Jump to content

Chapter 00: Prelude C (Scales of War)


Kamishiro_Rin

Recommended Posts

 spacer.pngColtan Bluetemper

Level 2 Neidar Folk Hero Forge Cleric


AC: 16/18 (Chain Mail +2 Shield) | HP: 21/21 (2d8+6+2) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
StrSave: +2

Athletics: +5

Carrying Capacity: 210 lb.
Lift/Push/Drag: 420 lb.
:
14 (+2) | DexInitiative: −1
Save: −1

Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆

☆ Chain mail gives disadvantage
:
8 (–1) | ConSave: +3: 16 (+3) | IntSave: +0

Arcana: +0
History: +0
Investigation: +2
Nature: +0
Religion: +2
:
10 (+0) | WisSave: +5

Animal Handling: +5
Insight: +3
Medicine: +3
Perception: +5
Survival: +5
:
16 (+3) | ChaSave: +2

Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +2
:
10 (+0)

Languages: Speak, read, and write Common and Dwarvish


The monster turning into stone and exploding orange gas shocks Coltan to recover from the surprise of the power of his holy warhammer.  Realizing that he passed the elf and woman, he shrugs and continues to hustle toward the melee shaking his warhammer, "by the Worldsmith!  Do that again!"  Blue flames erupt around the head of the bluish steel warhammer and then launch toward the tan monster again.  The flames slam into the monster and singe it a little. 

 


OOC

Action: Cast Sacred Flame

Bonus Action:

Movement: Move 25 ft

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 3/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

 

 

 

Edited by JubalBreakbottle (see edit history)
Name
Sacred Flame (V, S). Dex DC 13 vs tan
6; 2
1d20+1;1d8 [5]; [5,2]
Link to comment
Share on other sites

 

image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Level 1 Human Knight of Solamnia


AC: 18 (Chainmail, Shield) | HP: 9/9 (5 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | DexInitiative: +2★
Save: −1
Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆
★ Add Cha to Initiative (class feature)
☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
:
 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
:
 8 (-1) | WisSave: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
:
12 (+1) | ChaSave: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +5
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,  | My actions . . .


 

Artanis coughs as the cloud of orange covers him, clearing quickly. 'What kind of monster laughs at the death of its companion' he wonders aghast, 'and what was that cloud?' It hadn't spread far and seemed to have dispersed already, but neither was it something he was eager to experience again. Besides there were new threats to draw his attention. He wasn't sure if they were all imbued with such curses, but there was no reason to risk it. Judging by the dwarfs grin, Modri seemed to have the near foe under control. He'd try to kill this next one from afar if he could - they had shown no honour and so he would not afford them the same. Hopefully it would keep him free of any more clouds of poison too. Should he fail though, he would make sure he still stood between it an his companions. Seeing Mery's arrow strike true against their new foe, he drops his sword and draws a javelin. Inspired by Mery's words and example, he finds an extra surge of strength in his arm as it flies free, and instead of falling short it strikes the centre of the masters chest. Little power was left to pierce its thick scales, but hopefully it would be enough to stop it reaching them! "There's still two in the woods!" he adds yelling to the newcomers. 

 

OOC

Action: Javelin Attack Light Green Enemy.

Free: Draw Javelin. Use Bardic Inspiration (coming in clutch!)

Bonus Action: 

Movement: Step back 5ft, interposing himself between the monster and his allies.

Reaction: 

Object Interaction: Sheath Sword

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) slashing damage. Versatile damage: 8 (1d10 + 3) slashing damage.

   Javelin (range, thrown) [3]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage.

  Battlefield Presence. When you take the Attack action, in place of making an attack, you can use your Battlefield Presence to grant a friendly creature that can see or hear you an additional attack the next time they take the Attack action during their turn. Any additional attacks granted that are unused at the start of your next turn are lost. A friendly creature can only gain one additional attack from this feature per round from this feature.

Bonus Actions:

   —

Class Features:

Precise Strike. 1/2

Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

 

Edited by PureChance (see edit history)
Name
Javelin Attack
10
1d20+5 5
Bardic Inspiration
5
1d6 5
Damage (Piercing)
4
1d6+3 1
Link to comment
Share on other sites

  

token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 17/17 (2d8+4) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
StrSave: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
:
8 (-1) | DexSave: +2
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2☆
☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.

Initiative: +2
:
14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1
Arcana: +1
History: +1
Investigation: -1
Nature: +1
Religion: -1
:
8 (-1) | WisSave: +3
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +3
:
12 (+1) | ChaSave: +5
Deception: +5
Intimidation: +3
Performance: +3
Persuasion: +3
:
17 (+3)

Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


The gully dwarf woman glances over at the man with the triangle hat.  "We should check on those knights.  They might still be alive."  Her voice shows little concern, since the battle seems to be mostly over, but she is cautious.  The monsters seem to be greatly outnumbered, although if that's the case she isn't sure why they aren't running away.

"Be careful, though, there may be an ambush."

OOC

Action: If close enough to get to the knights this turn, using a Wisdom (Medicine) check to see if there are any she can help, stabilize, whatever.  Otherwise, if she isn't close enough, ignore this.  

Bonus Action:

Movement: Moving towards the downed knights and their wagon.  Not sure how far we are from them, only that the battle is 180 feet away, but it looks like we came upon the wagon? 

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10+3) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Whip (finesse, reach). Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: (1d4 + 3) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Currently whip.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers, Unseen Servant
  • Invocations:  Devil's Sight, Agonizing Blast

 

 

Edited by Kamishiro_Rin (see edit history)
Name
Wisdom (Medicine)
18
1d20+1 17
Link to comment
Share on other sites

Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Level 1 Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 18/18 (1d12+3+2+1) | Speed: 25 ft.
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con:16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish


"Aha, too slow! You have to earn it." Modri twirls his warhammer with a flourish that's clearly been practiced. He arcs his strike up and wide trying to bring as much momentum as he can across the laughing creature's skull.

Perhaps the flourish is too much as the strike only reaches air and the Dwarf stumbles a bit regaining his balance. At another time, Modri might feel sheepish, but in the moment there's not enough time to be embarrassed over it... at least not until later... 

 

OOC

Action: Attack Tan-Green Monster (Big Miss, and Bardic Inspiration won't be enough to close the distance.)

Will stay where he is.

 

 

Edited by Peacemonger (see edit history)
Name
Attack Tan-Green Monster
7
1d20+5 2
Link to comment
Share on other sites

MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 1 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 14/14 (1d10+2+2) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str:Save: +3
Athletics: +3

Carrying Capacity: 180 lb.
Lift/Push/Drag: 360 lb.
12 (+1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2☆

☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.
 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +2
Religion: +0
10 (+0) | Wis:Save: +3
Animal Handling: +5
Insight: +5
Medicine: +3
Perception: +7★
Survival: +5

★Expertise in Perception (Deft Explorer - Canny)
17 (+3) | Cha:Save: -1
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
 8 (-1)

Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Merituuli is caught off-guard by the green-scaled enemy turning to stone and exuding a thick orange cloud.  Never seen anything like that... what kind of twisted creation has Takhisis come up with?  Luckily, Modri and Artanis seem unaffected by the gas, but Merituuli makes a mental note for later.  He yells out, "Best keep our distance, no telling what that gas can do!"

He is about to continue firing at the tan-scaled beast, but it moves in to engage Modri at the same time as another, lighter-scaled one appears near Artanis.  Both Meryelle and Artanis shift their focus to the newcomer, and Merituuli looks between the two targets for a moment, weighing his options.  I have a good eye on the tan one... but if we can prevent the newcomer from closing it, it'll expel that gas harmlessly.  Begrudgingly, he shifts his focus to the light-green enemy, loading another bolt into his crossbow, aiming, and firing.  The bolt flies true and buries deep into the dragon-kin's forehead!  "Haha, Blauh!  What do you think of that, beast?"

With the appearance of more newcomers, Merituuli waves to get their attention.  "Be alert!  There are two more in the forest, they may try to take us by surprise!"

OOC

Action: Fire Heavy Crossbow at newly-appeared light-green dragon man.  Maintain Favored Foe concentration on tan-scaled one for now.

Bonus Action: —

Movement: Any movement necessary to get within 100 ft. of new foe, if outside of that range.  Otherwise staying put!

Reaction: —

Actions & Resources

Actions:

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

 

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

18/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
Edited by PhoenixSlayer (see edit history)
Name
Heavy Crossbow Attack
22
1d20+4 18
Heavy Crossbow Damage
10
1d10+2 8
Link to comment
Share on other sites

token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+5 From Shield] | HP: 14/14 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 

Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.


















 
 | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBlade Ward
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

1st-Level
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk © (a drop of mercury)
Tash's Hideous Laughter © (Tiny tarts and a feather that is waved in the air)
Identify (A pearl worth at least 100 gp and an owl feather)
Detect Magic ©
Absorb Elements
Charm Person
Comprehend Languages [Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]

Decimus pace had been relaxed as the two had walked the path.  Luckily, Hunni needed a few paces for each one of his thanks to their size difference, so his sedentary pace would not have seemed so suspicious.   Though as the two rounded the bend in the path, what had been a peaceful and enjoyable walk, suddenly gains some importance.  Though their task of travelling Kalaman is not forgotten, it's importance is moved down a peg or two on his list of priorities.  He makes a small noise of assent to Hunni and her suggestion at seeing whether or not the knights are okay, but follows after her, long thin rapier drawn in defense in case there are any more of those strange green monsters about.  The wizard chants a few arcane words, in his right hand, his fingers clasped tightly around the blade, and his left hand raised in the air, drawing arcane symbols in front of him as the magic shimmered around him, the Shield spell forming in front of him in case the two of them are accosted.   

"Stay sharp, I don't feel good about this, these creatures are a bad sign"

spacer.png

 OOCAction: Ready weapon & follow Hunni from 5ft behind

Bonus Action: —

Movement: --

Reaction: Prepare Shield for reaction if attacked

Edited by Kamishiro_Rin (see edit history)
Link to comment
Share on other sites

Monstrosity   Decimus stands guard as Hunni checks the knights. Sadly, they’re all dead. Just then, a pine-green monstrosity rushes out of the bushes 30 feet from Decimus and 25 feet from Hunni and closes the distance to the gully dwarf, whom he sees as easy prey!

   However, Hunni is a quick little devil and dodges easily! Neither of those strikes came close!


   The stone statue of the dark-green monster crumbles into dust and floats away in the wind. There is now nothing but a five-foot gap between Artanis and Modri.

   The light green monster is not long for this world, as a combination of attacks from Mery, Artanis, and Merituuli quickly kill it. It turns into stone, like the dark-green monster did, but because it didn’t even get a chance to close in on Artanis, the out-pouring of orange gas does nothing but safely dissipate in the breeze.

   Coltan’s sacred flame spell singes the tan-green monster, but that only serves to mildly annoy it as it takes two thrusts at Modri! Neither of these connects with the sturdy dwarven barbarian, either!


Round V

   It’s your turn! Have at it!

  • ArtanisHP 9+5/9 – 5 Temp. HP – Bardic Inspiration (1d6) Used – 15 diagonal feet from the Tan-Green Monster
  • ColtanHP 21/21 – 20 feet away from the Tan-Green Monster
  • MerituuliHP 14/14 – Bardic Inspiration (1d6) Used – 55 feet away from Tan, 175 feet from Pine
  • MeryelleHP 10/10 – Battlefield Presence Used – 45 feet away from Tan, 175 feet from Pine
  • MordriHP 18/18 – Bardic Inspiration (1d6) – Within melee-range of the Tan-Green Monster
  • DecimusHP 14/14 – 5 feet away from the Pine-Green Monster, 120 feet from Tan
  • Hunni CollicHP 17/17 – within melee range of the Pine, 120 feet from the Tan
  • Dark Green Draconic MonsterHP 0/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Tan-Green Draconic MonsterHP 5/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Light-Green Draconic MonsterHP 0/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Pine-Green Draconic MonsterHP 14/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
OOC

   I seem to have failed to do the monsters’ multi attack last turn. It’s back this turn . . . with out a vengeance . . . more of an impotent whine.

Edited by Kamishiro_Rin (see edit history)
Name
Multi-Attack (2 Shortsword Thrusts) on Hunni
8; 10
1d20+3;1d20+3 [5]; [5,7]
Multi-Attack (2 Shortsword Thrusts) on Modri
13; 6
1d20+3;1d20+3 [10]; [10,3]
Link to comment
Share on other sites

spacer.png                       Meryelle "Mery" Keryndon

                         Level 1 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 10/10 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 10, Passive Insight 10, Passive Investigation 14
Str:Save: -1
Athletics: -1

Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
8 (-1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2
.
14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +0
Religion: +0
14 (+2) | Wis:Save: +0
Animal Handling: +0
Insight: +0
Medicine: +0
Perception: +0
Survival: +0
11 (+0) | Cha:Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5
16 (+3)

Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 2/2 | Bardic Inspiration: 0/3


 “My words,” | ‘My thoughts,’  | My actions


Seeing the new pine green monster leap out toward the two newcomers, Mery finds herself thinking, 'The tattooed Dwarf  and maybe one or two of the others can finish off the tan-green one.  I have long legs, a ranged weapon, and no idea how well the two newcomers might be able to fight. My arrows might provide some much needed aid.'  She takes off running in their direction!

 At around the mid-point of her run, she finds herself feeling a bit winded.  'I've spent way too much time in the Great Library!'  Still, she plugs gamely on.

She debates telling Modri and Artanis what she's doing, but figures her actions are making that clear enough.  Besides, she doesn't want to to distract their fight with the tan-green monster.  Losing focus could be dangerous for them.

When Artanis moves to guard her, a flood of responses enter her mind, but she tells herself, 'Save your breath for running, dummy!'  However, she does try to catch his eye, giving him a nod of thanks and a shy smile.  Although she doesn't really know the young soldier, she can't deny that she feels more assured with him nearby. 

 

OOC

Action:  Dash toward pine green monster.  She will take as many diagonal forward steps as necessary to avoid Modri and the tan-green monster, as well as the explosion of the tan-green monster, if it dies as she's passing.

Bonus Action: —

Movement: 60 feet forward toward pine-green monster

Reaction:

Actions & Resources

Actions:

   Shortbow (simple, ranged, ammunition, two-handed). Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target.
                                                                                   Hit:  (1d6 + 2) piercing damage. 

   Dagger (light, ranged or melee). Ranged Weapon Attack: +4 to hit, ranged 20/80 ft., one target.
                                                   Hit: (1d4 + 2) piercing damage.
                                                                   Melee Weapon Attack: +4 to hit, reach 5 ft., one target.

                                                  Hit: (1d4+2) piercing damage.

Bonus Actions:

   Healing Word

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

  Bardic Inspiration (3 per long rest, for 1d6)

As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die (1d6). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.

Ammunition:

   17 arrows in quiver, 4 arrow bundles in backpack.

Spellcasting:

   Mery is a 1st-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bards available for spontaneous casting from her first level slots: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (2/2 slots): healing word, hideous laughter

Class Features:

  • 3/3 Bardic Inspiration0

Botting Instructions:  (i.e. What to do if I haven't posted in a while and haven't announced it.  Personally, if I haven't posted in 2 days and something is needed from me, BOT ME!  I hate holding up the action and will roll with whatever you choose to do.)

  • Combat:  In combat, debuff enemies, inspire allies, drop Healing Word, especially on someone with low HP if Mery is close and the party cleric can't for some reason.  If all of that is out of the question, she prefers using her shortbow and staying at range, given her very low AC.
  • Outside of Combat:  She's a support, face, and lore nerd.  Do skill checks!  Persuade, deceive, and intimidate NPCs!  Drop spells that make things easier for the party!  Use tools!  If any male PCs or NPCs are kind to her, have her act like just slightly awkward, like she's not completely 100% used to that.

 

OOC

OOC comments, if I have them,  will go here.

Edited by tbgg (see edit history)
Link to comment
Share on other sites

 

image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Level 1 Human Knight of Solamnia


AC: 18 (Chainmail, Shield) | HP: 9/9 (5 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
StrSave: +3
Athletics: +5

Carrying Capacity: 255 lb.
Lift/Push/Drag: 510 lb.
:
17 (+3) | DexInitiative: +2★
Save: −1
Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆
★ Add Cha to Initiative (class feature)
☆ disadvantage on Dexterity (Stealth) checks from Chainmail Armor.
:
 8 (–1) | ConSave: +1: 13 (+1) | IntSave: -1
Arcana: -1
History: -1
Investigation: -1
Nature: -1
Religion: -1
:
 8 (-1) | WisSave: +3
Animal Handling: +3
Insight: +3
Medicine: +1
Perception: +1
Survival: +3
:
12 (+1) | ChaSave: +5
Deception: +3
Intimidation: +5
Performance: +3
Persuasion: +5
:
16 (+3)

Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,  | My actions . . .


 

 

Artanis watches as the monster charging towards him is finally put down by his companions heavy crossbow bolt, releasing the same orange poison as its companion. 'So it looks like something they all carry,' he thinks to himself, pleased he hadn't approached further. However just as he starts to turn back towards the creature assaulting Modri he finds his attention spot again as the final green one dashes out the woods towards the newcomers! It looks like they heard the warning though, the smaller of the two managing to dodge between the vicious sword blows. He draws another javelin and feints against the monster engaged with Modri - "Now Merituuli!" he cries, giving the sea elf an opening as the lizard starts away. It is Modri who takes advantage however. Hopefully the elf will use the prompt elsewhere.

He keeps his grip tight on his weapon, eyes scanning the treelike for the last one he knows is still out there as he moves to guard Mery.

 

OOC

Action: Battlefield Presence to grant Merituuli an extra attack. It doesn't have to be against the tan-green one if it dies before you post, that's just flavour.

Free: 

Bonus Action: 

Movement: 30ft towards the middle of the battlefield, staying between Mery and the trees as much as possible

Reaction: 

Object Interaction: Draw Javelin

 

Edited by PureChance (see edit history)
Link to comment
Share on other sites

Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Level 1 Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 18/18 (1d12+3+2+1) | Speed: 25 ft.
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con:16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish


Now Modri is taking the fight seriously. There's still a grin across his face, but now it's curved in a half-snarl. He dips and dodges under the creature's blow. He sees its injuries, he's not fighting a creature at its prime.

Pity. I'd like to see just how tough these things really are.

This time the strike hits true, a blow across the jaw to literally remove the smile off his foe's face. As he sees the creature in its death throws, Modri takes a few steps back not feeling like coughing and hacking again if he can move fast enough...

 

OOC

Action: Attack Tan-Green Monster

Move 15' away after the strike to see if he can avoid the gas, moving towards where the last monster is.

If Modri still needs to make a CON save due to the gas, and rolls low, will use his Bardic Inspiration.

 

 

Edited by Peacemonger (see edit history)
Name
Attack Tan-Green Monster
21
1d20+5 16
Bludgeoning Damage
7
1d8+5 2
Link to comment
Share on other sites

token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+3 From Bladesong | +5 from shield if attacked] | HP: 14/14 | Speed: 30 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 

Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.


















 
 | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

1st-Level
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Tensors Floating Disk © (a drop of mercury)
Tash's Hideous Laughter © (Tiny tarts and a feather that is waved in the air)
Identify (A pearl worth at least 100 gp and an owl feather)
Detect Magic ©
Absorb Elements
Charm Person
Comprehend Languages [Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]

The beast came from the forest edge with such speed that Decimus was not prepared, but thankfully, Hunni was quick, and even though she was preoccupied with the bodies of the knights, she managed to get out of the way of its vicious attack just in time, leaving itself exposed for the Wizard to step forward and do what he had intended in the first place.  Protect Hunni.  His rapier already in front of him, as the Draconic creature failed to strike his companion, he moved forward with practiced grace, his billowing cape giving him the appearance of floating as he steps.  With a glint of steel as the thin edge catches the dour light of the cloudy sky, it strikes out with barely a whisper.  From his open mouth, arcane words focus his magics in the blade, which resonates with mystical energies as he strikes.  The blade bites at the scaled hide of the creature, the magic imparting from his weapon.  If it moves from this spot, it will feel the magical energies attempting to tear its body apart.  

"Do you feel that?  That is righteousness, your foul omens have no power here"

Swiftly, he moves backward 10 feet to put himself out of range, ready to receive the blow with his magical shield if he must, nut his blade song is active, and he is ready to dance.  

spacer.png

 OOCAction: Cast booming blade and strike the creature with his rapier

Bonus Action: Bladesong is activated

Movement: Move forward five feet to put himself within reach of the monster, then 10 feet backwards after attacking

Reaction: Shield is cast if struck

Edited by tyrtaeus (see edit history)
Name
Rapier Strike
22; 5
1d20+5;1d8+3 [17]; [17,2]
Link to comment
Share on other sites

  

token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 17/17 (2d8+4) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
StrSave: -1
Athletics: -1
Carrying Capacity: 120 lb.
Lift/Push/Drag: 240 lb.
:
8 (-1) | DexSave: +2
Acrobatics: +2
Slight-of-Hand: +2
Stealth: +2☆
☆ disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.

Initiative: +2
:
14 (+2) | ConSave: +2: 15 (+2) | IntSave: -1
Arcana: +1
History: +1
Investigation: -1
Nature: +1
Religion: -1
:
8 (-1) | WisSave: +3
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +3
:
12 (+1) | ChaSave: +5
Deception: +5
Intimidation: +3
Performance: +3
Persuasion: +3
:
17 (+3)

Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni screams as the pine-green monster swings its sword at her, but neatly dodges aside.  She then yells out her racial battle cry, "Eeeek!  Everybody run like crazy!"

The gully dwarf doesn't actually run like crazy, though.  Instead, her eyes turn black, and seem to leak obsidian sparks, as she pulls her whip from her belt and swings it over her head.  Threaded up and down the whip are dark, shadowy tendrils of eldritch magic.  Swinging it once, twice over her head, the whip moves unnaturally, as though guided by its own power, before shooting down to strike at the monster.

She misses, although it is still quite impressive, if she does say so herself.

OOC

Bonus Action: Casting Wrathful Smite.  Her next hit does +1d6 psychic damage, and the target must make a Wisdom save, DC 13, or be Frightened of her until the spell ends, or it uses an Action to make another savings throw.  Concentration, up to 1 minute.  Edit:  As she missed, she'll keep concentration, and try again next round.  The spell says 'the next time you hit with a melee weapon,' so I assume it will work on whatever she attacks and hits in the next minute, if she doesn't lose concentration?

Action: Attacking the monster. 

Movement:  —

Reaction:

Actions and Resources

Actions

Eldritch Blast (cantrip). Ranged Spell Attack: + 5 to hit, range 120 ft, one target.
Hit: (1d10+3) force damage.

Infestation (cantrip). Spell: Constitution Save DC 13, range 30 ft, one target.
On failed save: (1d6) poison damage, and target must move 5' in a random direction (d4; 1-North, 2-South, 3-East, 4-West). 

Whip (finesse, reach). Melee Weapon Attack: +5 to hit, reach 10 ft., one target.
Hit: (1d4 + 3) slashing damage.

Battleaxe (versatile). Melee Weapon Attack: reach 5 ft., one target.
Hit: (1d8 - 1) slashing damage.
Versatile: (1d10 - 1) slashing damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Currently whip.

Bonus Actions

Hexblade's Curse.

Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:

  • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
  • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
  • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).

You can’t use this feature again until you finish a short or long rest.

Grovel, Cower, and Beg (Reskinned Draconic Cry).

As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Spellcasting

Hunni is a spellcaster.  Her spell slots are at 1st level.  She has 2 spell slots.  Her spellcasting attribute is Charisma.  Spell Save DC 13.  Spell Attack Modifier +5.  She can use an arcane focus as a spellcasting focus.

  • Cantrips:  Eldritch Blast, Infestation, Prestidigitation
  • Spells Known:  Armor of Agathys, Wrathful Smite, Hex, Dissonant Whispers, Unseen Servant
  • Invocations:  Devil's Sight, Agonizing Blast

 

 

Edited by KingGoblin (see edit history)
Name
Whip Attack
6
1d20+5 1
Link to comment
Share on other sites

MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 1 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 14/14 (1d10+2+2) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str:Save: +3
Athletics: +3

Carrying Capacity: 180 lb.
Lift/Push/Drag: 360 lb.
12 (+1) | Dex:Initiative: +2
Save: +4
Acrobatics: +2
Sleight of Hand: +2
Stealth: +2☆

☆Disadvantage on Dexterity (Stealth) checks from Scale Mail Armor.
 14 (+2) | Con:Save: +2 14 (+2) | Int:Save: +0
Arcana: +0
History: +0
Investigation: +0
Nature: +2
Religion: +0
10 (+0) | Wis:Save: +3
Animal Handling: +5
Insight: +5
Medicine: +3
Perception: +7★
Survival: +5

★Expertise in Perception (Deft Explorer - Canny)
17 (+3) | Cha:Save: -1
Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
 8 (-1)

Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


“My words” | ‘My thoughts’  | My actions . . .


Merituuli is about to finish off the tan-scaled dragon-kin with another crossbow shot at Artanis's command when Modri slams his warhammer into the beast's face, leaving it staggered and reeling.  Grinning, he shouts, "Looks like you've got it covered!" before looking towards the two newcomers, who appeared to be a human man with a unique hat and a... rather diminutive female dwarf?  Just then, another pine-green-scaled dragon-kin bursts from the trees and assaults the small dwarf, but she deftly dodges the beast's swords, with her human ally lashing out with his own blade in response.

Merituuli begins rushing towards the newly-appeared foe, closing some of the distance before loading another bolt and taking aim.  He yells to the dwarf and human, "They explode when slain!  Get clear!"  He maintains his aim, waiting for Hunni to retreat before letting the bolt loose.

OOC

Action: Ready action to shoot pine-green foe if Hunni gets at least 10 ft. away from it.

Bonus Action: —

Movement: Move 30 ft. towards Decimus, Hunni, and new enemy.

Reaction: Take Ready action if triggered.

Actions & Resources

Actions:

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

 

Other:

Favored Foe. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell).

The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you can increase that damage by 1d4.

You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

This feature’s extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.

Friend of the Sea. You can communicate simple ideas to any Beast with a swimming speed. It can understand your words but you cannot understand it in return.

 

Ammunition:

18/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
Link to comment
Share on other sites

 spacer.pngColtan Bluetemper

Level 2 Neidar Folk Hero Forge Cleric


AC: 16/18 (Chain Mail +2 Shield) | HP: 21/21 (2d8+6+2) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
StrSave: +2

Athletics: +5

Carrying Capacity: 210 lb.
Lift/Push/Drag: 420 lb.
:
14 (+2) | DexInitiative: −1
Save: −1

Acrobatics: −1
Slight-of-Hand: −1
Stealth: −1☆

☆ Chain mail gives disadvantage
:
8 (–1) | ConSave: +3: 16 (+3) | IntSave: +0

Arcana: +0
History: +0
Investigation: +2
Nature: +0
Religion: +2
:
10 (+0) | WisSave: +5

Animal Handling: +5
Insight: +3
Medicine: +3
Perception: +5
Survival: +5
:
16 (+3) | ChaSave: +2

Deception: +0
Intimidation: +0
Performance: +0
Persuasion: +2
:
10 (+0)

Languages: Speak, read, and write Common and Dwarvish


Seeing the dwarf cut down the monster near him, he compliments him, "good show, brother!  There are more ahead of us!"

He turns and dashes back toward the arrivals.

 


OOC

Action: Dash Total 50 ft toward pine-green. 

Bonus Action:

Movement: Move 25 ft

Reaction:

Use Object:

Actions and Resources

Actions

+1 Holy Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 3 magic, fire damage.
Versatile damage: 1d10 + 3 magic, fire damage.

Handaxe (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d6 + 2 slashing damage.

Dagger (light, thrown). Melee & Ranged Weapon Attack: +4 to hit, ranged 20/60 ft., one target.
Hit: 1d4 + 2 piercing damage.

Spell-casting: +5 or DC 13 | 1st 3/3

Cantrips

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

 

 

 

 

Edited by JubalBreakbottle (see edit history)
Link to comment
Share on other sites

Monstrosity   Mery dashes towards the pine-green monster. Artanis attempts to give Merituuli an extra attack, but Merituuli can only ready an attack with his crossbow. Modri finishes off the tan-green monster and jumps back just in time for an orange gas cloud to harmlessly spill out of it. Coltan dashes towards the pine-green monster, as well.


   Decimus moves in and skewers the pine-green monster in its thick hide. I winces angrily. When Decimus drops back, the monster takes advantage of the retreat and makes a reprisal attack of his own! It’s quick thrust is just fast enough to catch Decimus’s unguarded retreat and it pierces him for 4 hit points—more than a quarter of his health! Decimus’s deft dodging due to his bladesinging prevents the attack from landing—if just barely!

   Hunni attempts to whip the monster, but it merely cracks in the air far to the monster’s right. It chuckles at her and says, “Ha ha! You no good with whip! Now I show you how fight!”


   The creature steps between Hunni and Decimus, and quick as lightning, deals a thrust of his shortsword at Hunni follows through towards Decimus!

   Although the attacks are very fast—the shortsword snakes past Hunni’s attempt to dodge and even past her shield—Hunni is wearing scale mail armor, and it scrapes with a loud squeal across the scale-shaped steel plates. Perhaps left completely off balance and caught on Hunni’s shield, his attempt to strike Decimus is thwarted and he is unsuccessful.

   “You lucky, little brat!” it growls!


Round V

   It’s your turn! Have at it!

  • ArtanisHP 9+5/9 – 5 Temp. HP – Bardic Inspiration (1d6) Used – 75 feet from Pine
  • ColtanHP 21/21 – 85 feet from Pine
  • MerituuliHP 14/14 – Bardic Inspiration (1d6) Used – 145 feet from Pine
  • MeryelleHP 10/10 – Battlefield Presence Used – 115 feet from Pine
  • MordriHP 18/18 – Bardic Inspiration (1d6) – 135 feet from Pine
  • DecimusHP 10/14 – 0 feet from Pine
  • Hunni CollicHP 17/17 – 0 feet from Pine
  • Dark Green Draconic MonsterHP 0/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Tan-Green Draconic MonsterHP 0/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Light-Green Draconic MonsterHP 0/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
  • Pine-Green Draconic MonsterHP 4/22 – AC 14 (natural armor) – SV +1, +0, +1, −1, −1, +0
OOC

   I seem to have failed to do the monsters’ multi attack last turn. It’s back this turn . . . with out a vengeance . . . more of an impotent whine.

Edited by Kamishiro_Rin (see edit history)
Name
Attack of Opporunity on Decimus (1 Shortsword thrust)
15
1d20+3 12
roll
4
1d6+1 3
Multi-Attack (1 Shortsword Thrust) on Hunni
15
1d20+3 12
Multi-Attack (1 Shortsword Thrust) on Decimus
5
1d20+3 2
Booming Blade Damage
5
1d8 5
Link to comment
Share on other sites

×
×
  • Create New...