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Chapter 01c: When Home Burns (A Parting Gift & the Kingfisher Festival)


Kamishiro_Rin

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


AC: 13[+5 from Shield, +3 from Bladesong]  | HP: 14/14 [+4] | Speed: 30 ft [+10ft] | 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 Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: 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.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[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 feels the essence of speed from the Expeditious Retreat spell through his body, but that is only the half of it. His shoulders square up and he invokes the ancient Elven Bladesong magic. His sight and hearing sharpen, and his pulse quickens, and for a single moment, his breathing and heartbeat are all he can hear. When the cacophonous noise of battle explodes around him once again, he realizes that the ambush was perfectly set. None of them have their weapons, and even if he had his Spellbook fully repaired, the spells he had a penchant for were not the most combat oriented. To the south east, the cart where they had stored their weapons was also being accosted. Likely thanks to knowledge that everything was being stored there. Artanis calls out to him, they were of two minds in the situation, whether he knew of the spell or not, both of them knew that the wizard would not be much help while unarmed. Mery sang beside him, her words empowered with old magic, and while the magic was not attuned to him, he took solace in the fact that none of their team faltered under the pressure of the surprise attack. Least of all Modri, who seemed like he was having the time of his life. Decimus moved around the Bard at full speed, dashing down the hill towards the path leading to the cart. The couple that had been attending it were cowering beneath, which was fine for the Wizard, he did not have the time to argue. Throwing himself upon the cart, he counts himself lucky that the organizers are aptly named. Their numbering system makes it quite easy to find what he is looking for, but even as he turns to look over his shoulder, he hopes he has enough time to make it back to his companions.

spacer.png

 OOCAction: Sprint to the weapons cart and search for Decimus' Rapier, Artanis' Sword, Mery's Arrows, and Modri's Axe.

Bonus Action: Enter Bladesong

Movement: With Urgent Orders, my action to Dash, and Bladesong increasing my regular movement by +10m, I have 110ft of movement in order to get to the cart through difficult terrain. Hopefully that is enough

Reaction: If the last rider is near and attempts to strike, Decimus will cast Shield as a Reaction, giving him +5AC

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  token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 17/17 (1d8+5+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


Back at the festival, Hunni shrugs at Merituuli's question about Jezebelle's condition. "Strange. I am not sure I remember. She looked a little like this..." the Gully Dwarf says, and sits down to cast a spell.

Her prestidigitation takes form, an illusion of shadowy black tendrils climbing up and around a pedestal, surrounding... Something. She concentrates, and sticks her tongue out of the corner of her mouth, and the tendrils slowly coalesce into the form of a wavy dagger, with rubies all up and down the blade... no, it's a sword, but with an odd wavy quality to the blade, and the rubies are eyes... an axe, except the heft is covered in serrated blades... they are tentacles, red eyes instead of suckers, reaching...

The illusion breaks, and fades, two malevolent red eyes the last to disappear. "I don't know what condition she was in. Weak. The glyphs around her held her in, but didn't hold me out. They weren't meant to hold people out, only Jezebelle in. And I couldn't break them, nobody could, they were... Elemental, but not like fire, more like words, essential to the universe... I couldn't break them, but I could pass out. So, instead of taking her out, I took her in, me, and I went out..." She shakes her head. "Her corpse is still in there, rusted shards of leather and ice and stone. But she is getting stronger..."

With a shrug, the spell is broken. "Anyway. Let's go get some fish stew, yes? I like the stew, I think there are some seeds I have seen outside of town that could improve the flavor, though, if you grind them up and mix them in while cooking. I think we should talk to the cooks, what do you think?"

 


 

After the mercenaries charge down the villagers and the militia, as a small group assaulted her little gang, Hunni stares with wide eyes, clutching the blunted spear. The whip at her side pulses, somehow.

A mercenary attempts to stab Hunni, but she steps to one side, and he misses. Looking up at the man, shadows crawl over her arms and face, spreading from the whip, and the blunted spear drops from her hands. "My turn," she sings, and her eyes flash as the shadows reach up to meet the man on horseback.

OOC

Bonus Action: Casting Hex, using the free cast from her Feat, on the mercenary next to her. She does +1d6 Necrotic damage when she hits with an attack, and he will have disadvantage on Dexterity checks. Requires concentration.

Action: Drawing her whip and attacking the mercenary next to her with it. Missing, of course.

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

Spell Slots:  2 / 2

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
To Hit Whip
9
1d20+5 4
Random character (8 is roll again)
1
1d8 1
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Round III

   Suddenly, two riderless horses sprint from the fray! They’re lashed together, and sprinting right for Artanis, in full gallop, passing by him and re-entering the fray on the opposite side! Nimbly, Artanis dodges out of the way of their charge, but keeps his footing!

   Modri nearly kills the mercenary to his left! The Merc takes the disengage action and backs up twenty feet down the hill! He levels his spear at Modri, clearly readying a charge attack.

   Mery shoots Merc 5, doing 4 piercing damage! She then sings, inspiring Artanis.

   Merc 3 thrusts his spear into Modri, but the tip only manages to do a mere 3 damage to him.

   Artanis shoves Merc 1 off his horse and steals it! He gets up and around his allies only to be met by Merc 4. Merc 4 stabs at Artanis with his spear, and expertly gets Artanis right in the chest! He deals 11 piercing damage!

   Coltan slams his hammer down on Merc 1, but the Merc’s armor saves him the damage.

   Merituuli’s shillelagh returns the favor, nearly killing Merc 4.

   Merc 5 attempts a trampling charge against Artanis’s horse to knock it prone, but only manages to attack it with his own horse’s hooves.

   Decimus runs like the wind around the battlefield, gets to the cart and on his way back up, ends up next to Merc 5

   Hunni attempts to whip Merc 4, but misses him.

OOC
d7 Character
1 Artanis
2 Coltan
3 Decimus
4 Hunni
5 Merituuli
6 Mery
7 Modri

 

 

 

 

 

 

 

   If Modri’s piercing damage is reduced due to raging, then I’ll leave that to you to mark down.

Merc Stats (please roll saves for them in your own posts)

  • AC: 16
  • HP: 11
  • SVs: +1/+1/+1/+0/+0/+0
  • Merc 1: 11/11
  • Merc 2: 1/11
  • Merc 3: 11/11
  • Merc 4: 3/11
  • Merc 5: 7/11

   The horses all take the dodge action, imposing disadvantage on your attacks against them.

Warhorse Stats (please roll saves for them in your own posts)

  • AC: 11
  • HP: 19
  • SVs: +4/+1/+1/–4/+1/–2
  • Merc 1’s (now Artanis’s) Warhorse: 10/19
  • Merc 2’s Warhorse: 19/19
  • Merc 3’s Warhorse: 19/19
  • Merc 4’s Warhorse: 19/19
  • Merc 5’s Warhorse: 19/19

   Warhorses 2–4 take the dodge action. Warhorse 5 attacked Artanis’s horse.

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Edited by Kamishiro_Rin (see edit history)
Name
High Hill Battlefield Events
2
1d4 2
Artanis DC 14 Dexterity Saving Throw
18
1d20-1 19
Merc 3 Attack on Modri
22
1d20+3 19
Merc 3 Piercing Damage on Modri
3
1d6+1 2
Merc 4 Attack on Artanis
23
1d20+3 20
Merc 4 Piercing Damage on Artanis
11
2d6+1 6,4
Artanis's Horse DC 14 Strength Saving Throw
24
1d20+4 20
Merc 5's Horse Hoof Attack on Artanis's Horse
15
1d20+6 9
Merc 5's Horse Bludgeoning Damage on Artanis's Horse
9
2d6+4 3,2
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 18 (Chainmail, Shield) | HP: 12/15 (0 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 grunts in pain as the spear drives the air from his lungs, just about remembering to twist his body and let the blow slide off rather than bust the rings. It doesn't do much to ameliorate the thrust timed perfectly as it is through luck or skill. Fortunately it seemed Decimus had returned with the weapons in record speed, and so he shimmies he horse to the side, keeping a wary eye on the mercenary still menacing him, and swings down to grab his longsword. "Thanks!" he edges out amongst the clamour, swinging himself back up to carry his momentum against the mercenary threatening the self same wizard. Kai had already dealt the other by him a terrible blow, and hopefully Huuni and he could finish the job between them.

 

Perhaps the Mercenary who had directed his horse to attack Artanis' wasn't expecting such a vicious reprisal from an unexpected angle. Perhaps he was distracted controlling his own beast. Perhaps Artanis own outrage at the deception employed against regular people, or the soldier's assault against an innocent and dutiful steed, drive the strength of his hand. Whatever the cause, the blow near cuts the man from groin to shoulder, and he slumps forward off the horse as if his strings have been cut. Artanis almost flinches, expecting another cloud of smoke for a moment, before refocusing on the battle from his vantage point astride his mount. The mercenary still next to him was now facing threats on three sides. Modri on the other hand, for all the dwarf's clear enjoyment, was close to being overwhelmed with another assailant lining up their charge. "Modri needs aid," he suggests to the wizard still by his side, trusting in the man's aclarity, before shouting back to the bard "Mery, can you draw on the one down the hill?"

 

 

 

OOC

Action: Longsword Attack Merc 5, using Precise Strike

Bonus Action: -

Movement: -

Reaction: 

Object Interaction: Retrieve sword from Decimus

Mount Action: Dodge

Mount Movement: 5ft west adjacent to Decimus, not leaving Merc4 threat range so no opportunity attack provoked

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:

   Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

   Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
 

   Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

Class Features:

  Precise Strike. 1/2 (Long Rest)

   Leadership Dice (d6). 1/2 (Short Rest, 1/turn)

  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
Updated HP, updated story (see edit history)
Name
Longsword Attack (Precise Strike)
24
keep(2d20,highest,1)+5 13,19
Damage (Slashing)
14
2d8+3 4,7
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     spacer.pngColtan Bluetemper

Level 2 Neidar Folk Hero Forge Cleric


AC: 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


Coltan cannot believe what is going on. They were in a festival! The Ironclad Regiment attacked the militia! Cudgel’s regiment! But his companions were in danger, so he focused on the immediate threats.

The dwarf charged forward positioning his shield above him to guard against mercenary’s swords and push the edge toward the horseflesh. Now, between horses, he calls out, ”the Worldsmith burns his enemies!” The holy hammer that the smith holds above himself in the high guard position pulses and splashes the cavalry in the holy fire. The rider and horse to his right get the worst of the holy flames


OOC

Action: Cast Word of Radiance should catch Marc 3, horse 3, horse 4, and maybe Merc 4 if you rule that he’s actually in the middle of those 4 squares. Merc 3 and Horse 3 take 6 radiant damage.

Bonus Action:

Movement: To O-45 avoiding AOO

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).

Artisan's Blessing. You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, "Equipment," in the Player's Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.  The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual's end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

 

Edited by JubalBreakbottle (see edit history)
Name
Word of Radiance Con DC 13 radiant damage
6
1d6 6
Merc 3
8
1d20+1 7
Horse 3
11
1d20+1 10
Horse 4
16
1d20+1 15
Maybe Merc 4
16
1d20+1 15
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 2 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 17/17 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str:Save: -1
Athletics: +0

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 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2
Arcana: +4
History: +4
Investigation: +4
Nature: +3
Religion: +3
14 (+2) | Wis:Save: +0
Animal Handling: +1
Insight: +1
Medicine: +1
Perception: +1
Survival: +1
11 (+0) | Cha:Save: +5
Deception: +5
Intimidation: +5
Performance: +5
Persuasion: +5
16 (+5)

Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 3/3 | Inspiration: 1/3


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


The action around her seems to flow in slow motion - Artanis stealing the horse, the attacks against Modri and Artanis, Decimus' flight to the wagon and back for weapons.

Hearing Artanis suggest that she aim at the mercenary down the hill, Mery thinks, 'You know, I am aware that the job of an archer is to take out the enemies no one else can reach.' But she decides Artanis doesn't know her well enough to know what she's capable of and is perhaps just trying to make sure all the bases are covered. 'I'm going to have to speak to that knight. But later, after all of this.' She nocks an arrow, then aims at the merc down the hill and looses! But a last minute jostling makes the shot go wide.

Noticing that the attack against Artanis seemed to do a bit of damage, she decides to offer a bit of healing, but attempts to disguise the spell as a musical aid to concentration, softly singing

🎵Stand a little taller
In spite of the ache 🎶

 

OOC

Action:  Shoot an arrow at Merc #2 - the one down the hill

Bonus Action:  Healing Word to Artanis

Movement: —

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:

   20 arrows in quiver, 3 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 (3/3 slots): healing word, hideous laughter, cure wounds

Class Features:

  • 3/3 Bardic Inspiration
  • Song of Rest (Use on any short rest - anyone who hears her performance and chooses to regain a hit die gains an extra 1d6 of HP.)
  • Jack of All Trades (add 1/2 proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.)

 

OOC

I've no idea why the dice roller gave me two attack rolls - it took a really long time to complete, then bammo, two rolls instead one. In either case, it's still a miss.

Music Credit: Not part of a real song as far as I know - I made it up.

@Kamishiro_Rin I'm not totally sure I'm ready for Mery to admit to being able to do magic yet. Is there a way to describe this healing effect without making it sound like it's coming from her?

Edited by tbgg (see edit history)
Name
Attack 1 vs Merc 2
5
1d20+4 1
Attack 1 vs Merc 2
8
1d20+4 4
Healing Word to Artanis
5
1d4+3 2
Performance check - healing spell = musical concentration aid
10
1d20+5 5
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 27/31 (2d12+6+4+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


Modri glances down at the mere cut, then back up to the mercenary, grin deepening. "Modri doesn't need aid! Help the poor folks at the cart!" He sees the other one ready to charge, and a fire alights in the Dwarf's eyes. "Now that's the spirit! Use your horse since you're too weak! Do your best! Aharhar!"

Not bothering to move, he takes a strong jab of his padded spear to the mercenary who stayed, and is content to let the other one charge to see what he can do.

OOC

Going to reckless attack Merc 3, and stay put.

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack against Merc 3
20
drop(2d20,lowest)+5 12,15
Non-Lethal Damage
6
1d6+5 1
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  token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 17/17 (1d8+5+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 frowns, and her whip cracks back up and around. Shadows in her eyes, she swings it around again at the already cursed mercenary.

This time she hits, the whip curling around the mercenary, slashing at him viciously. Her whip seems to pulse, pulling darkness and life from his very body.

OOC

Concentrating on Hex. Merc 4 takes +1d6 Necrotic damage when/of she hits with an attack, and has disadvantage on Dexterity checks

Bonus Action:

Action: Attacking Mercenary 4 with her whip.

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

Spell Slots:  2 / 2

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
To Hit Whip
20
1d20+5 15
Damage Whip (Slashing)
6
1d4+3 3
Damage Hex (Necrotic)
3
1d6 3
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+5 from Shield, +3 from Bladesong]  | HP: 14/14 [+ 4thp] | Speed: 30 ft [+10] | 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 Disk1st Level Conjuration
Casting Time: 1 Action
Range: 30 Feet
Target: An unoccupied space of your choice that you can see within range
Components: V S M (A drop of mercury)
Duration: 1 Hour
Classes: Wizard
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground. The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom. If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.

Tash's Hideous Laughter1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A creature of your choice that you can see within range
Components: V S M (Tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute
Classes: Bard, Wizard
Description: A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

Identify1st Level Divination [Ritual]
Casting Time: 1 Minute
Range: Touch
Target: One object that you must touch throughout the casting of the spell
Components: V S M (A pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous
Classes: Artificer, Bard, Wizard
Description: You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: 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.

Absorb Elements1st Level Abjuration
Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range: Self
Target: Self
Components: S
Duration: Instantaneous
Classes: Artificer, Druid, Ranger, Sorcerer, Wizard
Description: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Charm Person1st Level Enchantment
Casting Time: 1 Action
Range: 30 Feet
Target: A humanoid you can see within range
Components: V S
Duration: 1 Hour
Classes: Bard, Druid, Sorcerer, Warlock, Wizard
Description: You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[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 familiar weight of the rapier comforts him, but with the rest of the weapons also in the same bundle, he does not want to risk dropping something while attempting to attack. The simplest path would be to take down the horse, or at least provoke the horse into flight, but the Wizard cannot bring himself to harm an animal for the deeds of men, cementing his decision to make sure his friends receive their equipment instead of attacking. Instead, he sidesteps around the side of the horse, with his arms reaching out, the bundle of weapons held aloft for Artanis to grab his weapon from it. In the same spinning motion, deciding that a risky maneuver is in the cards, he attempts to tumble underneath his friends newly acquired steed and out of the reach of the mercenary, positioning himself behind Hunni, almost becoming distracted by its obviously dark magical properties, which he makes a point to build up the confidence to ask directly about at some point in the future. Smoothly, his movement continues, his practiced grace moving him along his predetermined path as he moves quickly behind Mery, standing between the Half-Elf and the Dwarven Cleric, the bundle of weapons once again ready to be drawn upon when needed. Straight ahead, he sees Modri, taking in the battlefield, preparing himself to get the battle axe to the mad Dwarf.

spacer.png

 OOCAction: Hand Artanis his sword | If DM allows it, hand Mery her arrows as well

Bonus Action: Tumble to escape threat range of Mercenary 5

Movement: move 40ft to stand in between Mery and Coltan at n44

Reaction: Shield cast if tumble away fails

Ignore the first roll, I messed up, meant to do two separate rolls, sorry, didn't realize how to roll with advantage, but i see the code in Artanis' post now

Edited by tyrtaeus (see edit history)
Name
Acrobatics to tumble [With Advantage]
32
2d20+3+3 19,7
Tumble [Acrobatics] [With advantage]
22
1d20+3 19
Tumble [Acrobatics] [With advantage]
15
1d20+3 12
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 2 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 24/24 (2d10+4+4) | 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 . . .


Kai gives the small Hunni an appreciative nod as her whip slashes into the mercenary he had targeted, though it was accompanied by a look of concern. Dark magics... could the whip be Jezebelle? Seemed like her form was oddly fluid in Hunni's illusion... more questions for later.

His thoughts return to the battle at hand, and he takes stock of the situation. The enemy was falling swiftly! He decides to take up position near the prone mercenary that Coltan had assaulted before moving in, swinging the magically-imbued shell down into the man's midsection. A rush of wind carries the shell's end deep into the man's chest, surely crushing his ribs in the process.

OOC

Action: Attack Merc 1, who may still be prone? I'll roll with advantage, just in case.

Bonus Action: 

Movement: 10 ft. to M43 (Coltan's prior position).

Reaction: —

Actions & Resources

Actions:

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

Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 1d6 piercing 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.

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.

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:

  • 2/2 Favored Foe Marks
  • 2/2 1st Level Spell Slots
Edited by PhoenixSlayer (see edit history)
Name
Attack
25
1d20+5 20
Attack (Advantage?)
14
1d20+5 9
Shillelagh Damage
9
1d8+3 6
Crit Damage!
6
1d8 6
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Round III, concluded.

When Coltan leave’s Merc 1’s threat-range, the prone mercenary lashes out with his spear, gripping it with both hands, now that he’s not controlling the reins of a horse, anymore! However, the thrust goes wild and does not hit Coltan.

Artanis kills Merc 5.

Coltan’s spell does damage to just two enemies.

Mery misses with her bow.

Modri knocks Merc 3 out cold.

Hunni finishes off Merc 4 with her whip and it’s subsequent necrotic damage!

Decimus does some fantastic acrobatics, gets Artanis and Mery their gear, and moves to his spot.

Merituuli handily kills the mercenary before he can stand up!

Round IV

A Vogler Militiaman crawls out of the fray towards Merituuli. “Help me! Please!” he begs. Coltan can see that he’s got a broken leg and he’s bleeding profusely. In his hand is a broken, blunted spear—his only weapon against the mercenaries slaughtering them.

Merc 2 performs a trampling charge up the hill on Modri! It does some damage, but he keeps from being knocked prone!

Merc 3 stabs at Modri! Warhorse 3 takes the dodge action.

Warhorse 4 attacks Hunni, dealing 9 damage!

Warhorse 5 tries, but fails to hit Artanis’s dodging horse!

OOC
d7 Character
1 Artanis
2 Coltan
3 Decimus
4 Hunni
5 Merituuli
6 Mery
7 Modri

 

 

 

 

 

 

 

   If Modri’s piercing damage is reduced due to raging, then I’ll leave that to you to mark down.

Merc Stats (please roll saves for them in your own posts)

  • AC: 16
  • HP: 11
  • SVs: +1/+1/+1/+0/+0/+0
  • Merc 1: Dead
  • Merc 2: 1/11
  • Merc 3: Dead
  • Merc 4: Dead
  • Merc 5: Dead

   The horses all take the dodge action, imposing disadvantage on your attacks against them.

Warhorse Stats (please roll saves for them in your own posts)

  • AC: 11
  • HP: 19
  • SVs: +4/+1/+1/–4/+1/–2
  • Merc 1’s (now Artanis’s) Warhorse: 10/19
  • Merc 2’s Warhorse: 19/19
  • Merc 3’s Warhorse: 13/19
  • Merc 4’s Warhorse: 19/19
  • Merc 5’s Warhorse: 19/19

   Warhorses 2–4 take the dodge action. Warhorse 5 attacked Artanis’s horse.

The Battlefield Events die, all FOUR of them shall be ignored, as MW has decided to be stupid.

Ignore the damage on Coltan. I did the disad roll afterwards.

Ignore Merc 3's attack on Modri. He dead!

spacer.png

Edited by Kamishiro_Rin (see edit history)
Name
High Hill Battlefield Events
2
1d4 2
High Hill Battlefield Events (Reroll)
2
1d4 2
High Hill Battlefield Events (Reroll, again)
2
1d4 2
High Hill Battlefield Events (Reroll, again)
2
1d4 2
Random character (8 is roll again)
2
1d8 2
Merc 1 Attack of Opportunity on Coltan
21
1d20+3 18
Piercing Damage from a Spear on Coltan
2
1d8+1 1
Merc 1 Attack of Opportunity on Coltan (disad)
13
1d20+3 10
Merc 2 Attack on Modri
9
1d20+3 6
Warhorse 2 Trampling Charge on Modri
19
1d20+6 13
Warhorse 2 Hoof Damage on Modri
9
2d6+4 1,4
Modri Strength Saving Throw to Resist being Knocked Prone!
23
keep(2d20,highest,1)+5 18,11
Merc 3 Attack on Modri
21
1d20+3 18
Merc 3 Piercing Damage on Modri
3
1d6+1 2
Warhorse 4 Attack on Hunni
25
1d20+6 19
Warhorse 4 Hoof Damage on Hunni
9
2d6+4 3,2
Warhorse 5 Attack on Artanis's Warhorse
26
1d20+6 20
Warhorse 5 Attack on Artanis's Warhorse (Disad)
12
1d20+6 6
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 23/31 (2d12+6+4+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


The warhorse slams into Modri, the kind of attack that could easily crush and kill a person. After all, horses are big animals, warhorses their extra large cousins, built of solid muscle to carry armored warrior across long distances.

Modri showed off his recklessness against their last foe, showed he could get into a scrap. It's in this moment that a bit of the logic behind the strange Dwarf becomes more clear. Modri holds his ground, pushed back several feet but he stands his ground. "Now that's a hit! Here's mine!" Modri looks into the warhorse's eyes, ignoring the rider completely.

"BRAAAAAAAAAGH!" Modri bellows a loud scream into the horse's face. Nose bleeding, teeth grinning, he's in his element.

OOC

Warhorse 9 damage reduce to 4.

Action to Intimidate Warhorse 2 to ty to scare it off.

 

Edited by Peacemonger (see edit history)
Name
Intimidation against Warhorse
1
+1
Intimidation against Warhorse (messed up first roll)
18
1d20+1 17
Add Bardic Inspiration
2
1d6 2
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 18 (Chainmail, Shield) | HP: 15/15 (0 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 winces as he sees the horse next to him, now riderless , barrell into the small form of Huuni with dramatic effect. Shocking that he same didn't happen to Modri really, just based on relative size! That dwarf was built solidly, that's for sure. Trying to keep his own mount from harms way still, he lunges to grab the reins and bring the frightened beast under control as quickly as possible. It's difficult, still unfamiliar with his own mount and having to rely on its training, but his familiarity shows through and he gives it a decent go. Perhaps there was some truth in his story about corralling a runaway cart after all.

 

 

OOC

Action: Calm Horse 4

Bonus Action: -

Movement: -

Reaction: 

Object Interaction: Sheath longsword

Mount Action: Dodge

Mount Movement: None (should still be adjacent to Horse 4 & Horse 5 I believe)

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:

   Rallying Mark As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to rally your allies to attack a hostile creature within 60 feet of you.

The next time damage is rolled against that target by an allied creature before the start of your next turn, they can add the Leadership Dice to the damage roll, and the attacking creature regains hit points equal to the amount rolled on the Leadership Dice.

   Urgent Orders As a bonus action, you can expend a number of Leadership Dice (up to your per turn limit) to guide your allies in expeditious action.

Target an allied creature within 60 feet of you that can see or hear you, that creature can immediately use its reaction to move up to its movement speed (up to a maximum of 30 feet) without provoking opportunity attacks. Roll the leadership dice expended, the target gains temporary hit points equal to the value rolled.
 

   Helpful Word As a bonus action, you can spend a Leadership Die to take the Help action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if your ally can see or hear you.

Class Features:

  Precise Strike. 1/2 (Long Rest)

   Leadership Dice (d6). 1/2 (Short Rest, 1/turn)

  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
Forgot to put my sword away (see edit history)
Name
Animal Handling
17
keep(2d20,lowest,1)+3 19,14
Horse 4 CHA Save
6
1d20-2 8
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  token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 8/17 (1d8+5+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 is knocked about a bit by the warhorse's attack, as she pulls her whip back from the now-dead man still sitting on its back. Her eyes seem to suck in even more light, or shine with even more shadow, the image is unclear, as she turns them towards the offending horse; but as Arantis pulls it away, she sneers. The expression seems foreign on her face.

The young warlock begins whispering, at first looking at the horse that kicked her, before turning slightly to look instead at the horse between Modri and Coltan. Its eyes also cloud, and begin to bleed, even as the horse starts screaming, a sound that should not come from a horse's throat.

Hunni looks back at the horse that kicked her, menacingly, warningly.

OOC

Bonus Action:

Action: Casting Dissonant Whispers, using the free slot from her feat, on Warhorse 3. It makes its save, but still takes (7/2) 3 damage. Man, I rolled poorly there.

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

Spell Slots:  2 / 2

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
Dissonant Whispers Damage
7
3d6 1,2,4
Warhorse 3 Wisdom Save (DC 13)
13
1d20+1 12
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 2 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 24/24 (2d10+4+4) | 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 steadies the militiaman as best he can, trying to take pressure off his clearly broken leg. "Ok, slow and steady, friend. We're just going to move a little out of the way..." Stepping behind Decimus and Mery, Merituuli sets the man down on the ground carefully and begins looking over the wound. Unfortunately, he is not a healer in any sense of the word, and finds himself lost as to how to even begin. Looking up at Mery, he pleads, "Could use a little help!"

OOC

Action: Medicine check to attempt to stabilize militiaman's broken leg.

Bonus Action: 

Movement: To L45 with militiaman in tow.

Reaction: —

Actions & Resources

Actions:

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

Thorn Whip. Melee Spell Attack: +5 to hit, range 30 ft., one target.
Hit: 1d6 piercing 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.

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.

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:

  • 2/2 Favored Foe Marks
  • 2/2 1st Level Spell Slots
Edited by PhoenixSlayer (see edit history)
Name
Medicine Check
5
1d20+3 2
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