow at Coltan and fires! The bolt meets its mark, dealing 12 piercing damage and 3 fire damage. Coltan must make a DC 10 concentration check to maintain concentration on his spirit guardians spell. Ixenkuhri attacks Fairla with its two rend attacks! It’s claws completely miss her at first, but the second swipe slash her. As a reaction, Fairla casts the shield spell, making her AC 20 and causing the claws that would do 9 slashing damage and 1 fire damage to miss, instead! Round 9, 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 draconicknows that “Ixenkuhri” means “Fire River”. 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 Statblocks Red 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 0 25 0% DEAD! RDAS7 (human) AC19 0 25 0% DEAD! 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. Spectral, shrieking image of the Coltan 9/10 Rounds left. 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 Vanse (Dragon Army Officer) Medium Humanoid, typically Lawful Evil Armor Class 19 (splint, shield) Hit Points 62/73 (10d8 + 20) 85% 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) Large Dragon, typically Lawful Evil Armor Class 16 (breastplate barding) Hit Points 4/67 (9d10 + 9) 6% 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 April 18 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Elgo Hoopak Attack vs RDAS6; Damage; Crit 19; 5; 2 1d20+5;1d4+3;1d4 [14]; [14,2]; [14,2,2] Cpt. Vanse Heavy Crossbow Attack vs Coltan (AC 20) w/ Advantage; Damage; Crit 23; 15; 4 keep(2d20,highest,1)+4;2d10+2;2d10 [19,12]; [19,12,10,3]; [19,12,10,3,1,3] Ixenkuhri Rend Attack #1 vs Fairla (AC 15); Damage; Fire Damage; Crit; Crit Fire 8; 7; 5; 2; 1 1d20+5;2d6+3;1d6;2d6;1d6 [3]; [3,1,3]; [3,1,3,5]; [3,1,3,5,1,1]; [3,1,3,5,1,1,1] Ixenkuhri Rend Attack #2 vs Fairla (AC 15); Damage; Fire Damage; Crit; Crit Fire 18; 9; 1; 8; 2 1d20+5;2d6+3;1d6;2d6;1d6 [13]; [13,3,3]; [13,3,3,1]; [13,3,3,1,6,2]; [13,3,3,1,6,2,2] Lanal Brint Dex Save (DC 15) 5 1d20+1 4 Link to comment Share on other sites More sharing options...
PureChance Posted April 18 Clone Share Posted April 18 (edited) Artanis 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 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 Plate 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 . . . Artanis watches the "Knight" ignore his challenge, and instead fly straight over his head to perch atop the wall, shooting at Coltan whilst the beast tries to strike the lady in white. He turns to the little Kender next to him, and mutters quickly "There should be a key on that monsters body in the middle of the grease there, we need it to open the gate." Kender were good at finding things, and the little chap had proven himself keen to escape the fort. Then he yells out to Modri, knowing the dwarf was quicker than he looked after their battle with the goblins. "The coward keeps trying to run away, go get him whilst you can! " Artanis then rushes up the stairs himself, striking at the perching dragon with his longsword! Up close, it's easy to see how wounded the beast really is, much of the blood having been difficult to spot against the red scales, and he plunges his longsword past the damaged armour where Merituuli's arrow had struck. It pierces the monster's heart and the creature quivers before slumping forward. He steps forward over the now limp corpse's tail, forcing the knight face him and making sure the leave space for Modri next to him. The soldier had refused his challenge and shown no honour, he would fight him as any common soldier. Artanis lashes out with the silvered blade, catching the man off guard as he's forced to jump down from the dragon. His shining form contrasted against the red armour of Takhisis cuts an inspiring figure. OOC Action: Longsword vs Dragonnel; Hit, 10 damage and DEAD! Precise Heroic Strike vs Vanse; 17 Slashing Damage & the next time damage is rolled against that target by an allied creature before the start of your next turn, the ally rolls an extra 1d6 damage and regains the same amount of HP Bonus Action: — Movement: Y19>AA17 (25'), AA17>Z17 (5') Reaction: — Object Interaction: Draw Longsword 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) [7]. 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.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. Commanding Rally As a bonus action, you can command one ally within 30 feet of yourself to attack. If that ally can see or hear you, they can immediately make one weapon attack as a reaction. If the attack hits, the ally can roll a d8 and add the number rolled as a bonus to the attack's damage roll. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. 2/3 (Long Rest) Class Features: Precise StrikeOnce per turn, when you make a weapon attack roll against a creature, you can cause the attack roll to have advantage. If the attack hits, you roll a d8 and add the number rolled as a bonus to the attack’s damage roll. You can use this benefit a number of times equal to your proficiency bonus, but a use is expended only if the attack hits. You regain all expended uses when you finish a long rest.. 0/3 (Long Rest) Leadership Dice (d6). 2/5 (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 April 18 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Longsword vs Dragonnel 25 1d20+6 19 Longsword Damage 10 1d8+6 4 Precise Heroic Strike vs Lanse 23 keep(2d20,highest,1)+6 17,1 Damage 17 2d8+1d6+6 3,7,1 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 18 Clone Share Posted April 18 (edited) Coltan Bluetemper Level 5 Neidar Folk Hero Forge Cleric AC: 20 (Splint +Cloak +2 Shield) | HP: 38/51 (5d8+15+5) | Speed: 25 ft. Senses: Darkvision 60 ft., Passive Perception 17, Insight 14, Investigation 13
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