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Chapter 01d: When Home Burns (Back in Vogler)


Kamishiro_Rin

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


AC: 13 [+ 3 Bladesinging][+5 Shield]  | HP: 13/21 | Speed: 40 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 <2/4>
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]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

When the magnificent bird cries out, their attack begins, both he and Artanis throw themselves at the wall like madmen, the javalins raining down upon them. He hears the weapons clash against the armor of the noble knight beside him, but there is little he can do to help, especially when his magical shield cannot even protect him fully. As one of the projectiles cuts into his side, he grimaces as the the heat of the magical weapons cauterizes the wound almost immediately. Fire. He should have known. Briefly, he laments the damage to his robes and the soft pink kimono, but those are repairable, his life is not. As the two get to the base of the cliff, Decimus glances at his companion, ridden with guilt over the damage he has clearly sustained from his admittedly bad idea. There is no turning back now though. The yelling from above and the pain in his side dull as he begins to feel the ancient elven magic overtake his body, his Bladesinging powers flowing through his body. With his rapier in hand, he begins the ascent, ready to cast the shield again if need be.

spacer.png

Action: Dash action to climb 20ft

Bonus Action: Ender Bladesong [Advantage on Athletics]

Movement: Move to base of cliff

Reaction: Ready Shield

Edited by tyrtaeus (see edit history)
Name
Dex DC 12 to Climb [With advantage]
8; 13
1d20+3;1d20+3 [5]; [5,10]
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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: 26/26 (hd 3d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


 

Round 1

Hunni screams and laughs with Modri as they fly through the air, but doesn't do much to stick the landing, so she falls on her back. Unperturbed, she tosses out her staff and says the magic word before standing up.

Mentally, she give it the command to kill the soldiers. To death. And then eat them. Because why not.

 

OOC

Action: Activate Staff of the Python

Bonus Action:

Movement: Stand from Prone.

Reaction:

Actions and Re

 

 

sources

Actions

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

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

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

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

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

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

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

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

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

Spellcasting

Spell Slots:  2 / 2, cast at 2nd level

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, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

 

 

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)     Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Environment: Desert, Forest, Swamp, Underdark, Underwater
Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

Edited by KingGoblin (see edit history)
Name
Giant Constrictor Snake Constrict Attack & Damage
15; 14
1d20+6;2d8+4 [9]; [9,4,6]
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 36/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 17 (+3) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


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


Surprise Round

With Kalasääski giving the signal with a sharp cry, Merituuli springs into action, jumping out from the bush the river group had hidden themselves in. He notices that Decimus and Artanis had yet to scale the cliff... and the flaming javelins the soldiers were tossing certainly couldn't be helping matters. Spinning the shell into a battle stance, its surface is once more swathed in currents of wind and water alike. Just as Merituuli steps forward to engage the western-most soldier, the shell shakes violently in his grip, and a torrent of suckered tentacles suddenly extends from the open end of the shell towards the soldier! "Whoa! That's new!" Unfortunately the shock of the tentacles' sudden appearance throws off Merituuli's aim, and the soldier blocks the assault handily with his shield.

OOC - Merituuli, Surprise Round

Action: Cast Thorn Whip on DAS1.

Bonus Action: Cast Shillelagh on Baculite Shell.

Movement: Step 5 feet left out of bush to T51.

Reaction: —


Round 1

Merituuli attempts once more to pull the western-most solider away from his post, hopefully giving Artanis more breathing room for his ascent. The tentacles spring out again from the open end of the baculite shell. This time the tentacles successfully wrap around the soldier and yank him 10 feet towards Merituuli. The shoal elf swiftly closes the distance, getting into melee range with the soldier in an attempt to limit his escape options. While rushing forward, he looks up towards his new osprey companion, yelling out, "Kalasääski! Harry the one on Modri!"

OOC - Merituuli, Round 1

Action: Cast Thorn Whip again on DAS1.

Bonus Action: Command Kalasääski to Take Action!

Movement: Close to melee range with DAS 1 after he is pulled 10 feet towards me via Thorn Whip.

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.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

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:

20/20 Crossbow Bolts

 

Class Features:

  • 2/2 Favored Foe Marks
  • 3/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Thorn Whip vs DAS1
13
1d20+5 8
Thorn Whip Piercing Damage
4
1d6 4
Thorn Whip 2 vs DAS 1
18
1d20+5 13
Thorn Whip 2 Piercing Damage
3
1d6 3
Thorn Whip 1 - Advantage
9
1d20+5 4
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 3 Beast of the Sky


AC: 15 (Natural Armor) | HP: 16/16 (3d6+3) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 12 (Darkvision 60 ft.)
Str: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


Suprise Round

With no direct orders from Merituuli, Kalasääski takes evasive maneuvers in the air, getting into position around 30 ft. above the central soldiers.

OOC - Kalasääski, Surpise Round

Action: Take the Dodge action.

Bonus Action: —

Movement: Fly to 30 ft. above Y54.

Reaction: —

Round 1

Kalasääski swoops down to harrass the soldier engaged with Modri before swiftly rising back up into the air - far too swiftly for the soldier to even react! Buffeted with wing and talon alike, the soldier is thoroughly distracted!

OOC - Kalasääski, Round 1

Action: Use the Help action to grant Modri advantage on his next attack against DAS3!

Bonus Action: —

Movement: Fly down into melee with DAS3, then back up 30 ft. into the air. With Flyby, no opportunity attacks are triggered!

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d4+5 slashing damage.

Other:

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 18 (Chain Mail +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Surprise Round

Coltan smiles when they arrive behind the dragonarmy soldiers undetected. Reorx's luck was with them. After his fellow boaters started to attack, the smith ignites his holy hammer and throws it!

A flaming translucent replica hammer flies out of the bluish steel. holy hammer that he maintains in his grasp and hurtles toward a soldier. The hammer slams into the soldier DAS2, while its flame splashes against its armor. "By the mighty hand of Reorx!" The apprentice calls out to his master.

Round

Before the dragonarmy can react, the Apprentice of Reorx takes control of the crafted metal armor of the soldier (DAS4) furthest from the melee. Its armor starts to heat and cook him.

The translucent hammer circles around the first dragon army soldier DAS2.


OOC

Surprise Action: Cast Sacred Flame on DAS2

Surprise Bonus Action: Cast Spiritual Weapon on DAS2

Action Round 1: Cast Heat Metal on DAS4

No Action: Spiritual Weapon on DAS2 round 2 of 10

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.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning 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 4/4 | 2nd 0/2

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

  • Identify (V,S,M) Ritual. 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.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  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

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

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
DAS2 vs Sacred Flame Dex DC 13
11
1d20+1 10
Radiant damage vs DAS2
5
1d8 5
Spiritual Weapon vs DAS2 AC 17
24
1d20+5 19
Force damage vs DAS2
7
1d8+3 4
Heat Metal fire damage vs DAS4
5
2d8 3,2
Spiritual Weapon vs DAS2 AC 17
6
1d20+5 1
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Date

On This Magetag, the 23rd Day of Brookgreen,
in the 351st Year After the Cataclysm
(Tuesday, March 23, 351 AC)

The 3rd Day of the Campaign - Late Morning

Attacking the Dragon Army Soldiers

Surprise Round and Round I Concluded

   Modri wastes no time from landing to attack DAS 3, dealing him a mighty blow, and even prepares a nasty little surprise for when the DAS  attacks him back.

   Artanis takes the dodge action.

   Mery shoots DAS 4 twice. Both arrows just barely hit; the first dealing 6 damage, the second only 3.

   Decimus activates his bladesinging ability and makes it halfway up the cliff!

   Hunni activates her Staff of the Python, and the snake slithers over to DAS  4, trying to constrict him, but it just barely fails to grab a hold of him.

   Merituuli casts the thorn whip spell on DAS 1. Initially, it fails, but the second one hits, dealing 3 damage! DAS 1 is pulled 10 feet back from the cliff towards Merituuli, who closes the distance to engage him in combat.

   Kalasääski harries DAS 3 for Modri, granting him advantage on his next attack!

   Coltan casts the sacred flame spell, followed by the spiritual weapon spell. Then he casts the heat metal spell on DAS 4, which does . The sacred flame and spiritual weapon do a number on DAS 2.

Round II

   “What the ****?!?” DAS 1 screams as a thorn whip yanks him back 10 feet after you all commence your attacks after a pair of people fly over their heads. He pulls out his longsword and slashes twice at Merituuli!

   DAS 2 not knowing where a holy flame came from and not being able to attack the Hmmer of Reorx floating ethereally just off the cliff decides to try to throw two more javelins at Artanis. Both of them fail to hit him on account of his dodge action.

   DAS 3 slashes at Modri twice, the first critically wounding him for 11 slashing damage and 6 fire damage, the second almost critically wounding him, but not quite, doing 9 slashing damage and 4 fire damage, for a total of 20 slashing and 10 fire damage, and a grand total of 30 damage! However, his rage gives him resistance to all that slashing damage (though none of that fire damage), halving it to 10 slashing and 10 fire, or 20 total damage, in the end.

   Each slash earns DAS 3 a magical backlash of 3 force damage, for a total of 6!

   DAS 4 screams first in horror as a giant snake comes out of nowhere and tries to eat him, and then in pain as his armor turns red hot and begins scorching him! He tries to attack the snake as best he can. The first strike hits, dealing 6 slashing damage and 1 fire damage on Hunni’s Giant Constrictor Snake, for a total of 7 damage. DAS 4’s second strike, however, is a critical failure.

OOC

Dragon Army SoldiersDragon Army Soldier

  • DAS 1 :: HP 19 :: AC 17 (scale mail, shield) :: SV +2 / +1 / +1 / +0 / +0 / +0
  • DAS 2 :: HP 10 :: AC 17 (scale mail, shield) :: SV +2 / +1 / +1 / +0 / +0 / +0
  • DAS 3 :: HP 4 :: AC 17 (scale mail, shield) :: SV +2 / +1 / +1 / +0 / +0 / +0
  • DAS 4 :: HP 8 :: AC 17 (scale mail, shield) :: SV +2 / +1 / +1 / +0 / +0 / +0

   As per usual, you can write in your damage because you’ll know whether or not you hit, and if you cast a spell or do anything that forces them to save, you can roll their saves for them.

   @KingGoblin, please post separately for your snake, just like Merituuli did for Kalasääski.

spacer.png

Edited by Kamishiro_Rin (see edit history)
Name
DAS 1 2 Longsword Attacks on Merituuli (AC 18)
14; 8; 2
repeat(1d20+4,1);repeat(1d10+2,1);repeat(1d4,1) [10]; [10,6]; [10,6,2]
DAS 1 2 Longsword Attacks on Merituuli (AC 18)
10
1d20+4 6
DAS 1 Longsword Attack 2 on Merituuli (AC 18)
5
1d20+4 1
DAS 2 Javelin Attacks on Artanis
15
repeat(keep(2d20,lowest,1)+4,1) 11,18
DAS 2 Javelin Attack 2 on Artanis
10
keep(2d20,lowest,1)+4 6,17
DAS 3 Longsword Attack 1 on Modri (AC 16)
24
keep(2d20,highest,1)+4 20,10
DAS 3 Longsword Damage 1 on Modri (AC 16)
6; 4
1d10+2;1d4 [4]; [4,4]
DAS 3 Longsword Attack 2 on Modri (AC 16)
19
keep(2d20,highest,1)+4 15,12
DAS 3 Cricial Damage 1 on Modri (AC 16)
5; 2
1d10;1d4 [5]; [5,2]
roll
9; 4
1d10+2;1d4 [7]; [7,4]
Force Damage on DAS 3
6
2d6 3,3
DAS 4 Longsword Attack 1 vs. GCS (AC 12-Disad)
23
keep(2d20,lowest,1)+4 19,20
roll
6; 1
1d10+2;1d4 [4]; [4,1]
DAS 4 Longsword Attack 2 vs. GCS (AC 12-Disad)
5
keep(2d20,lowest,1)+4 1,15
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis Brightblade

Human Knight of Solamnia 


AC: 19 (Chainmail, Shield +1) | HP: 14/22 (0 THP) | Speed: 30 ft.
Senses: passive Perception 11, Insight 13, Investigation 9
Str: 17 (+3) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 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 managed to deflect the javelins off Ispin's shield, the relic holding strong without a scratch! He can hear grunts of pain above, and can only hope they're from the enemies and not his allies.

WIth javelins still flying, he concentrates on a slow, careful ascent, making sure to keep a wary eye on the soldier above. Better to arrive slowly and alive than rushing to end up being a hindrance and in need of help himself!

 

Despite the sweat dripping into his eyes and slick fingers, he manages to secure a grip on the rough limestone of the cliff, and hauls himself halfway up.

 

OOC

Action: Dodge

Bonus Action: 

Movement: Attempt to Climb 15ft

Reaction: 

Object Interaction: 

Actions & Resources

Actions:

   Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 5) 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.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 2/2 (Long Rest)

   Leadership Dice (d6). 3/3 (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
Athletics (DC12)
17
1d20+5 12
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 25/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 4/4 2nd 1/2 | Bardic Inspiration: 1/3


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


 

 

2nd Round

Mery signals Handsome to exit the bushes to her right and walk down so he's between Coltan and Kai (T-U/50-51 on the map). Staying on the horse, she then says to the Dwarven smith, "Most impressive, Apprentice of Reorx. I think I might just have to take a page out of that book." Gesturing at DAS1's armor, she then sings out:

🎵I chew my nails and I twiddle my thumbs 🎶
🎶I'm gettin' nervous buster, but it sure is fun 🎵
🎵You're so nasty, you drive me crazy 🎶
🎶Goodness gracious, great balls of fire 🎵

The armor of the dragon army soldier begins heating up and burning the man as the Heat Metal spell does its magic.

 

OOC

Action: Cast Heat Metal on DAS1's armor

Bonus Action: —

Movement: —

Reaction:

Mount Movement: Dash (but only move 25 feet)

Mount Action:

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.

  Heat Metal

Until the spell ends (up to 1 minute), you can use a bonus action on each of your subsequent turns to cause this damage (1d8 fire damage for each level the spell is cast at, minimum 2nd level) again.

Ammunition:

   20 arrows in quiver, 1 arrow bundles in backpack.

Spellcasting:

   Mery is a 2nd-level spellcaster. Her spellcasting ability is Charisma (spell save DC 13, +5 to hit with spell attacks). She has the following bard spells available for spontaneous casting: 

  • Cantrips (2/2 slots): prestidigitation, vicious mockery
  • 1st level (4/4 slots): healing word, hideous laughter, cure wounds, unseen servant
  • 2nd (2/2 slots): invisibility, heat metal

Class Features:

  • 3/3 Bardic Inspiration, recovered after a long rest
  • 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.)
  • Bardic College = College of Lore. Gain expertise in 2 skills you already have proficiency in, and proficiency in 3 new skills. (Choosing Persuasion and Deception for Expertise, adding Nature, Stealth, and Religion for Proficiency.)

 

OOC

Music Credit: "Great Balls of Fire" by Otis Blackwell and Jack Hammer with minor edits by me to make it appropriate for an enemy.

Edited by tbgg (see edit history)
Name
Heat Metal damage vs DAS1
6
2d8 4,2
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+ 3 Bladesinging][+5 Shield]  | HP: 13/21 | Speed: 40 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 <2/4>
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]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Shadow Blade2nd Level Illusion
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V, S
Duration: ConcentrationUp to 1 minute/em>
Classes: Sorcerer, Wizard
Description: You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.

Decimis grunts as his fingers slip on the sharp rocks, and his ascension is thwarted, forcing him to reroute and keep moving. He pulls himself over the edge near Modri and the mercenary, thankful for the raging distraction of the Dwarf. Sweat beads on his brow from the heat of the magic spells, the infernal weaponry, and the rapid clamber up the Cliffside, but he pushes aside any thoughts of his looking disheveled and his rapier is brandished before him. Primordial spills from his lips as thr blade quivers in his hand, lashing out at the soldier, but even with the magical energy coursing through the blade, it glances harmlessly off the armor.

spacer.png

Action: attack das3 with booming blade

Bonus Action: dash to climb 15ft [success] to y56

Movement: climb 15ft [fail]

Reaction: Ready Shield

Edited by tyrtaeus (see edit history)
Name
Dex DC 12 to climb [With advantage]
8; 6
1d20+3;1d20+3 [5]; [5,3]
Dex DC 12 to climb [With advantage]
22; 17
1d20+3;1d20+3 [19]; [19,14]
Attack DAS3
7
1d20+5 2
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   spacer.pngColtan Bluetemper

Level 3 Neidar Folk Hero Forge Cleric


AC: 18 (Chain Mail +2 Shield) | HP: 31/31 (3d8+9+3) | Speed: 25 ft.
Senses: Darkvision 60 ft., Passive Perception 15, Insight 13, Investigation 12
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Coltan arches an eyebrow at Mery's comment and magic and replies, "So, the Worldcrafter blesses you, too!"

The smith winds up and throws another ball of fire at the soldier DAS2 who Reorx's transulent hammer attacks.

After watching to see if his soldier drops, he strengthens his control of the other soldier's armor calling out to him DAS4, "surrender! Or, you will be cooked!"


OOC

Action: Cast Sacred Flame on DAS2

Bonus Action: Flex Heat Metal on DAS4

No Action: Spiritual Weapon on DAS2 round 3 of 10

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.

Warhammer (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d8 + 2 bludgeoning damage.
Versatile damage: 1d10 + 2 bludgeoning 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 4/4 | 2nd 0/2

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

  • Identify (V,S,M) Ritual. 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.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  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

2nd-Level Spells Prepared

  • Heat Metal (V,S,M) Concentration. Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
  • Magic Weapon (V,S) Concentration. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
  • 6. Spiritual Weapon (V,S) Bonus. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

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.

Name
DAS2 vs Sacred Flame Dex DC 13
4
1d20+1 3
Radiant damage vs DAS2
6
1d8 6
Spiritual Weapon vs DAS2 AC 17
22
1d20+5 17
Force damage vs DAS2
7
1d8+3 4
Fire damage to DAS4
11
2d8 4,7
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 16 (+1Dex + 3Con + 2Shield ) | HP: 24/44 (3d12+9+6+3) | Speed: 25'
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

Rages: 2/3 | Magic Awareness: 2/2


Combat

"Ha! Now those were some good hits!" Indeed, other than a stampeding horse, this soldier is the first opponent since this recent series of events to truly wound the Dwarf. And Modri loves it.

"Too bad you were all set and ready to murder fleeing townsfolk." The warhammer strikes and Modri can both hear and feel the skull cracking. If this had been a friendly brawl, Modri may have find a new drinking friend. But not here, not now, and not when the man as capable as he was intended to use his talents to prey on the weak.

Perhaps a proper soldier Modri could be, but not in the Dragon Queen's army.

He starts to move towards the last remaining soldier.

 

OOC

Action: Reckless Attack, advantage on attack, attacks against him have advantage.

Move: 25' to square X50

 

Edited by Peacemonger (see edit history)
Name
Reckless Attack against DAS3
21
drop(2d20,lowest)+5 1,16
Bludgeoning Damage
12
1d8+5 7
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MerituuliToken.png.53f9774174cd1fbd27a1aa51cf1736c8.pngMerituuli Kaiutin

Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 36/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 17 (+3) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


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


Round 2

Now in melee with the Red Dragon Army Soldier, Merituuli swings the baculite shell in a wide arc. The blow just barely gets past the soldier's shield and hits with a less-than-impactful thunk against his scale mail... but it is followed up with a burst of bludgeoning wind that continues to whirl around the soldier. Merituuli lets out a high whistle, calling Kalasääski over to assault the soldier as well.

OOC - Merituuli, Round 2

Action: Attack DAS1 with Shillelagh-imbued shell. On hit, activating Favored Foe to mark him - requires Concentration.

Bonus Action: Command Kalasääski to Take 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.

Bonus Actions:

Primal Companion: Take Action. As a bonus action on your turn you command your Primal Companion to take another action. That action can be one in its stat block or some other action. You can also sacrifice one of your attacks when you take the Attack action to command the beast to take the Attack action. If you are incapacitated, the beast can take any action of its choice, not just Dodge.

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:

20/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
  • 3/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Attack vs. DAS1
17
1d20+5 12
Shillelagh Damage
4
1d8+3 1
Favored Foe Damage
2
1d4 2
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2010-kabini-osprey.jpg.2fc78c838a7e1bc0d48144b4320c0ba5.jpgKalasääski
Level 3 Beast of the Sky


AC: 15 (Natural Armor) | HP: 16/16 (3d6+3) | Speed: 10 ft., fly 60 ft.
Senses: passive Perception 12 (Darkvision 60 ft.)
Str: 6 (-2) | Dex: 16 (+3) | Con: 13 (+1) | Int: 8 (-1) | Wis: 14 (+2) | Cha: 11 (+0)
Languages: understands the languages Merituuli speaks


Round 2

Kalasääski swoops over to assault the remaining Dragon Army Soldier engaged with Merituuli, attempting to claw at the warrior with their talons. Unfortunately, the soldier manages to block the flurry of swipes, and Kalasääski circles back upwards, exiting melee range.

OOC - Kalasääski, Round 2

Action: Attack DAS1 with Shred action.

Bonus Action: —

Movement: Fly to V49 to attack DAS1, then Flyby up out of melee with any remaining movement.

Reaction: —

Actions & Resources

Actions:

Shred. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 1d4+5 slashing damage.

Other:

Flyby. The beast doesn't provoke opportunity attacks when it flies out of an enemy's reach.

Primal Bond. You can add your proficiency bonus to any ability check or saving throw that the beast makes.

Edited by PhoenixSlayer (see edit history)
Name
Attack vs. DAS1
15
1d20+5 10
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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: 26/26 (hd 3d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


 

Round 2

Looking around her, Hunni notes that the soldier she sent her snake at seems cooked; or perhaps steamed, since he appears to have soiled himself when the giant snake attacked.

Then she sees Decimus finally climbing over the edge, and moves over next to him, and looks down over the edge. "Hey, Decimus. You should have gone with me and Modri. We got yeeted right up here, no problem, no climbing. It was great, just like flying, except without any way to turn or land or anything."

She sends a quick mental command to her snake to seek out and kill any soldiers that remain standing, and tosses an Eldritch Blast at the one furthest away, but the battle in general appears mostly decided. "I'm not completely sure how we'll make it back down, but that's always the easy part."

 

OOC

Action: Cast Eldritch Blast at DS1

Bonus Action:

Movement: Move to X58

Reaction:

Actions and Re

 

 

sources

Actions

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

Improved Pact Weapon varies, usually whip (+1 to hit, damage, spell focus)

Whip (finesse, reach). Melee Weapon Attack: +6 to hit, reach 10 ft., one target.
Hit: (1d4 + 4) slashing damage.

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

Staff of the Python (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: (1d6 +3) bludgeoning damage.
Versatile: (1d8 +3) bludgeoning damage.

☆ Note:  With Hex Warrior, can set one weapon to use Charisma instead of Strength or Dexterity for to-hit and damage.  Normally Staff of the Python, but also always Pact Weapon.

Bonus Actions

Hexblade's Curse.

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

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

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

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

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

Spellcasting

Spell Slots:  2 / 2, cast at 2nd level

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, Blur
  • Invocations:  Improved Pact Weapon, Agonizing Blast

 

 

Edited by KingGoblin (see edit history)
Name
Eldritch Blast To Hit DAS1
23
1d20+5 18
eldritch Blast Damage (Force)
7
1d10+3 4
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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60 (8d12+8)
Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (–5) 10 (+0) 3 (–4)

 

 

Skills Perception +2
Senses blindsight 10 ft., passive Perception 12
Languages
Challenge 2 (450 XP)     Proficiency Bonus +2

Actions

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 11 (2d6 + 4) piercing damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 13 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the snake can’t constrict another target.

Environment: Desert, Forest, Swamp, Underdark, Underwater
Source: MM, page 324. Also found in ToA; GoS; DIP; SLW; EGW; WBtW. Available in the SRD. 

Round 2

 

Being an unfeeling creation of dark magics and wood, the yet unnamed snake was a simple being with nonexistent needs. It mostly just did as it was mentally ordered to do, which meant at this point being mentally connected to a distractible gully, it almost tried biting the now burning dragon warrior thing, but instead just shoved it, attempting to push it off the edge of the cliff before it blew up. Not that the snake knew it would blow up. That's just what the gully thoughts told it might happen.

OOC

Action: Shove Action against DAS4 to push it off the cliff

Bonus Action:

Movement:

Reaction:

Edited by KingGoblin (see edit history)
Name
Strength (Athletics)
10
1d20+4 6
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