Peacemonger Posted April 23 Clone Share Posted April 23 Duala Half-Orc Gladiator Paladin HP: 14/14 | AC: 18 | HD: 1d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 5/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . There's no time to celebrate the initial victory over the Worgs. She doesn't have a ranged attack. Glancing back at Omar and Ezra, she makes the decision to herself that they can support each other, and she takes off in a run to try to close the distance with the Goblins as soon as she can. She stays close to Yod, strength in numbers. What happened here? Where are the people? Are they dead? captured? fled? Her mind moves from worst to best case scenario. OOC Movement & Action: Move and Dash to AC27 Action: - Bonus Action: - Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Shocker Posted April 24 Clone Share Posted April 24 (edited) Omar Baldul Human Sage Evocation Wizard AC: 11 (14 Mage Armor) | HP: 4/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Searing pain in his middle causes Omar to bend double. He thought he had known pain before. He had been wrong. Never before had his flesh been pierced. What was this arrow been made of, molten lead or shear fire? He stumbles behind the fallen form of the Worg, to gain some cover. In war and opera the best places are in the back, his Master Braufix always had said, never explaining what opera was, based on how this felt it must have been horrendous. Omar gritted his teeth and steadied his breathing "You can't stand another hit like this old son. Time to harden up" grabbing the staff, and sliding his left over his heart he mumbles "Defendarius". He then calls out "Ezra is there something more useful than getting slaughtered that we can do?" OOC Move 5 ft to aa17 Action: cast mage armor (1/2 spell slots) temporary AC 14 To Whom It May Concern . . . @Seardon Edited April 24 by Shocker Added missing words in the description (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Seardon Posted April 24 Clone Share Posted April 24 (edited) Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . Ezra takes note of the arrow that strikes Omar and Thorodin, as she moves up between the two dead Worg's. Omar's question Ezra felt was quite simple. "Slaughter them back." She says as she fades from Omar's sight appearing further ahead in puff of dark mist. Ezra points her finger at the goblin and sites her prayer only for it to seem not to effect the goblin before her. Pity. Though the result of moving forward is still of use. I'm better suited to catch arrows then poor Omar in his robes. She thought to herself. The goblins themselves should be spoiled for choice. TO WHOM It MAY CONCERN.... @Shocker OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: From Z 16 to Z 22. Action: Cast Toll of the Dead, on Goblin 2, Passed wisdom save with 17. No damage. Move Action: From Y, 10, to Z, 16 Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Edited April 24 by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Toll the Dead on Gobo 2, Wisdom save 14, 1d8 17 1d20-1 18 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 28 Author Clone Share Posted April 28 (edited) Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 3, Concluded “Retreat south!” goblin 2 barks out in a high pitched, squeaky voice. It shoots at Thordin, but he arrow goes wide. “Roger that!” goblin 3 shouts back, taking aim and loosing an arrow into Yod’s burly dwarven muscles, dealing 4 piercing damage. It then runs along the farmhouse before turning south. Goblin 4 doesn’t respond, but instead takes aim at Duala, missing her before running straight south, disappearing behind a farmhouse. All three are screaming their heads off with variations on “We’re under attack! Back-up! Now!” Round 4, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 −12 10 −120% DEAD! Goblin 2 9 9 100% Currently AC 13 Goblin 3 11 11 100% Currently AC 13 Goblin 4 11 12 92% Currently AC 13 Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD. Edited April 28 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Goblin 2 Shortbow Attack on Thordin (AC 16); Piercing Damage; Crit 8; 5; 1 1d20+4;1d6+2;1d6 [4]; [4,3]; [4,3,1] Goblin 3 Shortbow Attack on Yod (AC 15); Piercing Damage; Crit 22; 4; 3 1d20+4;1d6+2;1d6 [18]; [18,2]; [18,2,3] Goblin 4 Shortbow Attack on Duala (AC 18); Piercing Damage; Crit 8; 5; 4 1d20+4;1d6+2;1d6 [4]; [4,3]; [4,3,4] Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 28 Clone Share Posted April 28 (edited) Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions The goblins began to retreat against them. The one Garon shot with a bolt of fire ducked behind the farmhouse, probably to prepare an ambush or gather reinforcements. 'Are battles always this chaotic?' He dashes down behind a pillar in the courtyard and rips off another bolt of fire in mid stride with a "Fuego!" The flames splash against the far goblin wounding it. OOC Right hand: Empty Left hand: Shield Use Object - Move to AD20 Action Cast Firebolt at Goblin 3 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . Put Player mention tags, and any particular notes in here. Edited April 28 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt at Goblin 3 18 1d20+5 13 Fire damage to Goblin 3 5 1d10 5 Link to comment Share on other sites More sharing options...
RedDingo Posted April 28 Clone Share Posted April 28 (edited) Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin ran south, pulled a hand axe from his belt, and chucked it at another goblin. The attack missed it, however he hoped it would draw attention away from the wizard. OOC Movement: Moving to AF 25 Interaction: Draw out a Throwing Axe Bonus Action: Action: Attacking Goblin 2 with Throwing Axe Reaction: Attacking any enemy that approaches within 10’ | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 11/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . Player mention tags, and any particular notes in here. Edited April 28 by RedDingo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Handaxe Attack against Goblin 2 8 1d20+6 2 Link to comment Share on other sites More sharing options...
Peacemonger Posted April 28 Clone Share Posted April 28 (edited) Duala Half-Orc Gladiator Paladin HP: 14/14 | AC: 18 | HD: 1d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 5/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala moves forward, sword at the ready towards the Goblin that Garon already burned. However, unlike the worg, the Goblin is much smaller, more nimble, and her blade arcs too high, missing the Goblin entirely. One more lesson to be learned as she readies her shield for its retort. She glances for a brief moment behind at the other Goblin in sight if it's planning to stab her in the back, but she turns back to the foe in front, confident that someone else can handle the other one, or at the very least keep it preoccupied. OOC Movement & Action: Move30' to AI27 Action: Attack Goblin 3 Bonus Action: - Edited April 28 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack Goblin 3 11 1d20+5 6 Link to comment Share on other sites More sharing options...
Shocker Posted April 28 Clone Share Posted April 28 (edited) Omar Baldul Human Sage Evocation Wizard AC: 11 (14 Mage Armor) | HP: 4/9 (1d6) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 15, Insight 15 StrSaving throw +0 Athletics: +1: 10 (0) | DexSaving throw: +1 Acrobatics: +1 Stealth +1 Sleight of Hand: +1: 12 (+1) | ConSaving throw +3: 16 (+3) | IntSaving throw: +6 Arcana: +6 History: +6 Investigation: +4 Nature: +4 Religion +4: 18 (14) | WisSavbing throw +5 Animal Handling +2 Insight +5 Medicine +5 Perception: 5 Survival: 2: 14 (+2) | ChaSaving throw +2 Deception +2 Intimidation +2 Performance +2 Persuasion +2: 14 (+2) IC: “My words are bold ” | 'My thoughts slanted" | My actions are plain . . . Omar grits his teeth, "Pain is just a passing emotion, I shall not allow it to cloud my thinking." He sees Duala and Thordin's attacks failing. "If those seasoned fighters can't stop those goblins, pain will soon be the least of my worries." Using the aid of his staff he stumbles around the corpse of the Worg reestablishing line of sight with the Goblin Duala was fighting. He reaches deep inside himself, despite his teachers warnings that feelings of pain or anger where unreliable source of energy to power his spells. "Pyrofuego !!!" he yells and unleashes his frustration at the goblin. He sees the bolt of mystical fire hitting the Goblin square;y in the chest, but again the damage is very limited. OOC Move 10 ft to ac17 Action: cast Firebolt at Goblin 3 for 2 points of fire damage To Whom It May Concern . . . Edited April 28 by Shocker (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fire bolt 16 1d20+6 10 damage 2 1d10 2 Link to comment Share on other sites More sharing options...
Shadeus Posted April 29 Clone Share Posted April 29 (edited) Yod Ironbeard Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 14/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish Yod grunts as he takes one of the goblin arrows in the shoulder. He's probably bleeding, but he doesn't have time to bleed right now. Many of these critters are around, and boy, are they getting on his last nerve. Duala went after one, leaving the other for him. He lumbers across the town square at the green-skinned menace, looking to cut it off. The goblin is slippery, but Yod smashes it in the back with his maul as it tries to run past him, cutting off its endless yammering. He nods, satisfied, and says, "One less to worry about." He silently prays to the spirits for guiding his hand. OOC Move: Move to AH30 (which should be 5 squares with the diagonal rules) Attack: Yod attacks Goblin 2 with a maul. Attack - Hits Goblin 2 for 12 bludgeoning damage killing it. To Whom It May Concern . . . Edited April 29 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Maul attack vs. Goblin 2 18 1d20+6 12 Bludgeoning damage 12 2d6+4 2,6 Link to comment Share on other sites More sharing options...
Seardon Posted April 29 Clone Share Posted April 29 (edited) Ezra Dyn'Thalos Shadar-Kai, Twilight Cleric Ezra HP: 10/10, AC:Chainmail Armor: AC 16 Shield: AC +2 18, Hit Die 1d8, Passive: Perception: 16, Insight: 16, Investigate: 13 Str:Base: 15, +1 Racial bonus Save: +3 Athletics: +3 16, Dex:Base: 11 Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11, Con:Base: 14 Save: +2 14, Int:Base: 12 Save: +1 Arcana: +3 History: +3 Investigation: +3 Nature: +1 Religion: +3 12, Wis:Base: 16, +2 Racial bonus Save: +6 (Proficient) Animal Handling: +4 Insight: +6 Medicine: +6 Perception: +6 Survival: +4 18, Cha:Base: 9 Save: +1 (Proficient) Deception: -1 Intimidation: -1 Performance: -1 Persuasion: -1 9 Blessing of the R. Q.As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent. Fey AncestryAdvantage to saves against the Charmed Condition Eyes of Night1st-level Twilight Domain feature You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light. As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again. Vigilant Blessing1st-level Twilight Domain feature The night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again. TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. LanguagesCommon, Elven, Sylvan, Undercommon. Proficiency and ToolsWeapon: Simple and Martial, Armor: Light, Medium, Heavy, Shields Tool: None Tools from Trance: Cartographers Tools, Calligraphy Prof from Trance: none Shadow Step: 1/2, IC: “My words,” | ‘My thoughts,’| My actions . . . Ezra notices the goblin farthest from the group run south and makes her way south as well. Reciting her prayer she points at the goblin by Duala, but again it seems to not have any effect. Do these filthy goblins never clean their ears? TO WHOM It MAY CONCERN.... OOC Ongoing Effect: Concentration: Reaction/Ready Action: Swift Action: Action: Cast Toll of the Dead, on Goblin 3, Goblins passed with 18. Move Action: Move to AF 23 Spell Att: +6, Spell Save DC: 14, Wisdom. Spells 1st 2nd 3rd 4th 5th 6th 7th 8th 9th Slots 1/2 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Slots 0/0 Bless Command Cure Wounds Faerie Fire Healing Word Shield of Faith Sleep Cantrips: Guidance, Toll the Dead, Word of Radiance. Clerics have access to all spells on their spell list. The spells shown are the spells prayed for to have access to for the day. Edited April 29 by Seardon (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Toll the Dead, Goblin 3, DC 14 Wis 18 1d20-1 19 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted April 29 Author Clone Share Posted April 29 (edited) Date 24 Ches 1490 DR, The Claw of the Sunsets, the Year of the Star Walker's Return Early Afternoon Temperature: 18 F (−7.8 C) Winds: Very Strong, at 50 mph (80.5 kmph). Precipitation: Moderate snow Relative Humidity: Moderate Selûne: 2nd Qtr Chapter 1: A Great Upheaval Round 4, Concluded Goblin 3 disengages as a bonus action, moves 30 feet southwest, screaming at some goblins it can see both to the southeast and southwest. It dons a shield before pulling out its sword, turning around and waving it challengingly at Duala! Goblin 4 aims a shot at Yod! The shot misses and the goblin flees south! Goblins 5 and 6 come running up to the gate, go through it, and then shoot at Ezra. Goblin 5’s arrow flies wide in some wind, but goblin 6’s arrow flies right past Ezra’s cheek! From the southwest two arrows come streaming at Duala! The first arrow pierces her right in the belly, dealing 10 piercing damage. The second arrow is just aimed badly and lands in some grass. Looking up, you can all see two goblins taking aim from the window of the windmill on the hill in the southwest before they slip, unseen back inside. The fences surrounding the farms are 4 feet tall. You can use half your movement speed to climb over or through them (there’s plenty of room to squeeze through the heavy log slats). If your strength modifier is 4 or higher, you can just jump over them. Even the goblins run to the gates to go through them, rather than wasting movement climbing over or through the fences. Round 5, Start! Maps Your character cannot see whatever’s in the grayed-out areas, but I left them visible so you, the player, can know where you’re moving your token, rather than trying to imagine squares in blackness. If you move into a space that would reveal what’s there, you can react to it. Note: Initially, I rolled the windmill arrows with disadvantage because they’re out of range, but then I later realized they were attacking from an unseen, hidden position (popping out and firing at you), which cancels out the disadvantage. The first arrow’s first roll was a natural 20. In the next round, goblin 7 will not have advantage from being hidden, but goblin 8 will (unless one of you takes an action to do a wisdom (Perception) check to spot it and meets or beats an 18—as long as one of you can spot it, I rule that everyone else can “see” it, too, as your character will have informed them on his or her turn.). Everyone Statblocks Goblin Small Humanoid (Goblinoid), Neutral Evil Armor Class 15 (leather armor, shield) or 13 (leather armor) when using a bow Hit Points 7 (2d6) Goblin HP Max-HP % Remaining Notes Goblin 1 −12 10 −120% DEAD! Goblin 2 −3 9 −33% DEAD! Goblin 3 4 11 36% AC Currently 15 Goblin 4 11 12 92% AC Currently 13 Goblin 5 7 7 100% AC Currently 13 Goblin 6 8 8 100% AC Currently 13 Goblin 7 10 10 100% AC Currently 13, Unseen Goblin 8 12 12 100% AC Currently 13, Unseen, Hidden (DC 18) Speed 30 ft. STR DEX CON INT WIS CHA 8 (−1) 14 (+2) 10 (+0) 10 (+0) 8 (−1) 8 (−1) Skills Stealth +6 Senses darkvision 60 ft., passive Perception 9 Languages Common, Goblin Challenge 1/4 (50 XP) Proficiency Bonus +2 Nimble Escape. The goblin can take the Disengage or Hide action as a bonus action on each of its turns. Actions Scimitar. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) slashing damage. Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2) piercing damage. Environment: Forest, Grassland, Hill, Underdark Source: MM, page 166. Also found in LMoP; PotA; SKT; TftYP; ToA; WDH; WDMM; GoS; BGDIA; ERLW; RMBRE; EGW; IDRotF; TCE; WBtW; CRCotN; DSotDQ; HftT; PaBTSO; SatO; BMT; GHLoE. Available in the SRD. Edited April 29 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Goblin 4 Shortbow Attack on Yod (AC 15); Piercing Damage; Crit 11; 7; 5 1d20+4;1d6+2;1d6 [7]; [7,5]; [7,5,5] Goblin 5 Shortbow Attack on Ezra (AC 18); Piercing Damage; Crit 5; 7; 2 1d20+4;1d6+2;1d6 [1]; [1,5]; [1,5,2] Goblin 6 Shortbow Attack on Ezra (AC 18); Piercing Damage; Crit 17; 7; 4 1d20+4;1d6+2;1d6 [13]; [13,5]; [13,5,4] Goblin 7 Shortbow Attack on Duala (AC 18—Disadvantage); Piercing Damage; Crit 7; 8; 2 drop(2d20,highest,1)+4;1d6+2;1d6 [20,3]; [20,3,6]; [20,3,6,2] Goblin 8 Shortbow Attack on Duala (AC 18—Disadvantage); Piercing Damage; Crit 5; 3; 2 drop(2d20,highest,1)+4;1d6+2;1d6 [8,1]; [8,1,1]; [8,1,1,2] Goblin 7 Dexterity (Stealth) check to Re-Hide 9 1d20+6 3 Goblin 8 Dexterity (Stealth) check to Re-Hide 18 1d20+6 12 Link to comment Share on other sites More sharing options...
RedDingo Posted April 29 Clone Share Posted April 29 Thordin Galorspyd Human Giant Foundling Rune Knight Fighter IC: “My words,” Thordin said. | ‘My thoughts,’ Thordin thought. | My actions . . . Thordin marched further south. He spun his polearm in a defensive position. He tossed a look at Garon. “What good is armor if you stand back? Fight like an actual krigga! Take cover behind the building, Omar! Someone tend to Duala. I will draw their arrows.” OOC Movement: Moving to AL 24 Interaction: Bonus Action: Action: Dodge Reaction: Attacking any enemy that approaches within 10’ | AC: 16 or 18Chain Mail Armor Dependent on Partial Cover | HP: 11/141d10+4 | Speed: 30' | Senses: Passive Perception 15, Insight 15, Investigation 11 | Initiative: +2 | | STR: 18 (+4)Save: +6 Athletics +6 | Dex: 15 (+2)Save: +2 Acrobatics: +2 Sleight of Hand: +2 Stealth: +2* *Disadvantage due to Chain Mail Armor | Con: 18 (+4)Save: +6 | Int: 12 (+1)Save: +1 Arcana +1 History +1 Nature +1 Religion +1 Investigation +1 | Wis: 16 (+3)Save: +3 Perception +5 Insight +5 Survival +5 Animal Handling +3 Medicine +3 | Cha: 12 (+1)Save: +1 Deception +1 Persuasion +1 Intimidation +3 Performance +1 | | Hill Strike2 times per long rest, 1d6 weapon damage, DC 14 Str Save to avoid being knocked prone. 2/2 | Greater Weapon Fightingreroll 1's and 2's with two handed and versatile weapons. | Second Wind1 per short/long rest, restore 1d10 +1 hp 1/1 | To Whom It May Concern . . . @JubalBreakbottle sorry about the snipe Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted April 29 Clone Share Posted April 29 (edited) Garon Ammakyl Human Noble Paladin ACChain mail 16 Shield +2 While you are wearing heavy armor, bludgeoning, piercing, and slashing damage that you take from nonmagical attacks is reduced by 3. 18 | HP 12/12 (1/1d10 +2) | SenseThe presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. 4/4 | LoHYour blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. 5/5 StrSave +3 Athletics, proficient +5 16 | DexSave +1 Initiative +1 Acrobatics +1 Sleight of Hand +1 Stealth +1, armor disadvantage 12 | ConSave +2 14 | IntSave +0 Arcana +0 History, proficient +2 Investigation +0 Nature +0 Religion +0 Languages: Common, Elvish, Dwarvish 10 | WisSave, proficient +3 Handle Animal, proficient +3 Insight, proficient +3 Medicine +1 Perception +1 Survival +1 12 | ChaSave, proficient +5 Deception +3 Intimidation +3 Persuasion, proficient +5 Performance +3 16 Spellcasting +5 DC 13 | CantripsBooming Blade SM Fire Bolt VS | Shield 1/1 IC: “My words,” | ‘My thoughts,' | My actions The fight became a running battle just like Garon feared when shouted 'archers' and wanted to secure the temple. They were spread out with the goblins sucking them into a probable ambush further into the town. Garon was glad the distance and exertion hid his blushing cheeks when the giantling shamed his courage. Well practiced from the comments of his tutors, he cycles through his emotions from shame to anger to forced calm. Recovering his tongue, he throws a reply back to the giantling with a fierce grin, "Krigga? Do they just twirl those halberds in parades, like you?" After his retort lands, the teenager returns his focus back to the goblins and drives forward while snapping off another bolt of fire with a, "Fuego!" trigger. But, the banter with the giantling distracts his shot. OOC Right hand: Empty Left hand: Shield Use Object - Move to AJ20 Action Cast Firebolt at Goblin 3 Reaction Cast Shield if hit and worth it To Whom It May Concern . . . @RedDingo Snark returned Edited April 29 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt at Goblin 3 8 1d20+5 3 Link to comment Share on other sites More sharing options...
Peacemonger Posted April 29 Clone Share Posted April 29 (edited) Duala Half-Orc Gladiator Paladin HP: 7/14 | AC: 18 | HD: 0d10/1d10 | Passive Perception: + | Initiative: +0 | Speed: 30' Str:Save: +3 Athletics: +5* 16 | Dex:Save: +0 Acrobatics: +0 Sleight of Hand: +0 Stealth: +0 11 | Con:Save: +2 14 | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +3* 13 | Wis:Save: +4* Animal Handling: +2 Insight: +2 Medicine: +2 Perception: +2 Survival: +214 | Cha:Save: +5* Deception: +3 Intimidation: +5* Performance: +5* Persuasion: +5* 16 DarkvisionThanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. | Relentless EnduranceWhen you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.: 1/1 | Savage AttacksWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. | LanguagesCommon Orc Giant Gnome Divine Sense: 4/4 | Lay on Hands: 2/5 IC: “My words,” | ‘My thoughts,’ | My actions . . . Duala grunts in pain as the arrows sinks deep. "Good shot." She says the words through gritted teeth, her way of accepting the moment. She yanks the arrow out and immediately her hand is to the wound, healing some of it to stop the bleeding. She can only appraise the Goblin trying to lure her out into the open as it dodges another bolt of fire. Duala is prideful in many ways, but not in combat. No, too many scrapes and scraps in a pit fight where throwing elbows, dirt, and spit were not only allowed, but encouraged. She ducks further behind the building. "At least two more of them hiding back there!" She warns her companions, taking the moment to catch her breath and see what the others do before deciding the next course of action. OOC Movement & Action: Move 10' to AI29 to get cover behind the building Action: Lay on Hands on self, getting 3 HP back. Using HD for healing for an additional 5. Ignore the roll, missed that it's 1HD per 5 points of Lay on Hands. Will save it. Bonus Action: - Edited April 29 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Roll HD for healing 5 1d10 5 Link to comment Share on other sites More sharing options...
Shadeus Posted April 29 Clone Share Posted April 29 (edited) Yod Ironbeard Shield Dwarf Folk Hero Ancestral Guardian Barbarian AC: 15Dex bonus + Con Bonus | HP: 14/18 (1d12) | Speed: 30 ft. | Init: +1 Senses: Passive Perception 13, Insight 13, Investigation 9 StrSaving Throw: +6 Athletics: +6: 19 (+4) | DexSaving Throw: +1 Acrobatics: +1 Stealth: +1 Sleight of Hand: +1: 13 (+1) | ConSaving Throw: +6: 18 (+4) | IntSaving Throw: -1 Arcana: -1 History: -1 Investigation: -1 Nature: -1 Religion: -1: 9 (-1) | WisSaving Throw: +1 Animal Handling: +1 Insight: +3 Medicine: +1 Perception: +3 Survival: +3: 13 (+1) | ChaSaving Throw: +0 Deception: +0 Intimidate: +0 Performance: +0 Persuasion: +0: 11 (+0) RageIn battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren't wearing heavy armor: - You have advantage on Strength checks and Strength saving throws. - When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level. - You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.: 2/2 | Languages: You can speak, read, and write Common and Dwarvish Yod's eyes go wide as Duala takes an arrow to the gut. But the half-orc is made from tougher stuff than that and rips out the arrow and heals the wound. The dwarf blinks surprised and says, "Boah, you orc-kin are made of steel! Thanks for the heads-up on the two hidden ones. I'm gonna try to take out this annoying bug that keeps shooting at me." Rounding the side of the building, sprinting towards the boulder in the middle of the field. Well, sprint is a strong word...the dwarf more lumbers with a quick purpose. Reaching across his back, he pulls out another javelin and hurls it at the only goblin he can see. Taking cover behind the stone, he hurls another javelin and it imbeds itself right at the goblins feet, barely missing. OOC Move: Move to AK35 (that should be 6 squares with diagonals) Attack: Yod attacks Goblin 4 with a javelin. Attack - just misses! To Whom It May Concern . . . @Peacemonger Edited April 29 by Shadeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Javelin attack vs. Goblin 4 12 1d20+6 6 Link to comment Share on other sites More sharing options...
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