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


Kamishiro_Rin

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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


Mery decides that even with Modri's intimidation of the only remaining merc's horse, it should still just about be in range of her shortbow, and she decides to shoot at its rider.

Nocking an arrow, she aims at the mercenary, then looses! Unfortunately, the arrow just barely misses.

Upon hearing the Sea Elf's plea for help with the militiaman, she tells him, "You got it, Kai" then under her breath, mutters the word, "Knit" to the broken leg bone. Her casting of the spell is not particularly powerful, but it does ease the man's bleeding, although the bone remains broken. "There you go," she tells him. "I've at least got the bleeding stopped. If you can use a rapier, I can loan you mine here in a sec."

 

 

OOC

Action:  Shoot an arrow at Merc 2

Bonus Action:  Healing Word to militiaman

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

And more dice roller weirdness with duplicate rolls. But at least the rolls both gave the same result, so there's no question about how much to heal the militiaman!

Edited by tbgg (see edit history)
Name
Attack 1 vs Merc 2 with shortbow
15
1d20+4 11
Healing Word to militiaman
4
1d4+3 1
Healing Word to militiaman
4
1d4+3 1
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13  | 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 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 war rages all around them, but Decimus focuses on his breathing, trying to keep himself steady, refusing to allow the fear of death to grip him. His resolve is shattered as he sees Hunni take a powerful blow from the now uncontrolled warhorse before her, but with Coltan by her side, and Artanis subduing his own steed, and even Mery and Meri close enough, he forces himself to think of Modri, on his own, flanked by the two horses that are multiple times his size. The Dwarf is as hardy as they come, but even he seems to be struggling. Moving from between the two Elves, he swiftly closes the gap between them and the Dwarf, calling out to him as he passed off his axe before attempting to calm the unoccupied warhorse enough to mount.

spacer.png

 OOCAction: Hand Modri his axe

Bonus Action: Use Animal Handling to help calm the horse

Movement: Move 15 feet to P42, then use the remainder of movement to attempt to mount Warhorse 3

Reaction: Cast shield if attacked

Edited by tyrtaeus (see edit history)
Name
Animal Handling
1
1d20 1
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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 found himself between two wild warhorses in the melee. It seemed a shame to hurt them even more. He saw two of his companions helping the injured miltia man.

Surveying the immediate battle, there was one last mercenary operational who needed to be put down. Twirling his holy hammer in his hand, he waited for the warhorse to clear his line of sight before calling, "Reorx burns his enemies!" causing blue flames to leap from the head of his hammer and splash on the last mercenary's armor without hurting him.


OOC

Action: Cast Sacred Flame on Merc 2

Bonus Action:

Movement:

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
Sacred Flame (V, S). Dex DC 13 vs Merc 2
14
1d20+1 13
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Round IV, concluded.

   The dead riders each slough out of their saddles, lumps on the ground.

   Modri gawps at Warhorse 2 with a mighty yalp, but it the warhorse seems to have no problem looking down on the significantly smaller foe and it was steeled by bloodlust borne of battle—it is a warhorse, after all!

   Artanis takes control of Warhorse 4.

   Hunni casts the dissonant whispers spell on Warhorse 3, causing it a sharp pain—though not as much as she could have.

   When Merituuli attempts to help the wounded militiaman, the man cried out as Merituuli’s efforts are ultimately unsuccessful.

   Mery shoots an arrow at the remaining mercenary, but it misses. She then casts the healing word spell at the wounded militia man. The man suddenly looks a lot more relieved as his bleeding stops, but his leg is still broken and he’s going to need help—or at least, protection—still.

   Decimus attempts to get Warhorse 3 under control, but perhaps it was the horse’s bleeding eyeballs that made the effort for naught.

   Sadly, Coltan’s sacred flame spell did nothing against the mercenary.

High Hill Battlefield Events

   A hostile mercenary appears in an unoccupied space adjacent to the Fray and runs at Merituuli (He’ll attack in Round V). The severely wounded militiaman screams as the mercenary, who probably injured him, rushed towards Merituuli!

Round V

   Mercenary 2 only spares Coltan a brief glance and a glare as the blue flames wash across him. He then turns his attention to the raging dwarven barbarian! Again, his spear meets its mark in the dwarf’s arm, but seems to do nearly nothing against the truly tough foe! Warhorse 2 takes the dodge action.

   Mercenary 6 thrusts his spear at Merituuli, but the spear tip slides off Merituuli’s armor!

   Warhorse 3, unintimidated by Modri, and wanting to show the dwarf who’s boss, it seems, attacks Modri with bloodlust in its eyes—and literal blood from Hunni’s spell (no, it’s not blinded, but I like the effect).

   Warhorse 5 attempts to hoof-attack Artanis’s horse, but fails.

 

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

 

 

 

 

 

 

 

 

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
  • Merc 6: 6/11

 

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: 10/19
  • Merc 4’s Warhorse: 19/19
  • Merc 5’s Warhorse: 19/19

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

spacer.png

Edited by Kamishiro_Rin (see edit history)
Name
roll
5
1d8 5
Warhorse 2 Wisdom Save vs. Modri’s Intimidation
21
1d20+1 20
Merc 2 spear attack on Modri
18
1d20+3 15
Piercing damage on Modri
2
1d6+1 1
Warhorse 3 Hoof attack on Modri
20
1d20+6 14
Warhorse 3 Hoof Damage on Modri
8
2d6+4 2,2
Warhorse 5 Attack on Artanis's Warhorse (Disad)
12
keep(2d20,lowest,1)+6 6,10
Merc 6 spear attack on Merituuli
15
1d20+3 12
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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


Still between two raging warhorses, Coltan cannot move if doesn’t want to be battered and was disappointed the mercenary shrugged off Reorx’s fire. “Record! Burn your enemies already!” He calls again shaking the holy hammer at the mounted merc again. Blue holy fire streaks from the hammer to the merc. And again, the flames uselessly slide the wounded merc’s armor.


OOC

Action: Cast Sacred Flame on Merc 2

Bonus Action:

Movement:

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
Sacred Flame (Dex DC 13)
16
1d20+1 15
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13  | 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 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 horse does not calm at his words, but Decimus does not waver in his attempt, still anticipating a stray hoof in the head from the frenzied bronco, he does not relax, but instead, stays collected and tries to bring the horse down to his level. The blood in it's eyes is concerning. Though he does not know much about animal husbandry or rearing and breaking steeds, he knows well enough that while powerful, horses are skittish, and one of the more significant reasons they are spooked easily, is impaired vision. Again, he attempts to calm the animal, using the fabric of his kimono to attempt to wipe the crimson liquid from its eyes, trying to calm it down.

spacer.png

 OOCAction: Perform Handle Animal to calm the horse

Bonus Action:

Movement: N/A

Reaction: N/A

Edited by tyrtaeus (see edit history)
Name
Calm Horse | Animal Handling [Disadvantage]
12
keep(2d20, 1, lowest) 12,5
Warhorse 1's Charisma Saving Throw
4
1d20-2 6
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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: 0/3


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


Mery quickly shoulders her shortbow, then calls, "Artanis, I'm mounting that horse you just tamed." She then moves 5 feet southward until she's next to Hunni and notes that the horse is male but is unable to tell whether it's a stallion or a gelding. Thanking her lucky stars that horses and riders are common in Palanthas and that she's seen them mounted and ridden many times, she puts her left foot into the stirrup and manages to swing herself up on top of the animal, catching the reins when Artanis tosses them to her.

Knowing from a few of the military histories she's read that stallions generally make feisty and unpredictable mounts while geldings usually make calmer ones, she thinks, 'Mishakal preserve me, I hope this is a gelding.'

With Kai left to fight against the new mercenary, she decides to inspire the Sea Elf, chanting:

🎵Give me somethin' to break
Give me somethin' to break🎶
🎵Just give me somethin' to break
How 'bout your ugly face?🎶

 

OOC

Action:  Mount warhorse 4, keeping the animal controlled.

Bonus Action:  bardic inspiration to Kai

Movement: 5 ft movement southward to N45

Reaction:

Object Interaction: shoulder shortbow

Horse Action: Dodge

Horse Movement: None for now

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

Horse Lore: Multiple stallions will fight each other for the right to mate if mares in season are around. With this being a war campaign, I'm thinking we don't want to deal with that. So if any of the rest of you want a horse, make it a male. Stallions are usually fine together if no mares are around, but be aware, stallions require a more skilled rider due to their fierier temperaments, so if your character doesn't have a background with horses like Artanis does, you probably want a gelding - a neutered male.

Music Credit: Break Stuff by Limp Bizkit, with a slight modification to make it more appropriate to MW TOS.

Edited by tbgg (see edit history)
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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 eyes widen at the sight of Huuni's dark mutterings, and the dramatic effect on the horse before her. This is perhaps more what he had expected of a black magician, but it was so unlike the young gully dwarfs normal countenance. Unsurprisingly, the wizard failed to calm the frightened beast after, but Atanis caught sight of him trying to clean the blood from the animals eyes and offered him silent gratitude. War and battle resulted in injury, he knew, and he would not balk at the necessary, but these horses now riderless before him had only loyally followed their masters - surely they were not due the same punishment. Any further introspection is interrupted by Mery's shout as she jumps onto the horse next to him, and he tosses her the reins. He quickly takes stock of the battle still raging around them - somehow the mercenary threatening Modri still lives, though the dwarf is seemingly in his element wrestling with the large warhorses and shrugs off the mans blows. Huuni's managed to earn some breathing room in the fray, and seems increasingly able to look after herself - however disturbing that might be. Kai on the other hand, tending to the injured man, has been left exposed to another enemy burst from the fray - perhaps there to finish the job. He hopes whatever magic is present in the shell has enough oomph left...

He feels the horse beneath him shiver, valiantly dodging yet another kick from the fiery beast across from it. "Good lad," he whispers as he pats the muscled neck, before shouting over to the assailant "You on the other hand!" He brings his steed round to get a better grab at the bridle handling loose, and attempts to quickly wrestle it under control. Had he more time he knows he would have been able to bring it round gently, but circumstances force his hand, and he bullies the creature into submission despite his distaste for such. Keeping a firm grip, he shouts over to his companions as it stamps and snorts next to him - "Huuni, Kai, can either of you ride?"

 

 

OOC

Action: Calm Horse 5

Bonus Action: -

Movement: -

Reaction: 

Object Interaction: Toss Horse 4 reins to Mery

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
Updated based on rolls. Hurt to miss the grit, but luckily this one was less fiery than Modri's! (see edit history)
Name
Animal Handling
11
keep(2d20,lowest,1)+3 20,8
Horse 5 CHA Save
7
1d20-2 9
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 22/31 (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 looks up at the mercenary with an unimpressed look that all but says, 'that's enough now'. Ignoring the warhorse... that seems to be a more impressive foe... for the moment, he jams his blunted spear up to take the mercenary in the chin.

 

He turns to see others trying to calm and mount the steeds. "You good folk do what you need to, cause Modri's about to put horse on the menu if they don't back down!"

OOC

Reckless Attack against Merc 2

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack against Merc 2
17
drop(2d20,lowest)+5 9,12
Damage
10
1d6+5 5
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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 . . .


The sea elf frowns as the mercenary rushes forward and thrusts his spear towards Merituuli's gut. Luckily, his sharktooth coat blocks the spear tip, and it slides to the side harmlessly. The scream of terror from the wounded militiaman tells him everything he needs to know - this was the dastard who attacked the innocent man. He spins the long shell, sea foam spraying from its surface, before slamming its end into the merc's side. He answers Artanis with a quick, "If it's anything like a dolphin, sure!"

OOC

Action: Attack the newly arrived Merc 6.

Bonus Action: 

Movement:

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
Shillelagh Swing
23
1d20+5 18
Magic Bludgeoning
4
1d8+3 1
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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 isn't entirely sure he knows what a dolphin looks like, having spent most of his life inland. Vaguely recalling some illustrationsspacer.png from his childhood fairytales though, he shouts back "er, not sure. Can't be too different to a seahorse though!"

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: 

Object Interaction: -

Mount Action: -

Mount Movement: -

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 (see edit history)
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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 continues glaring at the horse that kicked her, but seems content to step aside as it is tamed. She mutters the words to a spell as she takes a step aside, and the shadows around her condense more fully into a frosty suit of armor, more spikes than plates, glimmering with the same light-destroying properties as her whip and eyes. She is frankly hard at this point to even look at, a maelstrom of malevolence and danger, in miniature.

OOC

Bonus Action:

Action: Casting Armor of Agathys

Movement: I don't think 5e has a 5' step, but moving to N-45, in range to use her whip on the untamed Warhorse 3.

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:  1 / 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)
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Round V, concluded.

   Coltan again attempts to call upon Reorx’s power to sear the mercenary, but again the man just barely manages to dodge taking no damage from the beam of deadly, holy light.

   Despite Decimus’s disastrous attempt to tame Warhorse 3, he remains within its threat range and tries at least to calm it down. And although he can sense that there’s absolutely NO way the beast would let him ride it, he can tell it at least seems un-frenzied and no longer trying to attack!

   Mery mounts Warhorse 4—now Mery’s Warhorse. She finds happily that it’s got a saddle, reins, bit & bridle, stirrups, and even comes equipped with saddle packs—though what’s inside them will need to be inspected after the battle concludes!

   Artanis demonstrates some sort of preternatural ability to tame horses, as again, he seems to exorcise the frenzy of Warhorse 5. Henceforth, he shall be dubbed, Artanis “the Horse Whisperer” Brightblade!

   Whereas the last of the mounted mercenaries, Merc 2, had managed twice to evade Reorx’s holy smiting wrath, he seemed to dodge the punitive divine laser beam right into the path of Modri’s powerful, barbarian brutality! His skull is smashed and he is flung with the force of the blow into the churned up dirt! His horse, now uncontrolled goes into a frenzy!

   Merituuli gives the newly arrived Merc 6 a good thwack! The man doubles over in pain.

High Hill Battlefield Events

   A volley of arrows falls on a Hunni’s position. She character and each creature within 10 feet of her must succeed on a DC 12 Dexterity saving throw or take 1d6 piercing damage! Hunni, herself, as well as Merituuli, Mery’s newly acquired horse (Warhorse 4), and Mery (riding on it), dodges the incoming arrows. Sadly, Coltan is not so lucky, and sustains 5 piercing damage!

Round VI

   Mercenary 6 recovers quickly enough and thrusts his spear at Merituuli! The attack doesn’t even connect, sailing wide! Merituuli is much too nimble to be struck by such a pathetic attack!

   Warhorse 2 hoof-attacks Modri! It just barely gets past his formidable, barbarian defenses, and delivers 12 bludgeoning damage with its hooves!

A New Arrival!

   A hulking figure swinging a formidable battleaxe leads a band of mercenaries through the chaos. He cuts through the few remaining members of Vogler’s militia as he draws closer.

   The half-ogre Gragonis emerges at the west edge of the battlefield adjacent to the Fray, along with four mercenaries. As he does, he throws the unconcious form of Cudgel Ironsmile to the ground. He points at Artanis and laughs to his fellow mercenaries, “Look here! We’ve got you beat! Now DIE!”

   Gragonis rushes past his men, towards Artanis! Perhaps it’s his footing, or underestimating Artanis’s ability to maneuver his horse, but the giant battleaxe sails past Artanis’s head, harmlessly, if terrifyingly!

   Merc 7 runs five feet over to Horse 5 and mounts it! He directs it to attack Artanis’s horse with a hoof attack! The warhors’s attack is successful, despite Artan’s own horse dodging! The horse is knocked unconscious and prone! The silver lining that being thrown from the toppled horse takes Artanis out of the path of Merc 7’s spear! The dark thunder and lighting of this is that he landed right next to Gragonis! ‘Out of the frying pan and into the fire!’, so to speak!

   Merc 8 runs up and attempts to spear Mery off the Warhorse! He’s not controlling a horse, so he’s free to use both hands to jam it into her side! “Ha HA!” he gaffaws as he lands a hit, stabbing her for 7 piercing damage!

   Mercenaries 9 and 10 huff it up the hill towards Warhorse 3, but otherwise, only just manage to reach it, almost out of breath!

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

 

 

 

 

 

 

 

 

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

  • AC: 16 (chain shirt, shield)
  • HP: 11
  • SVs: +1/+1/+1/+0/+0/+0
  • Merc 1: Dead
  • Merc 2: Dead
  • Merc 3: Dead
  • Merc 4: Dead
  • Merc 5: Dead
  • Merc 6: 2/11 (18%)
  • Merc 7: 11/11 (100%)
  • Merc 8: 11/11 (100%)
  • Merc 9: 11/11 (100%)
  • Merc 10: 11/11 (100%)

 

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

  • AC: 11
  • HP: 19
  • SVs: +4/+1/+1/–4/+1/–2
  • Artanis’s Warhorse: 0/19 (It's not dead. Since I don't want to take a well-earned horse away from you just like that!)
  • Warhorse 2: 19/19 - Attacking Modri!
  • Warhorse 3: 10/19 - Calmed, Taking the Dodge Action
  • Mery’s Warhorse: 19/19
  • Warhorse 5: 19/19 (Was Tamed by Artanis, but taken by Merc 7!)

Artanis’s Warhorse will need to make a death save in the next round.

Gragonis (please roll saves for them in your own posts)

  • AC: 12 (hide armor)
  • HP: 30/30
  • SVs: +3/+0/+2/–2/–1/+0

 

Mounted Combat Rules

@PureChance If your mount is knocked prone, you can use your reaction to dismount it as it falls and land on your feet. Otherwise, you are dismounted and fall prone in a space within 5 feet it.

Also . . .

Once during your move, you can mount a creature that is within 5 feet of you or dismount. Doing so costs an amount of movement equal to half your speed. For example, if your speed is 30 feet, you must spend 15 feet of movement to mount a horse. Therefore, you can't mount it if you don't have 15 feet of movement left or if your speed is 0.

spacer.png

Edited by Kamishiro_Rin (see edit history)
Name
Random character (8 is roll again)
4
1d8 4
Hunni Dexterity Saving Throw
13
1d20+2 11
Coltan Dexterity Saving Throw
2
1d20-1 3
Merituuli Dexterity Saving Throw
16
1d20+4 12
Warhorse 4 (Mery's Warhorse) Dexterity Saving Throw
15
1d20+1 14
Mery Dexterity Saving Throw
13
1d20+4 9
Arrow Piercing Damage
5
1d6 5
Merc 6 spear attack on Merituuli
11
1d20+3 8
Warhorse 2 Attack on Modri
17
1d20+6 11
Warhorse 2 Hoof Damage on Modri
12
2d6+4 5,3
Gragonis Battleaxe Attack on Artanis
9
1d20+5 4
Warhorse 5 Attack on Artanis's Warhorse (Disad)
23
keep(2d20,lowest,1)+6 18,17
Warhorse 5 Hoof Damage on Artanis's Horse
10
2d6+4 2,4
Merc 6 Spear Attack on Mery
18
1d20+3 15
roll
7
1d8+1 6
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     spacer.pngColtan Bluetemper

Level 2 Neidar Folk Hero Forge Cleric


AC: 18 (Chain Mail +2 Shield) | HP: 16/21 (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 grunts when a arrow plunges into his left shoulder from a random shot across the battlefield. He does his best not to say, message for you sir. He hates archers. So impersonal. If you want to send someone to their maker, get up close and personal.

 

He twirls his holy hammer in his hand and steps between the two allied horses to engage one of the new mercenaries. "Laddie, you may want to rethink your life decisions. Mercenary work is better without the fighting."

 

He swings his flaming hammer into the merc from the low guard position. Instead of the solid thunk of the hit, he hears and smells the searing of flesh.


OOC

Action: Attack Merc 9 with hammer

Bonus Action:

Movement: Step one square down screen

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
Attack Merc 9
18
1d20+5 13
Fire damage to Merc 9
6
1d8+3 3
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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 looks on in shock as the giant half-ogre bursts forth and lays out the battered dwarf before them - since Ispin's death his world had grown far darker than he'd imagined. His leaned back to avoid the vicious great axe, but although it does not collide it still serves dark purpose, the momentary distraction enough for another enemy to whip the newly calmed horse's reins from his hand and set it upon his own with vicious effect. He slips from his mount's back as it collapses, before drawing his sword once more and stepping under the large half-ogres arms to take revenge. With careful aim and grim countenance, he slides his blade below the mercenaries chain shirt, a fountain of bright red blood announcing the mans end. "Volger triumphed against such odds before, on my honour it will do so again!" he retorts loudly, blocking the ogres passage to his friends.

 

 

OOC

Action: Longsword Attack (Precise Strike) Merc 7

Bonus Action: -

Movement: N50>M49

Reaction: Dismount (5ft movement)

Object Interaction: Draw Longsword

Mount Action: -

Mount Movement: -

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. 0/2 (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 (see edit history)
Name
Longsword Attack (Precise Strike)
24
keep(2d20,highest,1)+5 18,19
Damage (+1d8 Precise Strike)
13
2d8+3 5,5
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