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


Kamishiro_Rin

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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 blocks a volley of arrows with his shield just in time, and even with Merituuli distracted the mercenary is still unable to pierce the defense provided by his sharktooth coat. We can still do this!

But the tides of battle change swiftly. The arrival of the half-ogre brute with even more mercenaries gives Merituuli pause, and his heart sinks at seeing the unconscious and beaten form of Cudgel Ironsmile. As much as he wanted to rush to her to ensure he wouldn't lose another inspirational figure in his life, he had a duty to the militiaman he was currently protecting.

Shifting his focus back to the mercenary engaged with him, the sea elf swings the shell once more. A decisive blow to the merc's head borne forward by the wind leaves the man a sprawling pile on the ground. Glancing back at the militiaman, Merituuli yells, "I know the healing only did so much, but try to crawl out of here, now!" He then rushes to Artanis's side, holding his shield up in concert with the knight. Sneering up at the half-ogre, he growls out, "No more innocents are dying today!"

OOC

Action: Attack Merc 6.

Bonus Action: 

Movement: 30 ft. to M51, right of Artanis.

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
Shell Swing
17
1d20+5 12
Shell Damage
10
1d8+3 7
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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


Upon seeing the new mercenaries arrive, Mery frowns as Cudgel's body is thrown to the ground. She debates for a moment whether she should go to the fallen Dwarf, and her momentary distraction is enough for one of the newcomers to strike her with their spear. 'Oww, that HURT!' However, something of the experience reminds her of the hardships she endured growing up, and she takes a deep breath, bringing her focus back to the battle.

 

When Kai takes out the mercenary he is fighting then moves near Artanis, she quickly signals her mount to disengage from the newcomers, relieved when the mount seems to understand her intentions and comes to stand behind Artanis' unconscious mount. Patting her animal on the neck as he moves, she murmurs, "Alright, big fella, let's do this, you and me together."

Unshouldering her shortbow, she nocks an arrow, then takes aim at the mercenary who wounded her. Loosing the arrow, she briefly prays, 'C'mon, hit this time!' Despite her prayers, however, the shot again flies wide, and her arrow lands about 2 feet behind the mercenary.

 

OOC

Action:  Shoot arrow at Merc 8.

Bonus Action:  —

Movement: use mount's movement (control mount, act as willing rider)

Reaction:

Object Interaction: unshoulder shortbow

Horse Action: Disengage

Horse Movement: Move to K-L/48-49

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

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
attack merc 8 with shortbow
7
1d20+4 3
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 16/31 (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 lands a blow to Modri's head that would've cracked the skull of a normal man. Apparently the Dwarf's hide, or skull, or just plain luck is made of sterner stuff and instead he merely staggers a bit in place.

"Now THAT'S a kick! Ha!" Modri glances behind to see the Half-Ogre and other mercenaries arriving. As much as he's ready to go toe-to-hoof with the steed and start making horse stew, he also knows that between the actual people responsible for this mess and the beast and burden, the former is the problem to deal with.

He moves away from the horses and without a word uses his prop spear to smack down one of the already-injuried mercenaries, laying him low. Not bothering to step over him, he plants a boot on the man's back as he moves into prime position... in the middle of as much as he can be. "Now who wants to dance with Modri?!"

OOC

Moves to do a Reckless Attack Merc 9. Warhorse 2 has an opportunity attack if it wants. Then moves to the space between Mery and Merc 10

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack Merc 9
20
drop(2d20,lowest)+5 15,7
Spear Damage
8
1d6+5 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 [+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]

 

Frustrated that his attempts to acclimate the horse to his presence seem to be for nothing, but at least reassured that it no longer seems to want to attack him, the Wizard begins to realize that the warzone continues to grow around them. He curses in primordial under his breath, the dark language sounding like stone grinding on stone, and tries to come to terms with what to do. His spellbook still in shambles, his Bladesinging is the only reliable option, and with the rapier still in hand, he knows what he needs to do. With Modri clearing the way, Decimus follows quickly behind as the stout Dwarf clears a path, with his rapier whistling upward towards the mercenary, aiming for the weak spots, though not finding any as the metallic armor donned by the soldier prevents him from striking true. Not worrying about the failure of his attack, he continues moving, spinning around as he passes his armored foe, his kimono flourishing dramatically as he moves, positioning himself on the other side of the soldier, next to Modri.

 

spacer.png

 OOCAction: Attack Merc 10 [Miss]

Bonus Action:

Movement: Move to R46

Reaction: If the horses attempt an attack of opportunity, use the Shield reaction if one hits.

Edited by tyrtaeus (see edit history)
Name
Rapier strike on Merc 10
13; 5
1d20+5;1d8+3 [8]; [8,2]
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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


Her body covered in sharp black spikes of ice, Hunni looks around herself and prepares to attack the mercenary again. Or a horse. Stupid animals.

Then, reinforcements arrive.

Her whip lashes around angrily, ready to bring pain and death on anything in range, although Hunni has other plans. It's obvious that the half-ogre is leading the group, and waiting around will just lead to more of them coming out of the crowds.

Hunni points at Gragonis, and some of the energy from her whip darts through the air to sink into the man's flesh; at the same time, with a gesture, blades of shadow form around her hand, blades that the also throws at him for good measure.

The shadowy blades strike him cleanly, and shimmer as they tear at him before dissipating.

OOC

Armor of Agathys - 5 hp remain

Bonus Action: Using Hexblade's Curse on Gragonis, giving damage bonus = proficiency bonus, critical on 19-20, and healing when/if he dies of Cha bonus + warlock level.

Action: Casting Eldritch Blast on Gragonis.

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:  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)
Name
Eldritch Blast To Hit
19
1d20+5 14
Eldritch Blast Damage (force damage)
12
1d10+5 7
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Round VI, concluded.

   It seems that Reorx is far more willing to lend Coltan’s muscles a helping hand than doing the job through searing holy flame, himself. Coltan’s strike nearly immolates the man in holy flames—oddly absent is the expected crunch or thud!

   Artanis seems to be expert at ridership as evidenced by his earlier horse-whispering—and just as expert with his sword. He neatly severs Merc 7’s head! The headless mercenary sloughs of the saddle, leaving the horse free to RAGE in a frenzy again! However, because Artanis had tamed it before, he needs only try to tame it again with a regular animal handling check, rather than one at disadvantage. Other’s however, must do so with disadvantage if they want to try in one round.

   Merituuli crushes Merc 6’s skull, splattering the contents of his head across the poor, traumatized man he’d just healed. The man gets to crawling as fast as he can, screaming in terror all the way.

   Mery disengages her horse from the cluster and attempts to shoot Merc 8, but misses.

   Modri finishes the job Coltan started, spearing Merc 9 through the chest, killing him dead! When Modri left its threat range, Warhorse 2 takes an attack of opportunity against him, but the hooves just bounce off him!! The dwarven barbarian is just too tough!

   Decimus tries to use his rapier against Merc 10, but his blade slides off the mercenary’s armor.

   Hunni demonstrates that her patron is not to be discounted, as the magic flows from her and slams into Gragonis, almost finishing the job that Artanis started. Unfortunately, Gragonis is not down for the count—yet.

High Hill Battlefield Events

   Two terrified, riderless warhorses bolt from the Fray. One random player character (Coltan) must succeed on a DC 14 Dexterity saving throw or be knocked prone. The horses then dash off the battlefield. Coltan’s steady dwarven feet remain firmly planted on the ground, and he does not find himself knocked ass-over-tet!

Round VII

   Mercenary 8 foolishly tries to wrest control of Warhorse 5 but does a very pisspoor job of it. So poor, in fact, that it earns him the RE-frenzied horse’s ire. The horse tries to kick Merc 8, but also fails, and rather spectacularly, as well.

   Merc 10, seeing his comrade killed by Coltan and Modri, and now shadowed by Decimus looks murderous. He decides that Decimus looks the squishiest, and attacks him with his spear! The rage in his eyes must be blinding him, because his spear thrust goes wide, not even touching Decimus!

   Without any enemies next to it to hoof, and a clear view to Hunni, Warhorse 2 gallops at her with a trampling charge! I hits, and knocks her clean out with 8 bludgeoning damage. It follows up with a second hit, costing her two (2) failed death-saves*.

   Gragonis swings his mighty battleaxe at Artanis with both hands on the handle! The blade just barely gets past Artanis’s shield, gouging him for 10 slashing damage!

   The terrified militia man, seeing Hunni get trample, crawls as fast as he can with his broken leg over to Hunni and tries his best to stabilize her, but his medical abilities are near non-existant. It is unsuccessful. He begins shielding her small form with his own body, bracing himself for the wild horse’s hooves!

   * Unconscious. (PHB 292, bullet point #5) Any attack that hits the creature is a critical hit if the attacker is within 5 feet of the creature. AND Damage at 0 Hit Points. (PHB 197) If you take any damage while you have 0 hit points, you suffer a death saving throw failure. If the damage is from a critical hit, you suffer two failures instead. If the damage equals or exceeds your hit point maximum, you suffer instant death.

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: Dead
  • Merc 7: Dead
  • Merc 8: 11/11 (100%)
  • Merc 9: Dead
  • 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 (0 Successful Death Saves/1 Failed Death Save)
  • Warhorse 2: 14/19 (74%) - Trampling Hunni!
  • Warhorse 3: 10/19 - Calmed, Taking the Dodge Action
  • Mery’s Warhorse: 19/19
  • Warhorse 5: 19/19 (Frenzied again and attacking Merc 8!)

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

  • AC: 12 (hide armor)
  • HP: 18/30 (60%)
  • SVs: +3/+0/+2/–2/–1/+0

Hunni (please roll a death saving throw on your turn, if you're not healed first)

  • (0 Successful Death Saves/2 Failed Death Saves)

spacer.png

   Many apologies for the “lateness” of this post. Although I did only promise at least one (1) DM post per week, more are on the table when possible. “Possible” was this afternoon, and not really sooner. @KingGoblin, I'm so sorry. At least Hunni isn’t outright dead!

It was pointed out to me that Hunni's AoA gave her Temp HP, so technically, she'd only be unconcious.

Edited by Kamishiro_Rin (see edit history)
Name
Random character (8 is roll again)
2
1d8 2
roll
18
1d20-1 19
Atanis's Horse Makes a Death Save
5
1d20 5
Merc 8 Attempt to Tame Warhorse 5 in 1 Round (Disad)
3
drop(2d20,highest,1) 12,3
Warhorse 5 Charisma Save to Avoid Being Tamed by Merc 8
9
1d20-2 11
Warhorse 5 Attack on Merc 8
8
1d20+6 2
Does Cudgel get up? (Yes on a 6)
4
1d6 4
Merc 10 Spear Attack on Decimus
6
1d20+3 3
Warhorse 2 Attack of Opporunity on Modri
15
1d20+6 9
Warhorse 2 Trampling Charge on Hunni!
20
1d20+6 14
Hunni DC 14 Strength Save to Avoid Being Knocked Prone
3
1d20-1 4
Warhorse 2 Bonus Action Hoof Attack on Hunni (Ad)
23
2d20+6 15,2
Warhorse 2 Hoof Damage on Hunni (1st)
8
2d6+4 3,1
Warhorse 2 Hoof Damage on Hunni (2nd)
7
2d6+4 2,1
Gragonis Battleaxe Attack on Artanis
18
1d20+5 13
Gragonis Battleaxe Damage on Artanis
10
2d10+3 5,2
Hunni critical damage (I'm so sorry)
6
2d6 4,2
Militiaman Stabilization Attempt on Hunni
9
1d20 9
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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 twirls his holy hammer when his immediate foe goes down in the melee. With his head on a swivel, he sees Hunni under the hooves of a raging warhorse. He thinks it a waste to attack the horse, but he would choose Hunni over it.

 

The smith steps toward Hunni and attempts to calm the warhorse down with his flaming warhammer, or at least give it another target. "Calm down ya stupid horse."  The stench of burnt horseflesh wafts across the battlefield, after the hammer connects with the horse’s shoulder.

 

Looking down, he screams at Hunni, "Get up, ya lazy gully!"


OOC

Action: Attack Horse 2 with hammer

Bonus Action: Cast Healing Word on Hunni

Movement: Step one square up 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 Horse 2
13
1d20+5 8
Fire damage to Horse 2
11
1d8+3 8
Healing Word on Hunni
5
1d4+3 2
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 2 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 10/17 | 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 1/3 | Inspiration: 0/3


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


Mery winces when she sees one of the untamed warhorses trample Hunni. She debates casting her final spell when Coltan heals the unconscious Gully Dwarf, so she decides to hold it for now. With Cudgel and Artanis' warhorse both out cold and the big hit the knight just took, she decides it may be better to wait until battle is concluded or someone else goes unconscious to use it.

Since it appears that Modri and Decimus will likely take on one of the two remaining ordinary mercenaries, she nocks an arrow and aims again at the one that injured her, taking a few extra seconds to exhale out her frustration and fear. 'No. My odds of hitting are as good as they ever are.'

She is relieved when her arrow strikes the mercenary with a good solid thwak.

OOC

Action:  Shoot arrow at Merc 8.

Bonus Action:  —

Movement: —

Reaction:

Object Interaction:

Horse Action: Dodge

Horse Movement:

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

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
shortbow attack vs. merc 8
17
1d20+4 13
attack 1 damage
4
1d6+2 2
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 18 (Chainmail, Shield) | HP: 8/15 (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 as he takes a mighty blow from the great axe. Despite his technique it is still a telling blow, and worse he fears it's not even the best the monster before him can manage. Seeing the warhorse give the next mercenary attempting to steal it a good kicking, even if it missed, brings a brief smile to his face though. His gaze travels round the rest of the battle. Both Huuni and the injured townsman are struggling beneath the hooves of the final warhorse, Huuni even falling unconscious before Coltan's exhortation. It looks like the beast is on its last legs though, whinnying in pain as flames lick over it. Modri and Decimus have the last mercenary there surrounded as well. "Modri!" he yells, "Hurry up and finish that soldier off - we need a hand over here!"

With the half-ogre still pressing his guard, he doesn't think he can spare more time on the horse - not while the mercenary is still drawing it's ire at least. Instead he returns Gragonis' strike with interest, carving a deep wound along the enemy's forearm with grim determination! The champion wavers but yet stands, absorbing now two blows that would have felled a lesser man.

 

 

OOC

Action: Longsword Attack Gragonis!

Bonus Action: 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.
on Merc 10

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. 0/2 (Long Rest)

   Leadership Dice (d6). 0/2 (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 Gragonis
25
1d20+5 20
Damage (Critical Hit!)
12
2d8+3 4,5
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 17/31 (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


"Right you are, Artanis!" Something about Artanis's words push Modri just enough to quickly dispatch the mercenary, a blow to instantly knock the man out. It's not the kind of friendly bar brawl antics, but just trying to bring someone down quick, effectively, with little care to fairness.

"Hello there big guy! Got some questions to ask you!" Modri runs over to the Half-Ogre, not even giving the other mercenary standing the courtesy of a glance. He does take notice of Cudgel, being sure not to step on her, but otherwise there's little he can do in the moment.

OOC

Reckless attack against Mercenary 10

Will move between Cudgel and Gragonis, which should give Merc 8 an opportunity attack against Modri.

 

Edited by Peacemonger (see edit history)
Name
Attack against Merc 10
16
drop(2d20,lowest)+5 8,11
Regular Damage
10
1d6+5 5
Leadership Healing/Damage
1
1d6 1
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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 . . .


Rushing in to support Artanis against the half-ogre brute Gragonis, Merituuli watches helplessly as Hunni is trampled by a still-rampaging warhorse and the militiaman crawls over to shield her. Thankfully, Coltan acts quickly, healing Hunni with a divine word - though frankly it was closer to an insult.

After Gragonis slams his axe in Artanis, the knight replies in kind, slashing deep into his forearm. Spinning the long shell rapidly, Merituuli whispers a short prayer to Abbuku - Fisher, may your winds guide me! - before swinging it into the half-ogre's chest, where it was accompanied by a burst of concussive wind! The sheer force of the blow cracks the half-ogre's ribs and throws him back at least a foot. With the foe fallen, the sea elf nods to Artanis before moving in to engage the remaining mercenaries, covering Cudgel's unconscious form. "Your leader is fallen! Retreat now, or fall with him!"

OOC

Action: Attack Gragonis! On a hit, I'll apply Favored Foe to Gragonis.

Bonus Action: 

Movement: To Q49 to engage Merc 8 and cover Cudgel!

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:

  • 1/2 Favored Foe Marks
  • 2/2 1st Level Spell Slots
Edited by PhoenixSlayer (see edit history)
Name
Shell Attack
15
1d20+5 10
Shell Damage
8
1d8+3 5
Favored Foe
1
1d4 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: 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 takes the hit from the horse, and goes down; right until Coltan screams at her.

"Fine, fine, I'm getting up," she grouses, the whip in her hand writhing in anticipation. "Stupid horses."

With a flick of her arm, the whip strikes out, and strikes true, as a combination of shadowy-magic and leather slices across the already battered horse's throat.

OOC

Bonus Action:

Action: Attacking Horse 2

Movement: 1/2 move to stand up from Prone

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)
Name
To Hit Whip Horse 2
16
1d20+5 11
Damage Whip (Slashing)
7
1d4+3 4
Hit Die Recovery
3
1d8+2 1
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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]

 

The mercenary stabbed wildly at him in a rage, unable to keep his composure seeing his companion struck down, a sympathetic situation that Decimus could not truly bring himself to feel anything for. Dancing around the tip of the spear, the Wizard poises himself to strike back, only to witness the hapless man be ruthlessly cut down by his Dwarven companion. The corners of his lips turned down as he looked on with a degree of inspiration. Maybe a more direct approach was necessary. Artanis had summoned Modri, and it looked as though Merituuli and Mery had also noticed before he had, but the dark haired spellcaster was now coming to terms with just how large the thing was, and what sort of trouble it could cause. Of course the Dwarf had already joined the fray, and the Sea-Elf was in there too. Knowing the horse that had knocked his friend out had been taken care of by the Cleric and her, he felt free to jump in too. Hopefully with greater skill than he had thus far displayed. Moving rapidly, he moves past the mercenary, his blade lashing out as he dances by, striking through his guard between the layers of leather padding and chainmail, sinking deep into his skin. The arcane magicks in the tip of his blade disperse in his body, though ready to be enacted if anything were to go wrong with the strike.

Instead of admiring his own handy work, he continues moving forward, ready to assist in taking on the Ogre if need be.

 

spacer.png

 OOCAction: Attack Merc 8 with Booming Blade, if he moves 5ft willingly, suffers damage

Bonus Action:

Movement: Move 35ft to O51, then 5ft back to P51

Reaction: If Gargonis attempts to strike, cast shield

Attacking Merc 8, not Gargonis

Edited by tyrtaeus (see edit history)
Name
Attack Gargonis with Booming Blade
24; 8
1d20+5;1d8+3 [19]; [19,5]
Booming Blade Damage [If he moves 5ft]
4
1d8 4
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Round VII, concluded.

   Coltan smashes Warhorse 2 for 11 fire damage and heals Hunni for 5.

   Mery shoots an arrow at Merc 8, dealing 4 piercing damage, once she sees that Coltan had healed Hunni.

   Artanis returns Gragonis’s battleaxe strike with a sword swing of his own! It’s super effective and deals 12 slashing damage to the half-ogre. He utters a rallying cry for his comrades.

   Modri attacks mercenary 10 and with a little help from Artanis’s rallying cry, strait up lays him out, cold.

   Merituuli attacks Granonis, dealing 8 magical bludgeoning damage plus an additional 1 damage from his favored-foe feature. He moves to engage Merc 8 and cover Cudgel, demanding they see sense and surrender.

   Hunni gets up and uses her whip to kill Warhorse 2.

   Decimus moves over and takes Mercenary 8 down with his booming blade attack!

Aftermath

   As Gragonis and the last of the Mercenaries in this small part of the battlefield dies, the rest of the mercenaries scatter—you’ve proven yourselves a threat and you’ve chopped the head off the snake, so to speak. Furthermore, even though the town’s militia had been bereft of proper weaponry, stuck fighting with only prop spears, they were sufficiently skilled and resourceful with what they had to hold their own—just barely. Although most of them were killed, ultimately, the rest of the traitorous turncoats decide that it’s better to flee now, while they can. You get the feeling that they’ve mostly fulfilled their goal, anyway: significantly hobble, if not eliminate the threat of the Vogler Militia.

   Cudgel Ironsmile rouses awake just as Artanis brings the frenzied Warhorse 5 under his control—sadly as the first horse he tamed dies to its wounds. Ser Becklin, Mayor Raven, Darrett Highwater (Ser Becklin’s squire), and the non-traitorous remains of the Ironclad Regiment (whom you witnessed fighting against their own turncoat former comrades) all arrive on the scene.

   As you inspect the bodies of the fallen enemies and look through the saddlebags of the horses—both alive and dead—you find 2,100 copper pieces, 1,000 silver pieces, and 30 gold pieces. You also find four gems: (1) an opaque, dark gray gemstone with red flecks, (2) a translucent rosy stone with white star-shaped center, (3) a translucent green gemstone, and (4) a platinum crescent inset with electrum, about three inches long with a hole large enough for a copper piece to fit in. Furthermore, you find two curious items! The first is an electrum quarterstaff with two long, metal snakes coiled along its length—one gold, the other silver. The second is a gorgeous lute tucked in one of the saddle bags, covered with clothing that seems to be serving as padding to protect it.

Lute

Response

   Mayor Raven thanks the characters for defending her people, fearing things would have gone far worse if they hadn’t. She promises to reward the characters, but at the moment, she’s focused on treating the wounded and getting everyone back to Vogler safely.

Cudgel Betrayed

   As the characters and Mayor Raven speak, Cudgel Ironsmile seeks answers. While the battle was taking place, one of her own mercenaries appeared and attacked her, only to be killed by Becklin. The typically unflappable mercenary commander is livid. It doesn’t take her long to find one of her mercenaries who was wounded but survived the battle. She angrily shakes and yells at the wounded mercenary. If the characters don’t act first, Mayor Raven calms Cudgel and has the traitor bound for the walk back to Vogler where they can be interrogated.

Healing the Wounded

   Most of Vogler’s militia died during the battle, but if the characters search for wounded, they find a few souls—(4 total)—in need of aid. A character who succeeds on a DC 12 Wisdom (Medicine) check can bring a villager back from the brink of death. A character can also use healing magic to save a wounded villager by restoring 1 or more hit points. Any healed villager thanks their savior, giving the character a piece of jewelry or lucky charm worth 20 gp.

   If a character openly uses the power of a god to save a villager, locals who see this are awed and consider it nothing less than a miracle. A villager saved in this way is particularly thankful and seeks to learn more about the character’s deity.

Back to Vogler

   After the wounded are tended to, Mayor Raven and Becklin urge the villagers to return to Vogler so they can organize a proper response. Raven and Becklin ask the characters to escort the villagers home safely in case of further threats, but the somber return trip to Vogler proves uneventful.

Character Advancement

   The characters advance to 3rd level after the battle at High Hill. CONGRATULATIONS!!!

OOC

   You can figure out what the gems are with a DC 13 Intelligence (Nature) check(1) Bloodstone
(2) Star rose quartz
(3) Chrysoprase
(4) Harbor Moon

All four of these is worth 50 gp, each.
, or you can just ask a local jeweler in the market.

   You can figure out what the snake-adorned staffStaff of the Python
Staff, weapon, uncommon (requires attunement by a cleric, druid, or warlock)
Major tier
Simple weapon, melee weapon

4 lb. 1d6 bludgeoning - versatile (1d8)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.

On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.

If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Found On: Magic Item Table F
Source: DMG, page 204. Available in the SRD.
and the luteInstrument of the Bards, Doss Lute

Wondrous item, Instrument, uncommon (requires attunement by a bard)
Major tier

2 lb.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.

You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.

All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.

In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

See the Tool Proficiencies entry for more information.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
Activity DC
Identify a tune 10
Improvise a tune 20
Found On: Magic Item Table F
Source: DMG, page 176. Additional information from XGE, page 83.
are via the standard methods in the rules, or a DC 15 Intelligence (Arcana) check, each.

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 (0 Successful Death Saves/3 Failed Death Saves) Dead
  • Warhorse 2: Dead
  • Warhorse 3: 10/19 - (I'll go ahead and say that Artanis re-tamed it.)
  • Mery’s Warhorse: 19/19
  • Warhorse 5: 19/19 (I'll go ahead and say that Artanis re-tamed it.)

 

Edited by Kamishiro_Rin (see edit history)
Name
Artanis’s Warhorse Death Saving Throw
6
1d20 6
Artanis’s Warhorse Death Saving Throw
7
1d20 7
Copper Pieces
2100
6d6*100 5,4,5,5,1,1
Silver Pieces
1000
3d6*100 3,4,3
Gold Pieces
30
2d6*10 2,1
Gems/Art/Magic Items
93
1d100 93
50 gp gems
4
2d6 3,1
Roll 1d4 times on Magic Item Table F.
2
1d4 2
Magic Item Table F (roll 1)
53
1d100 53
Magic Item Table F (roll 2)
85
1d100 85
Gem Types
36
4d20 1,12,17,6
Villagers Y’all Can Help
2
1d6 2
Villagers Y’all Can Help (More than 2, edition!)
2
1d6 2
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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


When the melee dissolves, Coltan looks around his immediate battlefield. He locks eyes with each of his companions and nods to them in respect and congratulations for fighting well and surviving, even the gully dwarf. He was not in the mood for words at the moment.

 

With all of his companions on their feet, he leaves them to manage Cudgel and the mayor to discover why. It is always the common folk who pay the price for the powerful, so he starts searching the battlefield for wounded survivors. Thanking Reorx, he finds a few who can witness the miracle of Reorx returned.

 

He finds three wounded who's wounds he can bind and stabilize. A fourth is too far gone, so he uses the divine power of Reorx, blue flames to emanate from his holy hammer and crawl over and revive the almost casualty. He lets the witnesses of the miracle carry the message.

 


OOC

Action: If use Medicine fails, he casts Cure Wounds. He has 2 left.

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
Medicine 1
13,17,12,8
repeat(1d20+3,4) 10,14,9,5
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