8w_gremlin Posted September 23, 2023 Clone Share Posted September 23, 2023 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 Whispering to the group "Invisible stalkers" To the air around them Lajal "Oh powerful hunters and trackers, you were brought here to fulfill some task by your summoner, would that be the Schvalt, did they die, or abuse your brilliant skills? or do you still seek the objective of your task? and if so what is it for we might be able to aid each other in our tasks" Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Sylas Posted September 24, 2023 Clone Share Posted September 24, 2023 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. . . Crunch I don't suppose perception would help here, with invisible opponents Name xDiceName xDiceResult xDiceString xDiceRolls Initiative 8 1d20+3 5 Link to comment Share on other sites More sharing options...
Poor_Knight Posted September 25, 2023 Author Clone Share Posted September 25, 2023 15 hours ago, Sylas said: Crunch I don't suppose perception would help here, with invisible opponents OOC If they were trying to hide, yes, you would need Perception to locate them. But since they are not trying to hide anyone can pinpoint their square. But since you cannot see them your attacks have disadvantage. Vallemental still needs Initiative, however, @Sylas Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Poor_Knight Posted October 2, 2023 Author Clone Share Posted October 2, 2023 (edited) Durlag's Wooded Copse Illumination: Exterior - Bright; Weather: Light Winds Map Notes: The marshy ground is Difficult Terrain. The Single Trees provide 1/2 Cover. The Tree clusters provide 3/4 Cover. A manic laughter fills the air once again, a voice somewhere to the south of your position. "Nice try, Schvalt, but I'm too cunning for you! Let's see how your slaves stand up to my servants! Go my hunters!" The wooded copse comes alive as the very wind strikes at Theren, Bloodaxe, and Duncan. Round 1: PC (all, any order) OOC Lajal: beseech nature and parlay with the stalkers S1: move; slam Theren, 10 dmg; slam Theren, miss; Theren loses 10 hit points S2: move; slam Bloodaxe, 7 dmg; slam Bloodaxe, dmg; Bloodaxe loses 15 hit points S3: move; slam Duncan, miss; slam Duncan, miss; Edited October 2, 2023 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls S1 Slam 1; Bludgeoning Dmg 15; 10 1d20+6;2d6+3 [9]; [9,6,1] S1 Slam 2; Bludgeoning Dmg 12; 11 1d20+6;2d6+3 [6]; [6,2,6] S2 Slam 1; Bludgeoning Dmg 25; 7 1d20+6;2d6+3 [19]; [19,1,3] S2 Slam 2; Bludgeoning Dmg 21; 8 1d20+6;2d6+3 [15]; [15,3,2] S3 Slam 1; Bludgeoning Dmg 8; 10 1d20+6;2d6+3 [2]; [2,4,3] S3 Slam 2; Bludgeoning Dmg 14; 10 1d20+6;2d6+3 [8]; [8,3,4] Link to comment Share on other sites More sharing options...
omegoku Posted October 2, 2023 Clone Share Posted October 2, 2023 (edited) Eireann III High Elf Swashbuckler 11 HP: 84/84 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 had been caught flat-footed. How embarrassing! He turned on his heel and used his fine balance to overcome the difficult, marshy terrain. He closed with the invisible enemy attacking Theren and lashed out with his fiery blade! "I don't know Schvalt! But I will kick your asses! Do you have a name?" Move: 5 ft SouthEast, 10ft South (half speed for Difficult Terrain) Bonus: Dash 5ft South to stand next to Theren and S1 Action: Cast Booming Blade and attack S1 - If S1 moves, take 3d8 damage (i forgot it did 2d8 damage now Eireann is lv 11) Bonus: Dash back 5ft North Edited October 2, 2023 by omegoku (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack (Disadvantage) 23 keep(2d20,lowest)+5 18,19 Damage (Piercing) 7 1d8+5 2 Damage (Fire from Rapier) 5 1d6 5 Damage (Thunder from Booming Blade) 4 1d8 4 More Damage (Thunder from Booming Blade) 6 1d8 6 DM added Booming Blade Dmg 16 3d8 6,6,4 Link to comment Share on other sites More sharing options...
cheezal Posted October 2, 2023 Clone Share Posted October 2, 2023 (edited) Bloodaxe swings in response to being attacked,with Six swings of his Battleaxe ,gripping it with both hands. Combat Summary Bloodaxe will stand his ground initially. Attack Action: Battleaxe swings his two handed at the foe that attacked him,three times.. Bonus Action: Action Surge (3 More Attacks) As his move action??? stand by.. Edited October 26, 2023 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Two Handed Battleaxe strike One 14 1d20+9 5 Two Handed Battleaxe strike One with Disadvantage 21 1d20+9 12 Attack One Damage if Successful 8 1d10+4 4 Two Handed Battleaxe Strike Two 16 1d20+9 7 Two Handed Battleaxe Strike Two with Disadvantage 29 1d20+9 20 Attack Two Damage is Successful 11 1d10+4 7 Two Handed Battleaxe Strike Three 25 1d20+9 16 Two Handed Battleaxe Strike Three with Disadvantage 24 1d20+9 15 Attack Three Damage if Successful 5 1d10+4 1 Two Handed Battleaxe Strike Four 24 1d20+9 15 Two Handed Battleaxe Strike Four with Disadvantage 22 1d20+9 13 Attack Four Damage if Successful 7 1d10+4 3 Two Handed Battleaxe Strike Five 16 1d20+9 7 Two Handed Battleaxe Strike Five with Disadvantage 25 1d20+9 16 Attack Five Damage if Successful 5 1d10+4 1 Two Handed Battleaxe Strike Six 21 1d20+9 12 Two Handed Battleaxe Strike Six with Disadvantage 11 1d20+9 2 Attack Six Damage if Successful 13 1d10+4 9 Link to comment Share on other sites More sharing options...
Djacob91 Posted October 3, 2023 Clone Share Posted October 3, 2023 (edited) Theren staggered with the unseen blow. He glared at the vague, distortion shape that kind of sort of was there to see. Looking around, he could see several such distortions gathering around them. He gave the thing in front of him a grin while calling out in a sing song voice. "I spy with my little eye, something that moves as sloth." His words dripped in magic as he spun it wide around them. Actions/OOC Standard: Cast Slow over the battle. I can target up to six creatures of my choice, without the need to see them for reasons. The three Invisible Stalkers each need to make a DC 17 Wisdom Save. On a failure, the affected target’s speed is halved, it takes a −2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature’s abilities or magic items, it can’t make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn’t take effect until the creature’s next turn, and the creature must use its action on that turn to complete the spell. If it can’t, the spell is wasted. A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it. Move Action: I'll move two squares North East if the stalker in front of me fails(assuming that I could tell that). Otherwise, I'll just sit here to not take an AoO. Concentration: Slow; Duration: 10/10 rounds Conditions: HP: 44/67 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: 3/3 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: 6/7 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 Edited October 3, 2023 by Djacob91 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DM Added Wis Save S1 15 1d20+2 13 DM Added Wis Save S2 15 1d20+2 13 DM Added Wis Save S3 12 1d20+2 10 Link to comment Share on other sites More sharing options...
Sylas Posted October 4, 2023 Clone Share Posted October 4, 2023 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. I have no idea what this dang editor is doing now. It randomly ate the text I had the first time. >.> Vall refocused on the unseen opponents close to them, rather annoyed with himself that he hadn't sensed their presence before. They may have been invisible, but it was no excuse. But that was for another time. Now he needed to act. He darted around his companions, being careful to give them as much space as he could while he rushed into each of the invisible stalkers, only after the fact wondering if they could even catch on fire, or if it would even be visible. Nevertheless, he swung two fists of fire into the last one he had just run through. Crunch Move (and squeeze to not hid trees, since elemental can 'squeeze through 1 inch gap' I'm assuming possible?) Through S2 and S3, stopping (I think he has the movement, given 50ft?) On top of both of them. Then multiattack, focusing on S2. Adding rolls in a moment... Name xDiceName xDiceResult xDiceString xDiceRolls Move-Through S3 2 1d10 2 Move-Through S2 10 1d10 10 Multi-Attack 1 7; 11 1d20+6;2d6+3 [1]; [1,3,5] Multi-Attack 2 10; 11 1d20+6;2d6+3 [4]; [4,4,4] Link to comment Share on other sites More sharing options...
Dmitri_Ravenoff Posted October 4, 2023 Clone Share Posted October 4, 2023 (edited) Duncan Tallheart Character Sheet Duncan bately managed to avoid getting wounded by the wind, only being saved by his Cloak that made him hard to pin down. The invisible foes were a frightening thought, but if they couldn't hit him even unaware, perhaps they wouldn't be so bad... if only he knew where they were. "Show yourselves, ya cowards!" Seeing Bloodaxe go into a fury of strikes he takes the hint and moves southward a few feet, drawing his rapier and attacking at the difficult to see target there. 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 OoC: if Duncan knocked down the Stalker, I critted with the first hit, so that would add the extra 9 damage to that roll. Edited October 4, 2023 by Dmitri_Ravenoff (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shield bash 29; 22 1d20+12;1d20+12 [17]; [17,10] Rapier 29; 18 1d20+9;1d20+9 [20]; [20,9] Rapier attack 2 11; 18 1d20+9;1d20+9 [2]; [2,9] Damage 1,2,sneak 13; 8; 6 1d8+7;1d8+7;1d6 [6]; [6,1]; [6,1,6] Possible crit damage 9 1d8+1d6 7,2 Link to comment Share on other sites More sharing options...
8w_gremlin Posted October 7, 2023 Clone Share Posted October 7, 2023 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 "OI Cut this senseless violence out! Are you spirits of Nature or just dumb air mephits!" The rage in the old tortles voice reverberates the very ground. "By Nature's command, I compel you into the light!" a burst of Sea-green light, illuminates the proceedings OOC, Mechanics Move: Stand ground Action: Cast Faerie Fire (Dex save DC:17) 20' cube encompassing S2, S3 Faerie Fire Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Name xDiceName xDiceResult xDiceString xDiceRolls DM Added Dex Save S2 23 1d20+4 19 DM Added Dex Save S3 11 1d20+4 7 Link to comment Share on other sites More sharing options...
Poor_Knight Posted October 10, 2023 Author Clone Share Posted October 10, 2023 (edited) Durlag's Wooded Copse Illumination: Exterior - Bright; Weather: Light Winds Map Notes: The marshy ground is Difficult Terrain. The Single Trees provide 1/2 Cover. The Tree clusters provide 3/4 Cover. Eireann strikes the invisible foe with his rapier, encasing it in the magic of his spell. Bloosdaxe goes into a fury and hacks at the air before him, whittling away at the creatures substance. Theren works a spell that slows the movements of your enemies drastically as Vallemental moves through your foes, searing them, but his fiery slams fails to connect. Duncan joins Bloodaxe and slams his shield into the invisible foe but the creature is impervious to such tactics. But he manages to find his target with a thrust of his rapier. Lajal reveals the presence of one of your attackers with his faerie fire. "I won't let you corrupt these woods like you have everything else around this tower!" cries the maniacal voice behind the trees to the south. Whoever this being is clearly sees you as a threat to these woods but they do not sound as though they're playing with a full tarot deck. Your guardians of the woods continue their attack, albeit much slower. One flies near Lajal, feeling the effects of Eireann's spell, and tries to slam the druid, flying back towards the trees after the attempt. The other two target Theren and one of them strikes the bard. They also put some distance away from your group. Round 2: PC (all, any order) OOC Eireann: move; dash; cast booming blade at S1, 22 dmg; move; Bloodaxe: battleaxe at S2, 8 dmg; battleaxe at S2, 11 dmg; battleaxe at S2, 5 dmg; battleaxe at S2, 7 dmg; battleaxe at S2, 5 dmg; battleaxe at S2, miss; Theren: cast slow at S1-3, DC 17 Wis Save; move Vallemental: move (through S3 & S2); slam S2, miss; s;am S2, miss; Duncan: move; shield bash at S2, immune to prone; rapier at S2, 13 dmg; rapier at S2, miss; Lajal: cast faerie fire at S2 & S3, DC 17 Dex save S1: move; slam at Lajal, miss; move S2: move; slam at Theren, miss; move S3: move; slam at Theren, 10 dmg; move; Theren lose 10 hit points (and needs a DC 10 Concentration Check) Edited October 10, 2023 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls S1 slam Lajal 17; 13 1d20+6;2d6+3 [11]; [11,6,4] S2 slam Theren 8; 12 1d20+6;2d6+3 [2]; [2,6,3] S3 slam Theren 20; 10 1d20+6;2d6+3 [14]; [14,5,2] S1 Wis Save SyntaxError: Unexpected termination of expression 1d20+2; S2 Wis Save SyntaxError: Unexpected termination of expression 1d20+2; S3 Wis Save SyntaxError: Unexpected termination of expression 1d20+2; S1 Wis Save 21 1d20+2 19 S2 Wis Save 8 1d20+2 6 S3 Wis Save 13 1d20+2 11 Link to comment Share on other sites More sharing options...
omegoku Posted October 11, 2023 Clone Share Posted October 11, 2023 Eireann III High Elf Swashbuckler 11 HP: 84/84 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 gives chase to the enemy as it takes flight! "Come back, I am not done killing you!" Move: 5 ft SouthEast, 10ft South (half speed for Difficult Terrain) Bonus: Dash 10ft SouthEast to stand north of S1 Action: Cast Booming Blade and attack S1 Name xDiceName xDiceResult xDiceString xDiceRolls Attack (Disadvantage) 11 keep(2d20,lowest)+10 1,19 Damage (Piercing) 13 1d8+5 8 Damage (Fire from Rapier) 5 1d6 5 Damage (Thunder from Booming Blade) 3 2d8 1,2 Link to comment Share on other sites More sharing options...
cheezal Posted October 11, 2023 Clone Share Posted October 11, 2023 (edited) Bloodaxe seeing Theren being attacked ,holds his ground, He wields his Battleaxe in one hand and cast a Firebolt spell at the foe he see's to his north east. Combat Summary Attack Action: Firebolt spell directed at S3. Move action: None: Bonus Action: None: Edited October 22, 2023 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt Spell attack 27 1d20+9 18 roll 23 3d10 8,8,7 Two Handed Battleaxe Attack 11 1d20+9 2 Damage if successful 11 1d10+4 7 Link to comment Share on other sites More sharing options...
8w_gremlin Posted October 15, 2023 Clone Share Posted October 15, 2023 (edited) 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: 0/1 Log | Sheet "How dumb are you... we don't know who you're talking about, and we could be your allies." Lajal grumbles adding "Air elementals more stubborn than a bunch of rocks, and to think humankind equates you lot with quick thinking and elegance, and here you are being the epitome of Stone. " Lajal tries to get them riled up to attack him or at least engage with him in intelligent conversation, perhaps leading to more talking and less fighting. "Come let's see where you are..." With that he calls out to the air, calling upon all the elements to send a spirit where we can see the hidden and heal all ills. At the end of this invocation, a large narwhale/walrus manifests next to him, its spiritual energy flowing off it, which feels like the gentle splashing waves lapping onto a beach. OOC, Mechanics Move: none Action: Summon Unicorn Spirit - Advantage on checks to detect creatures. Heal spells also heal 10 hp to allies. Faerie Fire Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible. Edited October 16, 2023 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Djacob91 Posted October 16, 2023 Clone Share Posted October 16, 2023 (edited) Theren staggered with the hit. But the blow was a bit weak compared to the massive strikes of giants and divinely empowered beasts of the mountains that they recently left. He gave the space in front of him, and the vague distortion of the stalker there, a dismissive stare and a raised eyebrow. "Did you mean to hit me, or was that a breeze that rippled through the trees. I mean, really, you guys should just make like a candle and just blow out of here." He said, summoning a bit of magic to throw at the one stalker that he could see well enough to fling the magic at. Actions/OOC Concentration: Looks like I missed the first roll, so I'll reroll with one of my Lucky points. Standard: I'll cast Vicious Mockery at S3, as he looks to be the faerie fired one. He needs to make a DC 17 Wis Save or take Psy damage and have disadvantage on his next attack roll. Move Action: I'll move 2 South and 1 West. Since S2 is Slowed, he does not get a reaction for an AoO. Concentration: Slow; Duration: 9/10 rounds; On S2, S3 Conditions: HP: 34/67 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: 6/7 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 Edited October 16, 2023 by Djacob91 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Concentration 7 1d20+1 6 Vicious Mockery DMG 8 3d4 2,2,4 Concentration Lucky Roll 12 1d20+1 11 DM Added DC 17 Wis Save 12 1d20+2 10 Link to comment Share on other sites More sharing options...
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