Djacob91 Posted March 17 Clone Share Posted March 17 (edited) Theren drew back in surprise as the demon thing rounded the statue to him. He had rather expected it to go after someone else, an assumption turned painfully wrong. The magic that held his fey ally in this realm flickered and started to fade before a sudden wave countered a fumble of a spell to achieve something akin to stability. Theren scrambled back and away, though, thankfully the others came to his aid, managing to bring down the demon before he could do more to the bard. Already moving, Theren found himself backing away from the fight, doing his best to avoid any further injury for the moment. The sprite had already been moving towards the fight, but seeing the demon fall, pivotied a step that took it far further than a step really should. It materialized next to the other demon before lashing out in a pair of quick strikes. Actions/OOC Edit for the sake of the demon thing dying first. Standard: Disengage because I can't stay here. I'll take the dodge action instead. Move Action: Move 30ft south, south east. Concentration: Summon Fey; Duration: 1hr Conditions: Mirthful Fey: Spell LVL 4; AC: 16; HP: 40/40 Mirthful Fey Actions: Move: Move North West Bonus Action: Fey Step to beside Schvalt Glabby Standard: Multiattack Glabby 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: 16/67; 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: 1/3 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 April 2 by Djacob91 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Save VS Fear 3 1d20+2 1 Concentration 21 1d20+1 20 Concentration 2 20 1d20+1 19 Concentration 3 3 1d20+1 2 Lucky for Concentration 3 19 1d20+1 18 Fey Strike 1 14 1d20+8 6 Fey DMG 1 Piercing; Force 12; 4 1d6+7; 1d6 [5]; [5,4] Fey Strike 2 16 1d20+8 8 Fey DMG 2 Piercing; Force 11; 3 1d6+7; 1d6 [4]; [4,3] Link to comment Share on other sites More sharing options...
Poor_Knight Posted April 2 Author Clone Share Posted April 2 (edited) Durlag's Tower: Grand Foyer Illumination: Interior - Dark; Weather: none Vall moves quickly and destroys the quasit with the staff, reducing it to a tiny puddle of ichor. Lajal summons a herd of raptors that begins to devour the demon and calls upon the bear totem for aid. Eireann deals another devastating blow to Schvalt. Bloodaxe tries in vain to hack away at the demon before him. Duncan comes to Theren's aid as well and deals the killing blow to Schvalt, who dissolves into a large puddle of ichor. The four-armed demon turns its focus on Lajal and moves to him. One pincer grapples and crushes him but the other misses. One fist misses but the second lands a telling blow. Suddenly, unseen blades ring out on either side of Bloodaxe. Invisible attackers strike with vicious cunning and speed! They mock Bloodaxe with dwarvish taunts. And then, as if things weren't dire enough, a large aberration wanders into the tower, drawn to the fighting within. It looks like a large, blue toad-like creature with long muscular arms and large claws that protrude from the tops of each hand - a blue slaad. It steers clear of the four-armed demon and makes its way to Eireann. All PCs are up! OOC Vall (reaction): OA slam at Schvalt, 3 dmg (resisted) Lajal (reaction): cast absorb elements, lightning Vall: move; fire form K'nap, 4 dmg (resisted); slamm at K'nap, 6 dmg (resisted) DEAD Lajal: cast conjure animals; summon bear totem; - raptors: claws and bites at Glabby, 53 dmg; Eireann: move; rapier at Schvalt, 69 dmg (fire resisted); Bloodaxe: battleaxe at Glabby, miss; battleaxe at Glabby, 13 dmg; battleaxe at Glabby, miss; second wind; Duncan: drink potion; move; action surge - rapier at Schvalt, 18 dmg; DEAD Theren: dodge - Mirthful Fey: move; shortsword at Glabby, miss; shortsword at Glabby, miss; cast misty step Glabby: move; pincer at Lajal, 21 dmg; pincer at Lajal, miss; fist at Lajal, miss; fist at Lajal, 10 dmg; Lajal loses 31 hit points (2 x DC 10 Conentration checks). Lajal is Grappled. Salad: move; dash Unseen Assailant 1: move; shortsword at Bloodaxe, 35 dmg, DC 15 Con save for half poison (28 dmg), shortsword at Bloodaxe, 36 dmg, DC 15 Con save for half poison (29 dmg); Bloodaxe loses 71 hit points (or less if any saves passed) Unseen Assailant 2: move; shortsword at Bloodaxe, miss; shortsword at Bloodaxe, miss; Edited April 3 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Glabby: Pincer, Bludgeoning damage 25; 21 1d20+9;2d10+5 [16]; [16,8,8] Glabby: Pincer 2, Bludgeoning damage 13; 10 1d20+9;2d10+5 [4]; [4,2,3] Glabby: Fist, Bludgeoning damage 18; 8 1d20+9;2d4+5 [9]; [9,2,1] Glabby: Fist 2, Bludgeoning damage 29; 8 1d20+9;2d4+5 [20]; [20,2,1] Fist 2 CRIT Dmg 2 2d4 1,1 Unseen Assailant - Shortsword, Piercing Dmg, Poison Dmg 24; 22; 26 keep(2d20,highest,1)+6;6d6+3;7d6 [11,18]; [11,18,2,2,4,1,6,4]; [11,18,2,2,4,1,6,4,2,3,1,6,5,6,3] Unseen Assailant - Shortsword 2, Piercing Dmg, Poison Dmg 22; 23; 26 keep(2d20,highest,1)+6;6d6+3;7d6 [16,4]; [16,4,3,5,1,3,3,5]; [16,4,3,5,1,3,3,5,6,2,6,2,2,2,6] Unseen Assailant 2 - Shortsword, Piercing Dmg, Poison Dmg 15; 28; 29 keep(2d20,highest,1)+6;6d6+3;7d6 [7,9]; [7,9,5,3,4,6,3,4]; [7,9,5,3,4,6,3,4,1,1,4,5,6,6,6] Unseen Assailant 2 - Shortsword 2, Piercing Dmg, Poison Dmg 17; 22; 27 keep(2d20,highest,1)+6;6d6+3;7d6 [6,11]; [6,11,2,6,1,6,1,3]; [6,11,2,6,1,6,1,3,1,6,3,6,1,4,6] Link to comment Share on other sites More sharing options...
omegoku Posted April 3 Clone Share Posted April 3 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 took a moment of triumph as the demon fell, he had hoped the rest would lose their grip on this plane with the loss of their leader, but it was not the case! He prepared to move to help Lajal when a blue Slaad came barrelling towards him. "Why do you rush to your death so eagerly?" He once more summoned magic to his blade and drove it towards the newly appeared enemy! Even as the sword was striking, he was off and moving again, eager to put some distance between him and the 2 remaining visible enemies. Action : Booming Blade Move : Move west 30ft (No AoO due to Fancy Footwork) Bonus : Dash 10ft West Name xDiceName xDiceResult xDiceString xDiceRolls Rapier of Fire 21 1d20+10 11 Damage 13 1d8+5 8 Fire 6 1d6 6 Thunder 3 2d8 2,1 Extra Thunder if Slaad moves 12 3d8 6,3,3 Sneak 18 6d6 6,1,5,2,2,2 Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 3 Clone Share Posted April 3 (edited) Lajal Lajal LN, Male Tortle Druid 10th AC 20 disadvantage | HP 54/83 | THP 0 | Init +0 | Speed 30' | Perception +7 Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 0/1 Log | Sheet In the shadowed depths of the battle, even Lajal's enchanted cloak, woven with the ancient magics of old, proved futile against the relentless onslaught of the demon. With a grip as cold and unforgiving as the abyss, the demon tightened its clasp around Lajal's once unyielding neck. As the vice-like pressure mounted, Lajal's focus shattered like fragile glass; the mystical force that birthed the swarm of spectral raptors dissipated, their forms winking out of existence like snuffed candles in the dark. Desperation clawed at Lajal’s heart, his breaths coming in ragged gasps as the life was methodically squeezed from his body. The world around him blurred, fading to the inky blackness of impending oblivion. Yet, within this dire crucible, something primal awakened. The raw, untamed fury of nature itself ignited in the core of his being, a tempestuous storm brewing in defiance of the dark fate ensnaring him. With a cataclysmic surge of energy, Lajal’s form convulsed in a grotesque ballet of transformation. Muscle and sinew twisted and expanded with frenetic violence, reshaping the once-tortle druid into the monstrous visage of a Tyrannosaurus Rex. Towering and terrible, he roared into the encroaching darkness, a defiant titan reborn, ready to reclaim his life from the jaws of defeat and death. OOC, Mechanics Failed Concentration checks, Conjure animals fails. Action: Cast Polymorph into a T-rex (this should break the grapple?) Bonus: Telekinetic shove on the Demon (DC: 16) or pushed back 5' (doubt this will work, but might, and would also break grapple) Note: I am wearing a Cloak of Displacement my AC is 20, with disadvantage, but happy to keep this narrative going. Tyrannosaurus Rex Huge Beast, Unaligned Armour Class 13 (natural armour) Hit Points 136 (13d12 + 52) Speed 50 ft. STR 25 (+7) DEX 10 (+0) CON 19 (+4) Actions Multiattack. The tyrannosaurus makes two attacks: one with its bite and one with its tail. It can't make both attacks against the same target. Bite. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 33 (4d12 + 7) piercing damage. If the target is a Medium or smaller creature, it is grappled (escape DC 17). Until this grapple ends, the target is restrained, and the tyrannosaurus can't bite another target. Tail. Melee Weapon Attack: +11 to hit, reach 10 ft., one target. Hit: 20 (3d8 + 7) bludgeoning damage. Edited April 3 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Concentration Check DC 10 4 1d20+3 1 Concentration Check DC 10 5 1d20+3 2 Link to comment Share on other sites More sharing options...
cheezal Posted April 3 Clone Share Posted April 3 (edited) In response to the first unseen attacker's attack, as a reaction Bloodaxe casts a Shield spell, raising his AC up to 23. Bloodaxe in a rage counter swings ,with multiple attacks at invisible assailant one. Edited April 4 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Con Save 1 6 1d20+5 1 Con Save 2 6 1d20+5 1 Two Handed Battleaxe Attack One 17 1d20+9 8 Two Handed Battleaxe Attack One with Disadvantage 26 1d20+9 17 Damage if successful 14 1d10+4 10 Two Handed Battleaxe Attack Two 26 1d20+9 17 Two Handed Battleaxe Attack Two with Disadvantage 15 1d20+9 6 Damage if successful 14 1d10+4 10 Two Handed Battleaxe Attack Three 13 1d20+9 4 Two Handed Battleaxe Attack Three with Disavantage 28 1d20+9 19 Damage if successful 9 1d10+4 5 Link to comment Share on other sites More sharing options...
Sylas Posted April 6 Clone Share Posted April 6 (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 spins around in a firey vortex as the staff-wielding quasit ceases to be, then charges headlong behind Lajal, sweeping past and over any invisible ones trying to ruin Bloodaxe's day. Crunch Sorry, for some reason this game was set to NO notification, now fixed. Thanks cheezal for getting me to pay attention. Moving straight south, guess he's ending right next to Bloodaxe, and try a couple swings at the square south of Bloodaxe. classic fire elemental move, charge through (or as much as possible) the enemy then swipe at them. .... With disadvantage for invis, if he can even tell the squares... edit: well, that was a waste of a 20... Edited April 7 by Sylas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Fire-Run-Through SyntaxError: Unexpected token nan 1d10nan Multiattack(1) 25; 9 1d20+6;2d6+3 [19]; [19,5,1] Multiattack(2) 7; 10 1d20+6;2d6+3 [1]; [1,2,5] forgotten-disadvantage 26; 13 1d20+6;1d20+6 [20]; [20,7] Link to comment Share on other sites More sharing options...
Djacob91 Posted April 8 Clone Share Posted April 8 (edited) Theren looked around for a moment as more creatures entered the fight, including a few more invisible creatures if the fighting around Bloodaxe was anything to go by. Waving towards Bloodaxe and his fight, he called out to the fey, "Do help him with those, I'll be there in but a moment." Leaving the fey to his own fight, he turned towards the slaad facing off against Eireann. Weaving together some magic, he laced his next words as he called out, "You should leave as you were not invited to this little party. Come on, hop to it." He let the magic fly to wrack against its mind as he tried to keep his distance from both fights. As he was doing that, the fey continued to slash against the demon near Bloodaxe. A pair of slashes against it and it stepped back, using its magic to fade away and fade back in a couple dozen feet away. Actions/OOC Standard: Dissonant Whisperes against the Slaad. It needs to roll a DC 17 Wis Save. On a failure, it takes Psy damage and uses its reaction to move its speed away, so towards the South Eastern corner, and provoaking AoOs. On a success, it does not move and takes half damage. Move Action: Move north west, south west, south west, south west. Should be just north of the central lift thing. Concentration: Summon Fey; Duration: 1hr Conditions: Mirthful Fey: Spell LVL 4; AC: 16; HP: 40/40 Mirthful Fey Actions: Standard: Multiattack Glabby Move: Bonus Action: Fey Step 30ft East of Gabby Oh, and if Gabby is already dead, then he'd target one of the invisible guys instead. I'll throw some Adv/Disadv rolls for the attacks down just in case. 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: 16/67; 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: 1/3 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: 3/4 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 April 8 by Djacob91 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dissonant Whispers DMG 13 3d6 6,6,1 Fey Atk 1 12 1d20+8 4 Fey DMG 1 12; 1 1d6+7; 1d6 [5]; [5,1] Fey Atk 2 25 1d20+8 17 Fey DMG 2 10; 5 1d6+7; 1d6 [3]; [3,5] Fey Atk 1 Adv/dis 12 1d20+8 4 Fey Atk 2 Adv/dis 10 1d20+8 2 Link to comment Share on other sites More sharing options...
Dmitri_Ravenoff Posted April 11 Clone Share Posted April 11 Duncan Tallheart Character Sheet Helping to finish off the first opponent, Duncan sees another foe enter the fray. The large blue frog-beast makes for a tempting target, as he is not too big to be dropped by Duncan's shield attack. "The bigger they are... or is that blue-er?" Duncan set his shield straight, and charged toward the frog. His enhanced muscles from the potion lending extra power into his shield smash, and double sword strikes. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Shield Bash (Opposed Athletics Check) 22 1d20+15 7 Rapier 1 (possible advantage) 31; 19 1d20+12;1d20+12 [19]; [19,7] Damage 1 17 1d8+10 7 Rapier 2 (possible advantage) 27; 26 1d20+12;1d20+12 [15]; [15,14] Damage 2 13 1d8+10 3 Sneak attack damage 5 1d6 5 Link to comment Share on other sites More sharing options...
Poor_Knight Posted April 11 Author Clone Share Posted April 11 (edited) Durlag's Tower: Grand Foyer Illumination: Interior - Dark; Weather: none Bloodaxe quickly casts a spell to deflect the unseen attackers blades. Eireann strikes the slaad with his booming blade and darts away from his foes. Lajal polymorphs into a huge dinosaur, freeing himself from the demon's grapple. He tries to shove the demo back but is unable. Bloodaxe chops away where one of his assailants lurks and his blade bite into flash twice. Vall comes charging south and you hear the wince of pain as one of the unseen assailants is burned. One of Vall's slams finds its mark. Theren casts a spell on the weak-willed slaad and it runs into the corner, past the Mirthful Fey. The fey ally darts in and strike the four-armed demon and misty steps back to safety. Duncan's new foe just got farther away and he tracks it down, corning the aberration. The four-armed demo clacks its pincers at Lajal Rex, missing both times, but it pummels the huge beast with its fists. The slaad bites and claws at Duncan but the warrior's defenses are too formidable. And the unseen attacks loudly curse in dwarvish as Bloodaxe continues to evade them. All PCs are up! OOC Bloodaxe (reaction): cast shield Eireann: cast booming blade at Salad, 35 dmg (after resistances); move; dash; Lajal: Cast Polymorph into a T-rex; Telekinetic shove at Glabby, DC 16 Str Save, success; Bloodaxe: battleaxe at Unseen 1, 14 dmg; battleaxe at Unseen 1, 14 dmg; battleaxe at Unseen 1, miss; Vall: move; slam at unseen 1, 7 dmg; slam at unseen 1, miss; Theren: cast Dissonant Whisperes at Salad, DC 17 Wis Save, fail, 13 dmg +6 (after resistance) from moving; move; - OA for Mirthful Fey as Slaad runs past it - Mirthful Fey: shortsword at Glabby, miss; shortsword at Glabby, 15 dmg; cast misty step Duncan: move; dash; (Slaad moved out of range, moved and dashed instead) Glabby: pincer at Lajal, miss; pincer at Lajal, miss; first at Lajal, 13 dmg; fist at Lajal, 5 dmg; Lajal Rex loses 18 hit points; 2 DC 10 Concentration checks Salad: bite at Duncan, miss; claw at Duncan, miss; claw at Duncan, miss; Unseen 1: shortsword at Bloodaxe, miss; shortsword at Bloodaxe, miss; Unseen 2: shortsword at Bloodaxe, miss; shortsword at Bloodaxe, miss; Edited April 11 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Glabby DC 16 Str Save 18 1d20+9 9 Salad DC 17 Wis Save w/ Magic Resistance 12 keep(2d20,highest,1)-2 14,4 Glabby Pincer, Bludgeoning damage 10; 10 1d20+9;2d10+5 [1]; [1,2,3] Glabby Pincer 2, Bludgeoning damage 12; 14 1d20+9;2d10+5 [3]; [3,8,1] Glabby Fist, Bludgeoning damage 15; 13 1d20+9;2d4+5 [6]; [6,4,4] Glabby Fist 2, Bludgeoning damage 15; 7 1d20+9;2d4+5 [6]; [6,1,1] Salad Bite w/ Disadvanbtage, Piercing Dmg 9; 12 keep(2d20,lowest,1)+8;2d6+5 [3,1]; [3,1,3,4] Sala Claw /w Disadvantage, Slashing Dmg 15; 14 keep(2d20,lowest,1)+8;2d6+5 [7,17]; [7,17,5,4] Salad Claw2 /w Disadvantage, Slashing Dmg 15; 12 keep(2d20,lowest,1)+8;2d6+5 [20,7]; [20,7,1,6] Unseen 1 Shortsword w/ Disadvantage, Piercing Dmg, Poison Dmg 9; 25; 22 keep(2d20,lowest,1)+6;5d6+3;7d6 [11,3]; [11,3,6,2,4,5,5]; [11,3,6,2,4,5,5,5,4,3,3,4,1,2] Unseen 1 Shortsword 2 w/ Disadvantage, Piercing Dmg, Poison Dmg 12; 26; 26 keep(2d20,lowest,1)+6;5d6+3;7d6 [6,10]; [6,10,6,4,5,3,5]; [6,10,6,4,5,3,5,6,2,1,6,4,3,4] Unseen 2 Shortsword w/ Disadvantage, Piercing Dmg, Poison Dmg 16; 22; 28 keep(2d20,lowest,1)+6;5d6+3;7d6 [15,10]; [15,10,4,1,2,6,6]; [15,10,4,1,2,6,6,6,4,5,5,1,4,3] Unseen 1 Shortsword 2 w/ Disadvantage, Piercing Dmg, Poison Dmg 13; 23; 37 keep(2d20,lowest,1)+6;5d6+3;7d6 [7,7]; [7,7,4,6,4,3,3]; [7,7,4,6,4,3,3,6,5,6,5,6,5,4] Link to comment Share on other sites More sharing options...
8w_gremlin Posted April 11 Clone Share Posted April 11 (edited) Lajal Lajal LN, Male Tortle Druid 10th AC 20 disadvantage | HP 54/83 | THP 0 | Init +0 | Speed 30' | Perception +7 Conditions: none| Concentration: nothing | Wildshape: 2 | Totem: 0/1 Log | Sheet Lajal barely manages to keep his concentration running on the spells, he then remembers that his new spirit-granted body is a bit more robust than his normal vessel. Taking a pummelling from the demon's attacks, Lajal-as-fearsome-apex attacks back. OOC, Mechanics T-rex Armour Class: 13 (natural armour) Hit Points: 118 | 136 Action: Attack (unable to Multiattack as no 2nd target) Bite at Demon Note: the T-rex has higher con than me, so those saves should be +1 Edited April 11 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Concentration Check DC 10 10 1d20+3 7 Concentration Check DC 10 16 1d20+3 13 Bite at Demon 19 1d20+10 9 Piercing damage 26 4d12+7 2,2,4,11 Link to comment Share on other sites More sharing options...
cheezal Posted April 11 Clone Share Posted April 11 (edited) As another round of invisible attacks comes in, Bloodaxe casts a second shield spell to counter their plans of harm. However still unable to see his two invisible foes, but can certainly able to hear them curse and whince in pain,swings rapidly in the direction of the first one he made contact with,swinging three times. Edited April 13 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Two Handed Battleaxe Strike 1 at Unseen 1 21 1d20+9 12 Two Handed Battle Strike 1 with Disadvantage 26 1d20+9 17 Damage if Successful 14 1d10+4 10 Two Handed Battleaxe Strike 2 at Unseen 1 20 1d20+9 11 Two Handed Battleaxe Strike 2 with Disadvantage 18 1d20+9 9 Damage if Successful 9 1d10+4 5 Two Handed Battleaxe Strike 3 at Unseen 1 11 1d20+9 2 Two Handed Battleaxe Strike 3 with Disadvantage 24 1d20+9 15 Damage if successful 13 1d10+4 9 Link to comment Share on other sites More sharing options...
omegoku Posted April 12 Clone Share Posted April 12 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 nearly fell over when he saw the druid turn so ferocious and big! Had he always been able to do that? He shook himself free of his surprise and tried a new trick. "Lets see this sneaky foes eh?" He held up his ring and a gout of magical fire spread out and settled over Bloodaxe and his surrounding area. Hoping to uncover the 2 invisible foes, and make the clawed monster easier to hit, the magical fires surrounded the creatures. Action : Cast Faerie Fire to cover Glabrezu, Bloodaxe and the 2 invisible foes DC 15 Dex save Move : Move Behind the Shorn Bonus : Hide action Name xDiceName xDiceResult xDiceString xDiceRolls Stealth 30 1d20+13 17 Link to comment Share on other sites More sharing options...
Djacob91 Posted April 14 Clone Share Posted April 14 Theren looked over the fight for a moment. Most were focused on the demon and the invisible dwarves. Even his fey friend continued to jump into that fight, sparing only a passing swipe at the slaad as it ambled past. Theren left them to it, instead turning his focus towards the slaad and Duncan. With the need to keep the fey bound to this place, he was left with simple spells, but he did enjoy some of them. With one such spell, he called out towards the slaad, "You know, I'd be lying if I said you were surprising. In fact, you have been predictable to the point of banality, the most surprising part of you being that you bother to show up to this little treasure hunt." Actions/OOC Standard: I'll toss a Vicious Mockery at the Slaad, hoping it fails hoping it fails again for that Disadv to attack. Move Action: Concentration: Summon Fey; Duration: 1hr Conditions: Mirthful Fey: Spell LVL 4; AC: 16; HP: 40/40 Mirthful Fey Actions: Reaction: AoO Slaad Move: Move to Glabby Standard: Multiattack Glabby Bonus Action: Fey Step 30ft North East of Gabby, trying to give the Slaad a little room. Oh, and if Gabby is already dead, then he'd target one of the invisible guys instead. I'll throw some Adv/Disadv rolls for the attacks down just in case. 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: 16/67; 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: 1/3 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: 3/4 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 Name xDiceName xDiceResult xDiceString xDiceRolls Vicious Mockery DMG 10 3d4 3,3,4 Fey AoO vs Slaad Atk 18 1d20+8 10 Fey AoO vs Slaad DMG 11; 1 1d6+7; 1d6 [4]; [4,1] Fey Atk vs Grabby 1 14 1d20+8 6 Fey Atk adv/dis vs Grabby 1 19 1d20+8 11 Fey DMG vs Grabby 1 9; 6 1d6+7; 1d6 [2]; [2,6] Fey Atk vs Grabby 2 17 1d20+8 9 Fey Atk adv/dis vs Grabby 2 14 1d20+8 6 Fey DMG vs Grabby 2 10; 2 1d6+7; 1d6 [3]; [3,2] Link to comment Share on other sites More sharing options...
Dmitri_Ravenoff Posted April 16 Clone Share Posted April 16 (edited) Duncan Tallheart Character Sheet Annoyed that the giant frog escaped his blade, Duncan pursued the blue devil in hopes of delivering strikes once more. Thankful that he isn't alone against the Slaad, he quips to the fey creature assisting him. "Thanks for the help, Smiley." Duncan manages to avoid and block several strikes from the Slaad, thanks to shield work and his magical cloak, to which is he is eternally grateful. He makes a riposte attack amongst the misses. He then falls into the old rythum of Smash and Thrash. 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: 3/4 Sorry, Riposte roll is formatted funny. its attack, damage, superiority die all in one roll. probably wont hit do it likley doesnt matter. Edited April 16 by Dmitri_Ravenoff (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Riposte 15; 13; 7 1d20+12;1d8+10;1d10 [3]; [3,3]; [3,3,7] Shield Bash (opposed roll) 24 1d12+15 9 Rapier 1 attack 14 1d20+12 2 Raper 1 possible advantage 26 1d20+12 14 Damage 18 1d8+10 8 Rapier 2 26 1d20+12 14 R2 possible advantage 24 1d20+12 12 R2 damage 14 1d8+10 4 sneak 6 1d6 6 Link to comment Share on other sites More sharing options...
Sylas Posted April 17 Clone Share Posted April 17 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 whips into a firey tornado as he spins around and through the surrounding space, it was definitely beginning to heat up in there. Crunch Argh. I've realized I pretty much stopped looking at MW entirely on my phone since they broke effectively everything, and the annoyances of not staying logged in on desktop (probably fixable through some browser setting that I somehow borked, but.... hassle) Move north 1 square, then back south, move east 2, then back again. Move through all likely spaces where the invisibles can be while avoiding lighting teammates on fire. Then swing at the suspected invisible attacker square again, because... bring the heat! Name xDiceName xDiceResult xDiceString xDiceRolls Fire Run-Through 6 1d10 6 Multi-Attack 1 16; 10 drop(2d20,highest,1)+6;2d6+3 [10,15]; [10,15,2,5] Multi-Attack 2 19; 10 drop(2d20,highest,1)+6;2d6+3 [13,17]; [13,17,2,5] Link to comment Share on other sites More sharing options...
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