Sylas Posted October 16, 2023 Clone Share Posted October 16, 2023 (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.Vallefocusess on those unseen, somewhat annoyed with himself that he hadn't sensed them before. Vall chased after the no-longer-invisible ones, charging into and engulfing the one who thought to keep attacking. Crunch Chase down S2, moving through and then multiattack. Keep em both burning! Edited October 16, 2023 by Sylas (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Move-Through engulf 8 1d10 8 Multi-Attack 18; 12; 26; 6 1d20+6;2d6+3;1d20+6;2d6+3 [12]; [12,5,4]; [12,5,4,20]; [12,5,4,20,2,1] Disadvantage 8; 22 1d20+6;1d20+6 [2]; [2,16] Link to comment Share on other sites More sharing options...
Dmitri_Ravenoff Posted October 18, 2023 Clone Share Posted October 18, 2023 Duncan Tallheart Character Sheet Realizing that whispy enemies were not about to fall down, Duncan decides to forgo his shield bash this time. While he seems to see some shimmering nearby, he also notices some a bit further off. He makes a rush north east toward one shimmering patch of air and begins to swipe and thrust in the vacinity. "Come on ya wispy phantom." 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: I guess I'm not sure I can actually see 3, if not then I'll just have to go after 2. Name xDiceName xDiceResult xDiceString xDiceRolls First attack 22; 19 1d20+9;1d20+9 [13]; [13,10] Second attack 16; 16 1d20+9;1d20+9 [7]; [7,7] Damage 1 - 2 8; 14 1d8+7;1d8+7 [1]; [1,7] Link to comment Share on other sites More sharing options...
Poor_Knight Posted October 26, 2023 Author Clone Share Posted October 26, 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 chases after the stalker to the southwest, missing with this ensorcelled strike. Bloodaxe hurls a mote of fire at the stalker lines in faerie fire, striking it. Lajal summons his guardian spirit, bolstering all of you. Theren casts a spell and attacks the stalkers mind, confounding it. Vall plows into the closest stalker and slams it with fiery fists, striking it once. Duncan engages the stalker with Vall and strikes it multiple times. The stalker near Eireann pummels him striking him twice before flying out of range. The stalker engulfed by Vall flies above Theren and slams down into the bard. The third stalk glides in, misses Duncan, and glides away again. All the while, the deranged voice mumbles to itself incoherently somewhere nearby. Round 3: PC (all, any order) OOC Eireann: move; dash; cast booming blade at S1, miss; Bloodaxe: cast firebolt at S3, 23 dmg; Lajal: summon unicorn spirit Theren: cast vicious mockery at S3, failed save, 8 dmg; move; Vall: move; slam at S2, miss; slam at s2, 6 dmg; Duncan: move; rapier at S2, 8 dmg; rapier at S2, 14 dmg. S1: slam at Eireann, 10 dmg; slam at Eireann, 15 dmg; move; Eireann loses 25 hit points S2: move; slam at Theren, 20 dmg; move; Theren loses 20 hit points (DC 10 Concentration check) S3: move; slam at Duncan, miss; move; Note: Faerie Fire negated Advantage from being Invisible, so Vicious Mockery's Disadvantage applied. Edited October 26, 2023 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls S1 Slam 1; Bludgeoning Dmg 20; 10 1d20+6;2d6+3 [14]; [14,3,4] S1 Slam 2; Bludgeoning Dmg 25; 15 1d20+6;2d6+3 [19]; [19,6,6] S2 Slam 1; Bludgeoning Dmg 25; 10 1d20+6;2d6+3 [19]; [19,3,4] S3 Slam 1; Bludgeoning Dmg 26; 8 1d20+6;2d6+3 [20]; [20,4,1] S3 CRIT! Dmg 4 2d6 2,2 S2 End of Turn Wis Save 10 1d20+2 8 S3 End of Turn Wis Save 15 1d20+2 13 S3 has Disadvantage! 7 1d20+6 1 S1 Slam 1 Advantage; S1 Slam 2 Advantage 9; 21 1d20+6;1d20+6 [3]; [3,15] S2 Slam 1 Advantage 26 1d20+6 20 S2 CRIT! dmg 10 2d6 6,4 Link to comment Share on other sites More sharing options...
cheezal Posted October 26, 2023 Clone Share Posted October 26, 2023 (edited) Bloodaxe hearing Theren once again being hit,he blindly swings at Theren's unseen attacker,before casting a Firebolt spell at the opponent her fired on last time. Combat Summary Bloodaxe will swing blindly at S2 (With Disavantage),He will then cast a Firebolt spell with Advantage at S3. Edited November 9, 2023 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Two Handed Battleaxe attack 20 1d20+9 11 Damage If Successful 7 1d12+4 3 Two Handed Battleaxe attack With Disadvantage 21 1d20+9 12 Firebolt Spell Attack 20 1d20+9 11 roll 13 3d12 1,7,5 Firebolt Spell Attack with Advantage 17 1d20+9 8 Link to comment Share on other sites More sharing options...
omegoku Posted October 27, 2023 Clone Share Posted October 27, 2023 Eireann III High Elf Swashbuckler 11 HP: 64/84 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 rolls with the first Slam, but is caught out by the second (Reaction Uncanny Dodge) He swore in elvish and then gave chase again, eager to cut this creature down! When the mud and bushes slowed him, he cursed again, dropping his rapier at his feet and drew a bow. He sent a single arrow whistling at the creature. Move: 10 ft SouthEast, 5ft East (half speed for Difficult Terrain) Bonus: Dash 15ft East Action: Draw Shortbow and attack S1 Name xDiceName xDiceResult xDiceString xDiceRolls Attack Shortbow 13 keep(2d20,lowest)+9 4,7 Damage 11 1d6+7 4 Link to comment Share on other sites More sharing options...
8w_gremlin Posted October 27, 2023 Clone Share Posted October 27, 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 Lajal reaches over to Theren, "I'd hate to tell you this but it looks like its beginning to hurt you. perhaps this would help. " with that Lajal reaches out and rests a hand on Theren's shoulder, and for a brief moment you smell sea, and hear the squawking of Sea Gulls "mine, mine, mine..." OOC, Mechanics Move: none Action: Cast Cure Wounds Theren is healed for 10 hp and everyone gets 10 HP back, (including Theren) Note: 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 27, 2023 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Heal 10 1d8+4 6 Link to comment Share on other sites More sharing options...
Sylas Posted October 29, 2023 Clone Share Posted October 29, 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. Vall feels the air shift in front of him, the stalker had moved. He couldn't reasonably risk chasing it into his compatriots, so instead he set his sights on the one Lajal had so kindfully brightened up. He went to visit, bringing immolation as a gift. Crunch Shift to S3 since I don't want to hit friendlies with fire, that'd be rude. I believe this is the one that's still faerie fired? Name xDiceName xDiceResult xDiceString xDiceRolls Move-Through 6 1d10 6 Multi-Attack 24; 9; 24; 11 1d20+6;2d6+3;1d20+6;2d6+3 [18]; [18,4,2]; [18,4,2,18]; [18,4,2,18,4,4] Link to comment Share on other sites More sharing options...
Djacob91 Posted October 29, 2023 Clone Share Posted October 29, 2023 (edited) Theren grunts in pain as the invisible stalker hits him again. Before he could catch his breath and make another reply, he sighs as Lajal's healing magic sets in. "Thanks for that, it should tide me over until we sea this fight through." He said with a grin. Looking around, he tossed another wave of magic towards the more visible invisible stalker before circling around everyone again. Actions/OOC Concentration: Looks good. Standard: I'll cast Vicious Mockery at S3. He needs to make a DC 17 Wis Save or take Psy damage and have disadvantage on his next attack roll. Move Action: Move around to end up 3 squares south, right behind Bloodaxe. Concentration: Slow; Duration: 8/10 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 29, 2023 by Djacob91 (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Concentration Save 20 1d20+1 19 Viscious Mockery DMG 5 3d4 1,3,1 DM added S3 Wis Save 21 1d20+2 19 Link to comment Share on other sites More sharing options...
Dmitri_Ravenoff Posted November 1, 2023 Clone Share Posted November 1, 2023 Duncan Tallheart Character Sheet Noticing his friends were crowding the phantom that were seen, and being hampered by the marshy ground, Du can adopts a new strategy. Waddling a few feet away from the roiling inferno of elemental power, Duncan sets his stance and diligently scans the area to the east for any incoming attacker. He stands ready, poised to strike if the creature comes within range once more. His shield drooped low, seeming to leave him more open to attack, but always at the ready due to his mastery of its use. "Try me again." Duncan mutters to himself as he hopes to lure it back in for attack. 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 Name xDiceName xDiceResult xDiceString xDiceRolls Rapier 1 18; 16 1d20+9;1d20+9 [9]; [9,7] roll 22; 26 1d20+9;1d20+9 [13]; [13,17] DMG 1 / DMG2 9; 10 1d8+7;1d8+7 [2]; [2,3] Link to comment Share on other sites More sharing options...
Poor_Knight Posted November 9, 2023 Author Clone Share Posted November 9, 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. Bloodaxe slashes at the air above Theren and connects with the stalker. Then a firebolt streaks through the woods and hits the stalker lined in faerie fire. Eireann chases after the stalker that continues to harry him but his arrow is lost among the trees. Lajal mends the wounds of Theren and his summoned spirt conveys additional healing to all of you. Theren casts another spell at one of the stalkers but this time it is resisted. Duncan chooses to hold his ground and wait for a stalker to come closer. The stalker Eireann is chasing flies back to attack the elf and then flies away again, enjoying the benefits of being unseen. The stalker hovering near Bloodaxe continues to pursue Theren and attacks him, striking the bard, and then drifting away again. The stalker engulfed in fire tries to evade the elemental and hover above Duncan, who was waiting and lashes out with his rapier. The stalker tries to strike Duncan but the blow is evaded. Round 4: PC (all, any order) OOC Bloodaxe: battleaxe at S2 w/ Disadvantage (invisible), 7 dmg; cast firebolt at S3, 13 dmg; Eireann: move; dash; draw shortbow; shortbow at S1, miss; Lajal: cast cure wounds on Theren, +10hp - Unicorn/narwhal spirit: +10hp to everyone w/in 30' Vall: move into S3, 6 dmg; slam at S3, 9 dmg; slam at S3, 11 dmg; Theren: cast vicious mockery at S3, saved; move; Duncan: ready action (attack creature in range) S1: move; slam Eireann, 9 dmg; slam Eireann, miss; move; Eireann loses 9 hit points S2: move; slam Theren, 8 dmg; move; Theren loses 8 hit points S3: move; Duncan (reaction): rapier at S3, 9 dmg (Extra Attack does not work during Reactions) S3: slam Duncan, miss; Edited November 9, 2023 by Poor_Knight (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls S1 Slam 1; Bludgeoning Dmg 18; 9 1d20+6;2d6+3 [12]; [12,2,4] S1 Slam 2; Bludgeoning Dmg 11; 9 1d20+6;2d6+3 [5]; [5,1,5] S2 Slam 1; Bludgeoning Dmg 18; 8 1d20+6;2d6+3 [12]; [12,3,2] S3 Slam 1; Bludgeoning Dmg 14; 15 1d20+6;2d6+3 [8]; [8,6,6] S2 DC 17 Wis Save 21 1d20+2 19 S3 DC 17 Wis Save 5 1d20+2 3 S1 Slam 2 Advantage roll 13 1d20+6 7 Link to comment Share on other sites More sharing options...
8w_gremlin Posted November 9, 2023 Clone Share Posted November 9, 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 Moving ponderously over to Duncan, Lajal rested a paw on the wounded man, "As a wise man once said, get up move faster" With the words out of his mouth, the warmth feeling flows through his touch OOC, Mechanics Move: Move over to Duncan Action: Cast Cure Wounds Duncan is healed for 12 hp and everyone gets 10 HP back, (including Duncan) Note: Summon Unicorn Spirit - Advantage on checks to detect creatures. Heal spells also heal 10 hp to allies, within the aura Note: out of 1st level spells now. 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 November 9, 2023 by 8w_gremlin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Cure wounds 12 1d8+4 8 Link to comment Share on other sites More sharing options...
cheezal Posted November 9, 2023 Clone Share Posted November 9, 2023 (edited) Bloodaxe from where he starts casts a firebolt spell at the illuminated stalker,before running down to stand next to Theren, taking a swing at the stalker should it come back at Theren again. Combat Summary Bloodaxe will cast a Firebolt spell targetting S3, then taking his battleaxe he will move to engage S2 and attack them with a single two handed battleaxe attack. Bonus Action: Cast Firebolt. Move Action: Move to near Theren.. Now this is where i am sketchy can i claim this Attack action as a Delay action triggering to an attack on myself of Theren.? Edited November 15, 2023 by cheezal (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Firebolt attack at S3 20 1d20+9 11 roll 14 3d8 7,1,6 Battleaxe 2 handed attack(Summary with show Target) 15 1d20+9 6 Damage if Succesful 7 1d10+4 3 Battleaxe 2 handed attack with disadvantage on s2 16 1d20+9 7 Link to comment Share on other sites More sharing options...
omegoku Posted November 10, 2023 Clone Share Posted November 10, 2023 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 feels the healing power of the unicorn, and then feels the invisible creature strike at him, he again managed to roll with the attack but not avoid it completely. (Reaction Uncanny Dodge) He swore in elvish again, a string of beautiful profanity, as he lined up another shot. This time he stood still, and let fly an arrow aimed at the invisible menace. Reaction: Uncanny Dodge (half 9 damage to 5) Move: Stand still Bonus: Aim Action: Attack with shortbow S1, or S2 if S1 is out of Line of Sight Name xDiceName xDiceResult xDiceString xDiceRolls Attack 24 1d20+9 15 Damage 10 1d6+7 3 Link to comment Share on other sites More sharing options...
Djacob91 Posted November 11, 2023 Clone Share Posted November 11, 2023 Theren grunts with the newest hit, though the healing that hit immediately after was stronger than the blow itself. With a grin, he glared in the general direction of the invisible stalker. With the two almost done, and the third looking to run, or possibly flank around, Theren let his first spell go. It had already slipped off one of the two, so letting the final one go did not seem too bad an idea. Instead, he pulled a wand from his belt, pointing it towards the shimmering field of the further stalker, and let loose a bolt of stringy webs to coat the area. Actions/OOC Concentration: Looks good. Standard: I'll cast Web through the Wand of Webs, centered around S1. Mostly looking to lock him in place assuming that the others will take care of the other stalkers. Move Action: I'll move if I have too to get the web spell onto S1, otherwise, I'm fine with where I am. Concentration: Web, Duration: 1hr Conditions: HP: 36/67 Statblock Theren, Half Elf Bard, 11 Str 8 (-1) Dex 16 (3) Con 12 (1) Int 19 (4)Base: 10 (0) Wis 14 (2) Cha 18 (4) Proficiency Bonus: +4 Jack of all Trades Bonus: +2 INIT: +5 AC: 15 HD: 11/11d8 HP: 67/67; TEMP: 0 Speed: 30 ft Passive Perception: 20 Darkvision (60ft) By Popular Demand Fey Ancestry Bardic Inspiration d10 4/4 Jack of All Trades Song of Rest: d10 Cutting Words Expertise Countercharm Magical Secrets Lucky: 2/3 DM Inspiration: 1/only Hartkiller's Lucky: 3/only Rapier Piercing, Finesse +7 1d8+3 Dagger Piercing, Finesse, Thrown(20/60) +7 d4+3 Wand of Web: 5/7 charges; DC15 Seer's Scroll of Teleportation: 1/1 Spell Slots LVL 1: 4/4 LVL 2: 3/3 LVL 3: 2/3 LVL 4: 3/3 LVL 5: 1/2 LVL 6: 1/1 LVL 7: 0/0 LVL 8: 0/0 LVL 9: 0/0 Spells Known LVL 0: Vicious Mockery, Minor Illusion, Prestidigitation, Mending LVL 1: Bane, Cure Wounds, Dissonant Whispers, Healing Word LVL 2: Heat Metal, Invisibility, Lesser Restoration LVL 3: Aura of Vitality, Counterspell, Major Image, Slow, Summon Fey, Tongues LVL 4: Dimension Door LVL 5: Circle of Power, Synaptic Static LVL 6: Mass Suggestion Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Sylas Posted November 14, 2023 Clone Share Posted November 14, 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. Vall chases after the stalker as it tries to evade him, his flaming fists of fury finally finding [air-]flesh to flambé. Crunch Since we can't technically tell where S1 now is, best Vall's got is more S3 smashing. unless it's dead. In which case he just moves to the group, readying to smash into the stalkers when they next appear. Name xDiceName xDiceResult xDiceString xDiceRolls Potential AoO 14; 9 1d20+6;2d6+3 [8]; [8,1,5] Multi-Attack 22; 9; 17; 10 1d20+6;2d6+3;1d20+6;2d6+3 [16]; [16,1,5]; [16,1,5,11]; [16,1,5,11,2,5] Link to comment Share on other sites More sharing options...
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