cheezal Posted February 29 Clone Share Posted February 29 (edited) Bloodaxe looks oddly for a second taking in what Eirenann said... running his own previous thoughts through his head. They both match... "Ok!"" He pauses ,""Yeah! let's go with that way then.."" reluctantly he comes out from the archway,still concerned that the roof could come down if they put these on incorrectly. He picks up the dagger walks over to the Crafter ,reaches up as best as he can putting the dagger in the Crafter's Statue's grip. Leaving Theren to give the Flagon to the Hunter... Edited February 29 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Djacob91 Posted March 1 Clone Share Posted March 1 Theren shrugged at the thought. "That makes as much sense as anything I suppose. Personally, I would have set all of the pieces in the middle and had the puzzle be to give everyone the items that matched their purpose. Of course, they rather started with those, so..," He said, trailing off as he gave another shrug. Stepping up to the hunter and giving him the flagon. Actions/OOC Standard: Move Action: Concentration: Conditions: HP: 36/67 Statblock Theren, Half Elf Bard, 11 Str 8 (-1) Dex 16 (3) Con 12 (1) Int 19 (4)Base: 10 (0) Wis 14 (2) Cha 18 (4) Proficiency Bonus: +4 Jack of all Trades Bonus: +2 INIT: +5 AC: 15 HD: 11/11d8 HP: 67/67; TEMP: 0 Speed: 30 ft Passive Perception: 20 Darkvision (60ft) By Popular Demand Fey Ancestry Bardic Inspiration d10 4/4 Jack of All Trades Song of Rest: d10 Cutting Words Expertise Countercharm Magical Secrets Lucky: 2/3 DM Inspiration: 1/only Hartkiller's Lucky: 3/only Rapier Piercing, Finesse +7 1d8+3 Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3 Wand of Web: 5/7 charges; DC15 Seer's Scroll of Teleportation: 1/1 Spell Slots LVL 1: 4/4 LVL 2: 3/3 LVL 3: 2/3 LVL 4: 3/3 LVL 5: 1/2 LVL 6: 1/1 LVL 7: 0/0 LVL 8: 0/0 LVL 9: 0/0 Spells Known LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word LVL 2: Heat Metal, Invisibility, Lesser Restoration LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues LVL 4: Dimension Door LVL 5: Circle of Power, Synaptic Static LVL 6: Mass Suggestion Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Poor_Knight Posted March 4 Author Clone Share Posted March 4 (edited) Durlag's Tower: Grand Foyer Illumination: Interior - Dark; Weather: none After Theren places the flagon into the Hunter statue's hand, the center of the floor separates and a 30-foot-square platform rises up from the depths. Upon it is a violently fat wolf/ape hybrid demon with what appears to be a spike-covered second chin. The creature stinks of cheap liquors and spiced, salty sausages. It is lounging on an ottoman, and strokes a very shaggy cat as it rises into view. As the gigantic, bulbous demon cradles a tiny long-haired cat atop its sweaty belly, it grins, causing both sets of horrifically obese chin-horns to dribble beads of brown saliva. "Adventurers! It’s been so long since Schvalt has had company!" "Schvalt?" you wonder. The maniacal woman in the wooded copse mentioned that name. The cat yowls and spews forth a stream of bile onto the demon's chest, causing the rotund demon to toss the pathetic creature unceremoniously across the room neat the Shorn statue. It quickly becomes apparent that the "cat" was merely a quasit in a disguise made of hair as a tiny, scaled demon crawls out of the messy pile clutching a staff. It takes a few faltering steps before fading from view. "Excuse K'nap; it does not know its place. You, though..." he rubs his belly in a fairly disturbing manner. "You know where you’re going to end up." Roll Initiative! OOC If you beat or tie Schvalt's initiative initiative 20, take a turn. (lair action) Edited March 4 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Schvalt's initiative 14 1d20 14 Link to comment Share on other sites More sharing options...
8w_gremlin Posted March 4 Clone Share Posted March 4 Lajal Lajal LN, Male Tortle Druid 10th AC 20 disadvantage | HP 83/83 | THP 0 | Init +0 | Speed 30' | Perception +7 Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 1/1 Log | Sheet "oh joy, Demons..." Lajal says pondering to his feet. Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 2 1d20 2 Link to comment Share on other sites More sharing options...
cheezal Posted March 4 Clone Share Posted March 4 (edited) Bloodaxe's expression shows sudden concern,at the appearance of these demons..yet he steadies his nerve, and he says "Moradin be with us! and bless my axe's" Edited March 4 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative Check 6 1d20+1 5 Link to comment Share on other sites More sharing options...
omegoku Posted March 5 Clone Share Posted March 5 (edited) Eireann III High Elf Swashbuckler 11 HP: 79/84 HD: 11d8/11d8 AC: 17 Speed: 30ft Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3 Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13 Attacks and Features o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5 o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7 DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception) Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/ooc] Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[ Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) Magic Cantrip Known Booming BladeEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Equipment Consumable (10) Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action *2 Potion of Greater Healingregain 4d4 + 4 hit points Potion of Superior Healingregain 8d4 + 8 hit points Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score Common (5) Uncommon+ (6) Bracers of ArcheryWondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Headband of Intellect Requires Attunement Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it Cloak of DisplacementWondrous Item, rare (requires attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die." Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6 Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7 Eireann draws his weapon "You don't even offer your guests a sip of your cheap wine and a bite to eat? Then you can taste my blade!" He was glad they had dealt with the statues, but he hadn't expected some demon to appear. The moment it was clear the demon meant to fight, he was moving. His blade sang with magic and he plunged the blade into the bloated creature. Then before the thing could react he was dancing back towards the Delver, and was taking cover behind it. Move : Move forward 15ft Action : Booming Blade - Crit! Move : Move back 15ft (No AoO due to Fancy Footwork) Bonus : Dash behind statue. Edited March 5 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Init 22 1d20+8 14 Rapier of Fire 30 1d20+10 20 Damage 7 1d8+5 2 Fire 4 1d6 4 Thunder 5 2d8 1,4 Extra Thunder if Schvalt moves 15 3d8 7,7,1 Sneak damage 13 6d6 1,1,2,1,6,2 Crit damage 4 1d8 4 Crit Fire damage 3 1d6 3 Crit Thunder 5 2d8 3,2 Crit Sneak 29 6d6 6,3,3,6,5,6 Link to comment Share on other sites More sharing options...
Sylas Posted March 5 Clone Share Posted March 5 Vall Nailo True Neutral, Male Drow Druid Character Sheet Vall Nailo Drow Druid 12 True Neutral AC 14 HP 77 Speed 30ft Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0) Attacks Wooden Staff* +4 1d6+0/B Sling +6 1d4+3/B Darkvision 120' Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep. Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping. Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight. Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma). Spellcasting --Ritual Casting Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food. Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest. Druid Circle - Circle of the Moon --Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot. --Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental. Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks. Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher.Vallefocusess on those unseen, somewhat annoyed with himself that he hadn't sensed them before. Vall wonders why demons would be here still, unless they were bound to protect this place. They'd been stuck down there for decades, if not centuries, according to what SEER had said. And they don't even try to talk up the first creatures they see? Crunch Given lair actions, I doubt AL allows for a roleplay solution to this encounter. Name xDiceName xDiceResult xDiceString xDiceRolls initiative 16 1d20+3 13 Link to comment Share on other sites More sharing options...
Djacob91 Posted March 5 Clone Share Posted March 5 (edited) Theren raised an eyebrow at the demon as it talked about eating them. "You know, as the host, are the rules of hospitality not incumbent upon you to provide the meal to us?" He asked. Although, he did rather doubt he would care to actually partake in such a meal. Pulling out a very ornate rose, he whispered into it before waving it towards the demon. "Greetings my friend. Our host has been lacking in his duties as host. I would consider it a favor to make a point of showing our disappointment." He called out as a sprite walked into the room from seemingly no where. With a chuckle, it drew an overly ornate, bronze colored shortsword before making an almost sarcastic bow towards Theren. As the bard returned a nod, he stepped back and behind the statue as the fey darted in, stabbing the demon twice before vanishing in a puff of dust to appear behind the Delver statue. It turned to eye the high elf, its head tilted to the side in thought before giving a sly grin. Actions/OOC Standard: Cast Summon Fey to summon a Mirthful Fey Move Action: Move to the other side of the Hunter for the sake of cover. Concentration: Summon Fey; Duration: 1hr Conditions: HP: 36/67 Mirthful Fey: Spell LVL 4; AC: 16; HP: 40/40 Mirthful Fey Actions: Move: Move up to the Demon Standard: Multiattack the Demon Bonus Action: Fey Step to behind the Delver statue Statblock Theren, Half Elf Bard, 11 Str 8 (-1) Dex 16 (3) Con 12 (1) Int 19 (4)Base: 10 (0) Wis 14 (2) Cha 18 (4) Proficiency Bonus: +4 Jack of all Trades Bonus: +2 INIT: +5 AC: 15 HD: 11/11d8 HP: 67/67; TEMP: 0 Speed: 30 ft Passive Perception: 20 Darkvision (60ft) By Popular Demand Fey Ancestry Bardic Inspiration d10 4/4 Jack of All Trades Song of Rest: d10 Cutting Words Expertise Countercharm Magical Secrets Lucky: 2/3 DM Inspiration: 1/only Hartkiller's Lucky: 3/only Rapier Piercing, Finesse +7 1d8+3 Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3 Wand of Web: 5/7 charges; DC15 Seer's Scroll of Teleportation: 1/1 Spell Slots LVL 1: 4/4 LVL 2: 3/3 LVL 3: 2/3 LVL 4: 2/3 LVL 5: 1/2 LVL 6: 1/1 LVL 7: 0/0 LVL 8: 0/0 LVL 9: 0/0 Spells Known LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word LVL 2: Heat Metal, Invisibility, Lesser Restoration LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues LVL 4: Dimension Door LVL 5: Circle of Power, Synaptic Static LVL 6: Mass Suggestion Edited March 6 by Djacob91 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Init 23 1d20+5 18 Fey Atk 1 16 1d20+8 8 Fey DMG 2 Piercing; Force 8; 2 1d6+7; 1d6 [1]; [1,2] Fey Atk 2 21 1d20+8 13 Fey DMG 2 Piercing; Force 11; 6 1d6+7; 1d6 [4]; [4,6] Link to comment Share on other sites More sharing options...
Dmitri_Ravenoff Posted March 11 Clone Share Posted March 11 (edited) Duncan Tallheart Character Sheet Duncan recoiled as the Demon threatened to eat them all. After all this time he had to help his friends defeat this one last foe. "You'll never make a meal out of us!" Abilities and FeatsFighting style: Duelist: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) CURRENT HP: 113/113 Superiority Dice: 4/4 ApologyHello all. I would like to apologize for the massive delay. Yall can thank Cheezal for being persistent enough to get me back on. I will be continuing through the end of this adventure and then I will likely be signing off again more permanently. I appreciate everyone having me back, but I am being a boat anchor to this group. It's all me, and my own scheduling and time management. I'm sorry for being a drag throughout this module. Edited March 11 by Dmitri_Ravenoff (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 9 1d20+1 8 First Arrack 19 1d20+9 10 second attack 11 1d20+9 2 Possible damge 1st attack 15 1d8+1d6+7 7,1 Link to comment Share on other sites More sharing options...
Poor_Knight Posted March 12 Author Clone Share Posted March 12 (edited) Durlag's Tower: Grand Foyer Illumination: Interior - Dark; Weather: none Eireann quickly bounds towards the demon and lances it with his rapier, encasing the creature in his spell, before dancing away. Then Theren summons a fey being to aid you in the battle and it too engages the demon and strikes it with its blade before whisking away to safety. The demon blubbers angrily and summons an ally of it's own: another demon with goat horns adorning the top of its canine head and numerous fangs resting in its muzzle, and four arms, two of which end in vicious pincers. The demon looks to the "sky" and roars a triumphant battle cry and wades eagerly into melee with Bloodaxe. A fury of pincers and fists strike at the dwarf. Schvalt pushes his way through the booming bubble towards Theren. "Where did you run off to? You look nice and salty, come back." A burst of scintillating, multicolored light emits from the demon, a nimbus of horror, that threatens to shake the nerves of Duncan, Vall, and Theren. Then the demon moves past Vall, ignoring the provoked attack, to use claws and bites at Theren. A streak of lightning suddenly appears, ripping through Lajal and Bloodaxe. The quasit reappears, holding a staff that still has crackles of electricity racing down its shaft. It runs around the status of the Shorn. All PCs are up! OOC Eireann: move; cast booming blade, 66 dmg (after resistance); move; dash; Theren: cast summon fey; move; - Mirthful Fey: move; shortsword at Schvalt, miss; shortsword at Schvalt, 17 dmg; cast misty step Lair: summon demon Glabby: move; pincer at Bloodaxe, 18 dmg (and grappled); pincer at Bloodaxe, 20 dmg (and grappled); fist at Bloodaxe, 18 dmg; fist at Bloodaxe, 13 dmg; Bloodaxe loses 69 hit points Schvalt: move (15 dmg); horror nimbus at Duncan, Vall, Theren, DC 15 Wisdom Save or be frightened; move; claw at Theren, 11 dmg; claw at Theren,14 dmg; bite at Theren, 26 dmg; Theren loses 51 hit points K'nap: move; lightning strike at Lajal and Bloodaxe, 27 dmg, DC 17 Dex save for 13 dmg; move; Lajal and Bloodaxe lose 27 (or 13) hit points Vall gets an Opportunity attack at Schvalt. Theren will need some Concentration checks. Edited March 12 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Glabby pincer 28 1d20+9 19 Pincer dmg 18 2d10+5 3,10 Glabby pincer 27 1d20+9 18 Pincer dmg 20 2d10+5 8,7 Glabby fist 29 1d20+9 20 Fist CRIT 18 4d4+5 4,4,3,2 Glabby fist 24 1d20+9 15 Fist dmg 13 2d4+5 4,4 Schvalt claw 25 1d20+10 15 Claw dmg 11 3d6+5 2,1,3 Schvalt claw 22 1d20+10 12 Claw dmg 14 3d6+5 2,5,2 Schvalt bite 22 1d20+10 12 Bite dmg 26 5d10+5 2,4,10,4,1 Lightning Strike dmg 27 9d6 6,1,4,3,3,2,3,1,4 Glabby pincer disadvantage 16 1d20+9 7 Glabby pincer disadvantage 22 1d20+9 13 Link to comment Share on other sites More sharing options...
Sylas Posted March 13 Clone Share Posted March 13 (edited) Vall Nailo True Neutral, Male Drow Druid Character Sheet Vall Nailo Drow Druid 12 True Neutral AC 14 HP 77 Speed 30ft Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0) Attacks Wooden Staff* +4 1d6+0/B Sling +6 1d4+3/B Darkvision 120' Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep. Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping. Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight. Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma). Spellcasting --Ritual Casting Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food. Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest. Druid Circle - Circle of the Moon --Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot. --Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental. Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks. Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher. Vall swings wide at the demon as it passed him, lighting it on fire. He turned to chase after it but then turns back to dash into the smaller demon, he wasn't going to let it use that staff again. Crunch Debating if I stick on the small one or just run-through-burn and go after Schvalt... Hopefully he can distract from Theren and absorb some hits next round. OH! there's a thought, he could drop form, then Wall of Stone to split one of the big ones off, should last for a few rounds, at least. .... Same for the front door too, actually, I completely forgot he had it. concentrate for the duration and it becomes permanent. It won't stop them, but it would slow down a few demons for ... well, I hope a few rounds anyways. Each section 6" thick, 30hp per inch, the door itself is 10' wide, so he could layer all 10 into the doorway, for 60" thick of bonus wall at 1800hp. I guess he can be really is good at stonewalling people. Edited March 13 by Sylas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Oppertunity Attack 19; 7 1d20+6;2d6+3 [13]; [13,2,2] Fire Form vs K'nap (Fire Damage) 8 1d10 8 Multiattack #1 K'nap 16 1d20+6 10 Multiattack #2 K'nap 25; 12 1d20+6;2d6+3 [19]; [19,4,5] Link to comment Share on other sites More sharing options...
8w_gremlin Posted March 13 Clone Share Posted March 13 (edited) Lajal Lajal LN, Male Tortle Druid 10th AC 20 disadvantage | HP 70/83 | THP 15 | Init +0 | Speed 30' | Perception +7 Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 0/1 Log | Sheet Lajal takes the brunt of the lightning bolt straight on, electricity arcs around him and seems to be drawn partially to his staff. Reeling from the blow, he calls forth a bellow of might; A surge of jungle heat, the scent of ancient earth, and the birth of spectral beasts emerge, their arcane-fueled jaws and talons poised to shred demon flesh. Lajal raise a finger and points to the demon "feast!" The pack of raptors surge forward... OOC, Mechanics Reaction: Absorb Lightning (take 13 damage) Action: Cast Conjure Animals, summoning 8 Velociraptors (note they do magical piercing/slashing damage) Bonus: Summon Totem of the Bear: everyone (not enemies) in 60' gets 15 temp hp and advantage on STR checks & saves. Velociraptors: Move to surround the Demon and Attack (using pack tactics) NB for the sake of sanity, I'm happy to take their face-value damage Claw: Hit: 4 (1d4 + 2) Magic slashing damage. Bite: Hit: 5 (1d6 + 2) Magic piercing damage. If they end their turn in my totem's aura they regain 5hp if it's a standard Glabrezu then 7 Claws hit, and 5 bites for a total of 28 + 25 = 53 damage Velociraptors Armour Class: 13 (natural armour) Hit Points: 10 +15 tmp Edited March 13 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dex Save dc 17 3 1d20+0 3 Raptors Claw attacks (Magic Slash) TypeError: Cannot read property 'length' of undefined repeat(keep(2d20+4,1,highest), 8) Raptors Bite attacks (Magic Pierce) TypeError: Cannot read property 'length' of undefined repeat(keep(2d20+4,1,highest), 8) Raptors Claw attacks (Magic Slash) 21,18,20,18,16,19,20,20 repeat(keep(2d20,1,highest)+4, 8) 13,17,14,5,16,10,14,8,5,12,1,15,16,2,16,1 Raptors Bite attacks (Magic Pierce) 23,21,19,18,20,16,14,11 repeat(keep(2d20,1,highest)+4, 8) 19,3,14,17,2,15,13,14,7,16,12,6,10,2,7,1 Link to comment Share on other sites More sharing options...
omegoku Posted March 13 Clone Share Posted March 13 (edited) Eireann III High Elf Swashbuckler 11 HP: 79/84 HD: 11d8/11d8 AC: 17 Speed: 30ft Proficiency: +4 Saving Throws: Str +0, Dex +9, Con +2, Int +8, Wis -1, Cha +3 Skills: Athletics +8, Acrobatics +9, Deception +7, History +8, Intimidate +7, Nature +8, Persuasion +11, Perception +7, Sleight of Hand +9, Stealth +13 Attacks and Features o Rapier (Gift of Fire) Piercing, Finesse +10 1d8+5 d6 Fire o Dagger Piercing, Finesse, Thrown(20/60) +9 1d4+5 o Shortbow Piercing, Two-handed (80/320) Ammo +9 1d6+7 DarkvisionYou can see in darkness within 60 feet of you as if it were dim light. However, you can’t discern color in darkness, only shades of gray.[ TranceElves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. Fey AncestryYou have advantage on saving throws against being charmed, and magic can’t put you to sleep. ExpertiseAt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. (Stealth, Athletics, Acrobatics, Perception) Sneak Attack (6d6)Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 5d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.[/ooc] Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Fancy FootworkWhen you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn. Rakish AudacityStarting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you. Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.[ Uncanny DodgeStarting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. EvasionBeginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail. PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it. Steady AimAs a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Reliable TalentBy 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. Feat : SkilledYou gain proficiency in any combination of three skills or tools of your choice. (Nature, Intimidate, Sleight of Hand) Magic Cantrip Known Booming BladeEvocation cantrip Casting Time: 1 action Range: 5 feet Components: V, M (a weapon) Duration: 1 round As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level. Equipment Consumable (10) Potion of Healing A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action *2 Potion of Greater Healingregain 4d4 + 4 hit points Potion of Superior Healingregain 8d4 + 8 hit points Potion of Fire Giant StrengthWhen you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score Common (5) Uncommon+ (6) Bracers of ArcheryWondrous item, uncommon (requires attunement) While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. This item can be found in the Dungeon Master's Guide. These bracers are bulky with hexagon designs along them that do not match any common racial or family styling. In addition, the hexagons turn blue in the cold or a warm orange in heat. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. Headband of Intellect Requires Attunement Your Intelligence score is 19 while you wear this headband. It has no Effect on you if your Intelligence is already 19 or higher without it Cloak of DisplacementWondrous Item, rare (requires attunement) While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. This item can be found in the Dungeon Master’s Guide. This cloak is made of the pelt of a smooth, blackfurred creature. A bone toggle fastens the cloak around its wearer’s neck. Close examination of the gold-embroidered hem reveals a poem that reads (in Common): “Six men in pain; six men rent. Blood, it falls like rain; broken bodies bent. Six men plead; and six men cry; Tearing arm and leg, six men die." Ring of Shooting StarRing, very rare (requires attunement) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. Spheres Lightning Damage 4 2d4 3 2d6 2 5d4 1 4d12 Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one Charges 6/6 Wand of Lightning BoltsRequires Attunement by a Spellcaster This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Charges 7/7 Eireann left out a sigh, he had avoided notice for a moment, but it wouldn't last. As Lajal sent a flock of death claw chicken at the demon, the elf used it as cover to attack once more! "Death from a thousand cuts, how is that demon!" He rushed forward, again his magic blade further powered by thunder magics and thrust at the monster as it was thorn at by raptors. Then Eireann moved back, swinging behind the Hunter statue, hoping the demons attention will once again be elsewhere Move : Move forward 45ft (including Dash) to stand next to Theren Action : Booming Blade Move : Move back 15ft (No AoO due to Fancy Footwork) to behind the Hunter Statue Bonus : Dash Edited March 13 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Rapier of Fire 30 1d20+10 20 Damage 8 1d8+5 3 Fire 5 1d6 5 Thunder 7 2d8 3,4 Extra Thunder if Schvalt moves 21 3d8 8,7,6 Sneak damage 14 6d6 3,1,1,1,6,2 Crit damage 5 1d8 5 Crit Fire 6 1d6 6 Crit Thunder 12 2d8 8,4 Crit Sneak 18 6d6 6,3,1,4,3,1 Link to comment Share on other sites More sharing options...
cheezal Posted March 13 Clone Share Posted March 13 (edited) Bloodaxe focusing on Schvalt is shocked when a new demon appears before him and attacks, he casts a shield spell in order to try and repel some of the attacks against him. When a Lightning bolt slams into him... "Back to the Hells with ya!"" He yells as he swings his Battleaxe three times at it with both hands gripped around his Battleaxe. Edited March 13 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dex Saving Throw Against Lightning Bolt 9 1d20+2 7 Indomitable check 12 1d20+2 10 Two Handed Battleaxe Attack One 14 1d20+9 5 Damage if Successful 8 1d10+4 4 Two Handed Battleaxe Attack Two 21 1d20+9 12 Damage if Successful 13 1d10+4 9 Two Handed Battleaxe Attack Three 16 1d20+9 7 Damage if Successful 6 1d10+4 2 Second Wind roll 16 1d10+13 3 Link to comment Share on other sites More sharing options...
Dmitri_Ravenoff Posted March 14 Clone Share Posted March 14 (edited) Duncan Tallheart Character Sheet Realizing he will need all his strength to take on such foes, Duncan reaches into his pouch and pulls out a scratched vial he has been transporting around for quite a while. As the oily liquid hit his throat, he felt his muscles bulge to unheard of proportions. He felt as if he could arm wrestle a frost giant! "Have at you!" As he drew forth his rapier, and rushed forward to aid Theren, he manages to overswing the sword, being unaccustomed to his new muscles. However, on a second try Duncan manages to make a better swing. Abilities and FeatsFighting style: Duelist: When you are wielding a melee weapon in one hand and no other Weapons, you gain a +2 bonus to Damage Rolls with that weapon. Shield Master: - If you take the Attack action on your turn, you can use a bonus action to try to shove a creature within 5 feet of you with your shield. - If you aren’t incapacitated, you can add your shield’s AC bonus to any Dexterity saving throw you make against a spell or other harmful effect that targets only you. - If you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you can use your reaction to take no damage if you succeed on the saving throw, interposing your shield between yourself and the source of the effect. Sentinel: - Whenever you hit a creature with an opportunity attack, its speed drops to 0 for the rest of the turn. This stops any movement they may have been taking. - Creatures within your reach provoke opportunity attacks even if they took the Disengage action. - When a creature within your reach makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Toughness: Gain +2 HP/ Level Second Wind: On Your Turn, you can use a Bonus Action to regain hit points equal to 1d10 + your fighter level. You must finish a short or Long Rest before you can use it again. Action Surge: On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action. You must finish a short or Long Rest before you can use it again. Extra Attack: Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Sneak Attack: Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. Indominable: (one use): Beginning at 9th level you can reroll a saving throw that you fail. You must take the result of the new roll. You must finish a long rest to use this feature again. Battlemaster: Superior Dice - You start with 4 superior dies. They are 1d10 and you use one whenever you use a maneuver. You regain then all when you finish a short or long rest. Maneuvers: Maneuvering Attack: When you hit a creature with a weapon attack, you can expend one superiority die to maneuver one of your comrades into a more advantageous position. You add the superiority die to the attack's damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack. Riposte: When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll. Parry: When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier. Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn. Commander's Strike When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack's damage roll. Character sheet referenceDuncan Tallheart Human (Variant) Fighter 10/ Rogue 1 Max HP: 113 Str 18, Dex 13, Con 14, Int 8, Wis 14, Cha 9 AC 19 (17 without shield) Mithril Splint Mail + Shield Primary Attack: Rapier +9 [1d8+7] Ranged Attack: Javelin +8 [1d6+6] - Crossbow [1d8+1] Bonus Actions: Shove (Shield Mastery) +12 Athletics (opposed by either Athletics or Acrobatics) Trained Skills: Athletics: (+12), Stealth (+5), History (+3), Animal Handling (+6), Perception (+6), Survival (+10) Active effects: Potion of Frost Giant Strength (STR 24) +3 attack and damage over base. CURRENT HP: 113/113 Superiority Dice: 4/4 Duncan uses Action Surge to take two actions this first turn. Taking the potion, action 1. Attacking twice, Action 2. Using Dice from the previous post, the 19 to hit will become a 22, hopefully hitting, and the damage will increase by 3 as well. Edited March 14 by Dmitri_Ravenoff (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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