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Durlag’s Tower


Poor_Knight

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Bloodaxe  perceiveing a bigger threat casts a firebolt spell at the floating eye before moving 5ft to the north west,then 20 ft west ,shield raised still,confident his friends would defeat the demonic forces before them.

Note

 

Disregard the First roll of the three ,it was for a magic missile that was never cast. The second is my spell attack roll,the third is my Firebolt Damage.

 

Edited by cheezal (see edit history)
Name
roll
11
3d4+3 4,3,1
roll
29
1d20+9 20
Fire Bolt Damage
14
3d10 7,4,3
Firebolt Critical Damage
21
3d10 10,10,1
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 
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 was surprised to see the creature still standing. He would make it fall this time! He stepped out again, but the creature was down on the ground, he aimed at the other one, fired and moved back behind the greenery to conceal himself again. 

 

Move to get into LoS (if needed)

Attack with shortbow (advantage for Hiding) vs T2

Then move into cover (if needed)

Then Bonus action to Hide

 

 

 

 

Edited by omegoku (see edit history)
Name
Attack
21
keep(2d20,highest)+10 11,1
Damage
10
1d6+7 3
Sneak
25
6d6 3,6,5,6,2,3
Stealth
29
1d20+13 16
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren winced with the pain as the demon thing attacked him. But the real threat seemed to be the giant floating undead eye thing. He twisted and danced around the demon thing attacking him, trying to get a better angle for his spell. He plucked at his lute, playing out a chanting hymn favored by one of the more high, holy churches.

Actions/OOC

Move Action: Move North East 1 square for potential line of sight issues.

Standard Action: Cast Synaptic Static to the undead beholder's west. Looking to catch him and T1 the 20ft radius burst without catching any of us. They need to make DC 17 Int Saves. On a failure, they take Psy DMG and a -1d6 penalty to all attack rolls, ability checks, and Concentration Saves for 1 minute. On a success, they take half damage and no penalty.

Concentration:

Conditions:

HP: 54/67

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: 7/7 charges; DC15

Seer's Scroll of Teleportation: 1/1

Spell Slots

LVL 1: 4/4
LVL 2: 3/3
LVL 3: 3/3
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
Psy DMG
24
8d6 2,2,3,3,3,2,3,6
DM added Beholder Zombie DC 17 Int save
5
1d20-4 9
DM added Tanarukk 1 DC 17 Int save
17
1d20-1 18
T1 Wis Save for Hideous Laughter (advantage)
19
keep(2d20,highest,1)-1 6,20
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Vall Nailo
True Neutral, Male Drow Druid

Character Sheet

Vall Nailo
Drow Druid 12 True Neutral

AC 14 HP 77 Speed 30ft

Str 10 (+0) Dex +16 (+3) Con 12 (+1) Int 12 (+1) Wis 19 (+4) Cha 10 (+0)

Attacks
Wooden Staff* +4 1d6+0/B
Sling +6 1d4+3/B

Darkvision 120'

Fey Ancestry - Advantage on saving throws against being charmed, immune to magical sleep.

Trance - Semiconscious meditation for 4 hours replaces 8 hours sleeping.

Sunlight Sensitivity - Disadvantage on attack and Wisdom (Perception) that rely on sight when you or target is in direct sunlight.

Drow Magic - Know Dancing Lights cantrip, Faerie Fire once per day at 3rd level, and Darkness once per day at 5th level (Charisma).

Spellcasting
--Ritual Casting

Wanderer - Can always recall terrain/features of interest. Can forage for self + 5 if land has food.

Wild Shape - Can use a Bonus Action to shapeshift into a beast you have seen before. Lasts 1/2 Druid Levels in hours, usable 2 times per rest.

Druid Circle - Circle of the Moon
--Combat Wild Shape - May Wild Shape as a Bonus Action, while in Wild Shape may expend spell slots to heal 1d8 per level of slot.
--Elemental Wild Shape - Expend both uses of Wild Shape to become an elemental.

Observant - Increase Wisdom by 1, gain +5 on Passive Perception and Passive Investigation checks.

Telepathic - Increase Wisdom by 1, telepathically communicate one way to any creature within 60 feet using known language; cast Detect Thoughts once, further castings using 2nd level slots or higher.

 

Vall suddenly felt not nearly as invigorated, but he didn't let it get him down. He somehow even didn't lose focus on his lightning, and had it come down once again on the tanarukk.

 

But then everyone felt a little warmer, since there was now a fire near them. But then they felt a phantom chill as it went blazing up the path. And gave a bear hug to the beholder.

Crunch

.... I tried to say 'not nearly as ervated' but it just didn't looked too wrong to leave. Ohh well.

Swift action for Fire Elemental! We're cooking now!!

Move up to inform the beholder of some nice timeshare options. Or at least nicer places than this one. He starts with a handshake. But then makes it a hug, because he's a nice door to door salesman.

And a lightning bolt strikes T2, since he somehow didn't lose concentration, and 3d10 is more than 2d6+3 on average.

Enter it's space for a whopping 1 damage. Aww. Well, at least it's on fire now. 1d10 at start of each of it's turns until it puts it out.

 

Not sure if the tanarukk will attack as he passes by, if it does it takes a 1d10 fire. Unfortunately doesn't light on fire too, but at least it's something.

 

Edited by Sylas (see edit history)
Name
Constitution
20
1d20+1 19
Concentration
16
1d20+1 15
Lightning
15
3d10 4,2,9
Fire Engulf
1
1d10 1
DM added T2 DC 16 Dex save (resistant)
21
keep(2d20,highest,1)+1 17,20
T2 Opportunity Attack Greatsword
13
1d20+7 6
T2 Opportunity Attack Greatsword Dmg
14
2d6+4 6,4
T2 fire damage for attacking FE (resisted)
6
1d10 6
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Character Sheet

 

"Damnit that hurts!"

Duncan shouts as the Demon Orc manages to get past his shield and connect with its greatsword.

Then the great beast seems to fall asleep as some magic overcomes it, giving Duncan an opening to engage with the more critical threat of the floating eyeball creature.

 

Stepping over the fallen Tannarukks, he rushes forward in an attempt at getting into melee with the floating eyeball.

 

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)

 

**Please excuse the extraneous roll in the middle**

 

CURRENT HP: 91/113

Superiority Dice: 4/4

Edited by Dmitri_Ravenoff (see edit history)
Name
Rapier Attack 1
16; 8
1d20+9;1d8+7 [7]; [7,1]
roll
2,14,4,14,16,11,3,8,11; 13
repeat(1d20,9);1d8+7 [2,14,4,14,16,11,3,8,11]; [2,14,4,14,16,11,3,8,11,6]
Rapier attack 2 (then dmg)
19; 14
1d20+9;1d8+7 [10]; [10,7]
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image.png.f41455c7d828fb17395bc99054306f8b.pngLajal
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

Seeing the first Orc-Demon go down the two niblog focus their attention on the second one, and unleash their annoying laughter at it, not having noticed the large floating eye.

Lajal on the other hand looks up at the putrefied remains of the eye terror.
moving up next to Theren his hands and arms swirling about, he pulls the very earth up in front of the creature creating a block of earth, dirt and rubble. hopefully blocking the creatures advance, and at least partially providing cover from the creatures deadly rays.

Reaching out with his mind, he forcefully tries to move the demon-orc away from him with a telekinetic shove.


 

OOC, Mechanics

Move: move up 3 next to Theren
Action: Mold Earth to create a 5'x5'x5' cube of earth in front of the zombie beholder
Bonus: Telekinetic shove (Strength saving throw DC 16, or be moved 5' north)

 
Nilbog stats
Small Fey (Goblinoid), Typically Chaotic Neutral
 
Armor Class 13 (leather armor)
Hit Points 7 (2d6) + 4 (mighty summoner) = 11
Speed 30 ft.
 
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
15 (+2)
 
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
 
Proficiency Bonus +2
 

Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog.

The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.

Actions

Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Mocking Word. The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 5 (2d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn.

Spellcasting. The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: mage hand, Tasha’s hideous laughter

Bonus Actions

Nimble Escape. The nilbog takes the Disengage or Hide action.

Reactions

Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 3 (1d6) hit points.

Nilbog 1
Move:
out to see demon-orc 2
Action: cast Tasha’s hideous laughter (DC: 12) at the second demon-orc
Move: move back into cover
Bonus: Hide

Nilbog 2
Move:
out to see demon-orc 2
Action: cast Tasha’s hideous laughter (DC: 12) at the second demon-orc
Move: move back into cover
Bonus: Hide  

 

Name
Nilbog 1 hide
SyntaxError: Unexpected token z
1d20+6z
Nilbog 2 hide
SyntaxError: Unexpected token z
1d20+6z
Nilbog 1 Hide
12
1d20+6 6
Nilbog 2 Hide
25
1d20+6 19
T2 Str Save DC 16 (resistant)
24
keep(2d20,highest,1)+4 20,4
T2 Wis Save DC 12 (resistant)
10
keep(2d20,highest,1)-1 9,11
T2 Wis Save DC 12 (resistant)
16
keep(2d20,highest,1)-1 8,17
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Bloodaxe hurls a mote of fire at the beholder zombie and falls back out of the fray. Eireann pops out of hiding to sink an arrow into the other tanarukk this time. Theren works a spell that causes a wave of psychic energy to roll over the zombie at one of the tanarukk who suddenly stops laughing. Vall wild shapes into a fire elemental and engages the zombie beholder. The tanarukk grazes him with its greastsword as he rushes past. Duncan advances on the beholder and thrusts his rapier into the undead aberration. Lajal advances and a small mound of earth and tries to shove one of the tanarukk back, but it resists. The nilbogs pop out again and work their magic upon the other tanarukk and it curls up on the ground in a fit of laughter.

The tanarukk that quit laughing stands up and chases after Bloodaxe, swinging its greatsword and biting with teeth. Both attacks fail to find purchase. The other tanarukk continues to roll about hysterically laughing a dark, ominous laughter. The beholder zombie float out of the elemental and sends another dark ray of energy coursing over Duncan!

Round 3: PCs (all; any order)

 

OOC

Bloodaxe: cast firebolt at BZ, 35 dmg;
Eireann: Shortbow at T2, 35 dmg; hide (29);
Theren: move; cast Synaptic Static on BZ Int Save (5), 24 dmg, & T1 Int Save (17), 12 dmg;
Vall: wild shape into FE; move in BZ space, 1 dmg; call lightning at T2 Dex save (21), 7 dmg;
T2 (reaction): OA greatsword at Vall, 7 dmg (after resistance); T2 takes 3 dmg (after resistance) for touching FE; Vall FE loses 7 hit points
Duncan: move; rapier at ZB, 8 dmg; rapier at ZB, 14 dmg;
Lajal: move; cast mold earth; telekinetic shove at T2 (24), saved;
- N1: move; cast hideous laughter at T2 (10), failed; move; hide (12);
- N2: move; cast hideous laughter at T2 (16), saved; move; hide (25);
T1 (prone): stand from prone; move; dash; greatsword at Bloodaxe, miss; bite at Bloodaxe, miss;
T2 (prone, incapacitated): eot Wis save (6), failed
BZ: move; enervation ray at Duncan, 28 dmg; Duncan loses 28 hit points; a DC 14 Constitution save reduces it to 14.

 

 

Edited by Poor_Knight (see edit history)
Name
T1 Greatsword
9
keep(2d20,lowest,1)+7 2,5
T1 Bite
11
keep(2d20,lowest,1)+7 4,16
T2 Wis Save DC 12
6
keep(2d20,highest,1)-1 2,7
rollin'
3
1d4 3
more rollin'
2
1d4 2
Enervation Ray necrotic dmg
29
8d8 5,1,5,1,5,2,5,5
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Bloodaxe having no choice but to fight the foe now in his face brings fourth his Battleaxe to hand and swings at the creature thrice fold.

Actions

Bloodaxe will remain still using a Bonus Action will bring his weapon bonded weapon to his hand,With a free action he will drop his shield,and with his Attack action he will Hit the Demon orc before me three times..

 

Edited by cheezal (see edit history)
Name
2 Handed Battleaxe attack at T1 (number 1)
19
1d20+9 10
Attack 1 damage
5
1d10+4 1
2 Handed Battleaxe attack at T1 (number 2)
18
1d20+9 9
Attack 2 damge
9
1d10+4 5
2 Handed Battleaxe attack at T1 (number 3)
22
1d20+9 13
Attack 3 damage
10
1d10+4 6
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Eireann III

image.png.10a2e34b340e353db50a1941a1b822a6.png
High Elf Swashbuckler 
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 moves out to take aim at the Beholder, he sends an arrow into its milky eye, hoping to bring it down. He takes a moment to stow his bow, ready to draw his blade to deal with the laughing demon.

 

Move to get into LoS (if needed)

Attack with shortbow (advantage for Hiding) vs BZ

Then move into cover, out of LoS to Beholder

Interact to stow bow

 

 

 

 

Name
Attack
30
keep(2d20,highest,1)+10 18,20
Crit Damage
18
2d6+7 5,6
Crit Sneak Attack
46
12d6 3,4,3,4,3,1,6,4,6,6,1,5
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bard.jpg.17d801c672ebf9eed5a684f998baf397.jpg Theren watched as his friends dealt fatal damage to the unusual beholder and one of the demon creatures. Looking down at the last one, he tapped his chin in thought for a moment. With a shrug, he pulled a wand from his belt as he walked some distance away. "If you do not mind Lajal, can you move this way? I would like to wrap him up, before we wrap this fight up." He said, waving his Wand of Webs in the laughing demon's direction. He then pointed the thing at him, waiting for a clear shot before releasing the spell.

Actions/OOC

Move Action: Move 1 Square North, and 3 Squares West.

Standard Action: Ready an action to use my Wand of Webs to cast Web. I'll target it to the south east, specifically so that most of the webs are on that side, with only the corner catching the currently laughing demon in the 20ft cube. Once cast, anyone within the cube needs to make a DC 15 Dex Save or be Restrained by the webs. As an action, they can attempt a DC 15 Str Check to break free.

Concentration:

Conditions:

HP: 54/67

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: 3/3
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
DM added T2 Dex save (resistant)
21
keep(2d20,highest,1)+1 20,20
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image.png.f41455c7d828fb17395bc99054306f8b.pngLajal
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

"Not at all, happy to help" Lajal responds to Theren request and moves away, as he does so he notices Bloodaxe going toe to toe on with the other demon-orc.

Calling forth his sneaky minions he directs their attention to the orc-thing. before throwing out a stream of barbed vines.



 

OOC, Mechanics

Move: move up 3 west next to Theren
Action: Cast Thorn whip
Bonus: Telekinetic shove (Strength saving throw DC 16, or be moved 5' north)

 
Nilbog stats
Small Fey (Goblinoid), Typically Chaotic Neutral
 
Armor Class 13 (leather armor)
Hit Points 7 (2d6) + 4 (mighty summoner) = 11
Speed 30 ft.
 
STR
8 (-1)
DEX
14 (+2)
CON
10 (+0)
INT
10 (+0)
WIS
8 (-1)
CHA
15 (+2)
 
Skills Stealth +6
Senses Darkvision 60 ft., Passive Perception 9
Languages Common, Goblin
Challenge 1 (200 XP)
 
Proficiency Bonus +2
 

Nilbogism. Any creature that attempts to damage the nilbog must first succeed on a DC 12 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way must use its action praising the nilbog.

The nilbog can’t regain hit points, including through magical healing, except through its Reversal of Fortune reaction.

Actions

Fool’s Scepter. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) bludgeoning damage.

Mocking Word. The nilbog targets one creature it can see within 60 feet of it. The target must succeed on a DC 12 Wisdom saving throw or take 5 (2d4) psychic damage and have disadvantage on its next attack roll before the end of its next turn.

Spellcasting. The nilbog casts one of the following spells, using Charisma as the spellcasting ability (spell save DC 12):

At will: mage hand, Tasha’s hideous laughter

Bonus Actions

Nimble Escape. The nilbog takes the Disengage or Hide action.

Reactions

Reversal of Fortune. In response to another creature dealing damage to the nilbog, the nilbog reduces the damage to 0 and regains 3 (1d6) hit points.

Nilbog 1
Move:
out to see demon-orc 2
Action: cast Tasha’s hideous laughter (DC: 12) at the second demon-orc
Move: move back into cover
Bonus: Hide

Nilbog 2
Move:
out to see demon-orc 2
Action: cast Tasha’s hideous laughter (DC: 12) at the second demon-orc
Move: move back into cover
Bonus: Hide  

 

Name
Thornwhip
11
1d20+9 2
Damage (Magic Pierce)
9
2d6 6,3
Hide #1
23
1d20+6 17
Hide #2
11
1d20+6 5
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  Character Sheet

 

"Stupid floating eye." Duncan mutters as he endures the sickening feeling of an eye ray washing over him.

As the elemental and arrows find their mark on the beholder, Duncan makes sure it has been killed before moving over to help out Bloodaxe with his opponent.

 

OOC: I don't know how this will pan out. Duncan would move to the nearest active opponent in order to continue combat. If that is killing the beholder, so be it. If that is helping Bloodaxe, that's good too. If that means using his Athletics skill to help with tying up T2, that works for me too. I'll add some rolls to try and sort things out.

 

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: 91/113

Superiority Dice: 4/4

Name
Attack 1 then damage
26; 13
1d20+9;1d8+7 [17]; [17,6]
Attack 2 (then dmg)
16; 8
1d20+9;1d8+7 [7]; [7,1]
Sneak attack damage
3
1d6 3
T2 Laughter Wis Save DC 12 (resistant)
3
keep(2d20,highest,1)-1 4,3
T2 Laughter Wis Save DC 12 (resistant)
15
keep(2d20,highest,1)-1 16,4
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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.

 

Watching the beholder fall before him results in a nice crackling sound of hapiness heard really only by Duncan, but then the Fireval turns back to the fiend that hit him in passing...

Crunch

I'm sorry guys, I could have sworn I submitted a fancier-worded version of this post on Sunday.

Lightning bolt strikes T2 before Val moves in to give it a hug too.

 

Edited by Sylas (see edit history)
Name
Lightning
19
3d10 9,9,1
Fire Engulf
3
1d10 3
DM added T2 Dex Save (resistant)
10
keep(2d20,highest,1)+1 9,1
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Bloodaxe cuts down the tanarukk before him as Eireann sinks an arrow dead center of the beholder zombie's great eye. Theren traps the remaining tanarukk in a web spell as the rest of you make sure it never stands up again. With a final bolt of lightning the fiendish orc is dead.

 

How do you proceed?

 

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Bloodaxe having recalled once using giant toenails to make a potion,and not real knowledgeable in such things,but also as a trophy collector, takes the head and two hands of the fallen demon before him,and takes an eye stalk from the zombie beholder.

Before returning to the group to check everyone is still with us,and if anyone is in need of aid.

He Keeps watch over the rest of the structure and surrounds in case anything else decides to erupt from the ground or from around them,leaving those more skilled to tend to the wounded.

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