JubalBreakbottle Posted August 28, 2023 Clone Share Posted August 28, 2023 (edited) Coltan Bluetemper Level 3 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 31/31 (3d8+9+3) | 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 replies to the alchemist, “bless you, sir. Find me in Kalaman. Reorx will help you set up new tools.” The apprentice tucks the healing vial into his gear and pushes onward to the docks with his companions. The smith coughs a bit in the smoke and chaos of the docks. He cannot believe where he is. But, Reorx put him here to oppose the Queen of Darkness. Seeing the shadow of the warmachine through the fire and smoke, the smith dashes to distract it from the villagers at the wharf. He ignites his holy hammer and feels a twinge of regret that he expended Reorx’s most powerful divine blessings on that skirmish on top of the cliff. After weighing his options within second, he throws the sacred flame from his holy hammer one of the draconians with he warmachine. Hopefully, distracting them will stop the machine, and holding Reorx’s blessing for healing would be wiser now. But the flames land uselessly on the warmachine. OOC Action: Cast Sacred Flame at D, -2 Bonus Action: — Movement: Move to K,-4 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 3/4 | 2nd 0/2 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. 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. 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. 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. 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. 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. 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 August 28, 2023 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Sacred Flame Dex DC 13 17 1d20 17 Link to comment Share on other sites More sharing options...
tyrtaeus Posted August 28, 2023 Clone Share Posted August 28, 2023 (edited) Decimus - Initiate of High Sorcery | Bladesinger Wizard | Human AC: 13 [+3 Bladesong] [+5 Shield/Absorb Elements] | HP: 14/21 | Speed: 40 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 12, Insight 12, Investigation 15 STR: Score: -1 Athletics: -1 8 | DEXScore: +3 Acrobatics: +3 Stealth: +3 Sleight of Hand: +3: 16 | CONScore: 2: 14 | 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. As the group reconvenes and gets more civillians off of the dock and into the boats, one man is kind enought to part with a selection of his potions, which Decimus takes with thanks before popping the cork off of it immediately and draining the contents in an attempt to assuage the pain of the wound in his back. Grouped together with Hunni and Merituuli, he readies himself for the next set of problems, when the screams rise up from the smoke and ashes of the city. The word Dragon reaches his ear and his eye widens, wondering how on earth the armies had managed to draw such a fabled creature here without them noticing. Even the encampment had shown no traces of a true Dragon, for one to be here, it meant that fighting was useless. Through the dim light and smoke, he sees the maddening fires rising from the nostrils of the beast as it crawls towards them. With fear coursing through his body, the thought to dive into the water and join the boat crosses his mind, but even through the smoke he sees Artanis fearlessly riding his mount through the devastation towards the beast. A shining light breaks through the horrors of the battlefield as Coltan uses Reorx's divine light to strike true as well, and suddenly, his fear turns to shame. Gritting his teeth, he pushes back his sakkat and draws in a deep breath, fighting the urge to cough as he inhales some ash. The sounds of the world dull as he focuses inward, his heartbeat slows and the battlefield flow becomes apparent to him. Moving around Hunni, he draws his sword as he closes in on one of the smaller draconic creatures (move to B-1), the blade vibrating as he curses in Abyssal as he brings the weapon down, but with all the smoke and fire, he is unable to land the strike, as the creature was ready. Action: Cast Booming Blade on creature at C-2 Bonus Action: Activate Bladesong Movement: Move to B-1 Reaction: Cast Shield or Absorb Elements if struck Edited August 29, 2023 by tyrtaeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception [With Disadvantage] 6 keep(2d20,lowest,1)+2 4,18 Attack with Booming Blade SyntaxError: Unexpected token , 1d20+5, 1d8+3, 1d8 Attack with Booming Blade 10 1d20+5 5 Booming Blade damage 10 1d8+3+1d8 1,6 Healing 7 2d4+2 2,3 Link to comment Share on other sites More sharing options...
KingGoblin Posted August 29, 2023 Clone Share Posted August 29, 2023 Hunni Collic Gully Dwarf Mage of High Sorcery Hexblade Warlock AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 26/26 (+10 temp) (hd 3d8) | 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 glances at the healing potion, but then turns to offer it to Decimus, as he clearly needs it more than the others. Then, when the dragon and the soldiers come, she pulls out her whip. "Everybody, run like crazy!" she yells at the villagers, although, again, she doesn't run like crazy. She sends a quick command to her Giant Constrictor Snake, and she moves towards the threat once again. As she goes, she mutters the words of magic to summon her magical armor, as she figures that she will need any protection she can get. Dark ice again forms all around her, coating her in shadows and spikes. OOC Action: Casting Armor of Agathys 10 temp hp added, and 10 cold damage to anyone who hits her with a melee attack. Bonus Action: — Movement: Not sure if she can get there, with the terrain, but moving towards D-2 to hide behind the barrel. Reaction: — Actions and Resources 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: 1 / 2, cast at 2nd level Hunni is a spellcaster. Her spell slots are at 2nd 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 Name xDiceName xDiceResult xDiceString xDiceRolls Wisdom (Perception) (Disadvantage) 11,17 repeat(1d20+1,2) 10,16 Link to comment Share on other sites More sharing options...
KingGoblin Posted August 29, 2023 Clone Share Posted August 29, 2023 Giant Constrictor Snake Huge Beast, Unaligned 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. The Snake of the Staff responds to Hunni's mental commands, and charges at the dragon people with an intimidatingly evil hiss. It doesn't have time to attack yet, but it puts itself in between the dragon army and the villagers. OOC Action: Dash Bonus Action: Movement: Move with Dash to get to put the snake's center point at C-0 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted August 29, 2023 Clone Share Posted August 29, 2023 (edited) Merituuli Kaiutin Level 3 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 30/36 (3d10+6+6) | 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 . . . Hobbling to cover with Decimus, Merituuli eventually regains his balance, the poison working its way out of his system. Shaking his head, he exclaims, "Don't wish that on anyone... take a moment to collect yourself, Decimus, I'll get my avian friend to guide Hunni over here." Eventually Hunni and her giant snake get the message and join up with them. Merituuli thanks the alchemist profusely for his generous gift. "This may very well be the difference between life and death for us. You have my thanks, friend. I'll be sure to pay you back in Kalaman." He places the potion in the pouch at his belt, ready for easy access should the need arise. Indeed, with the cries of "DRAGON!", it seemed the need would arise sooner rather than later. Merituuli's heart sinks at the warning. An actual, honest-to-gods dragon? No, can't be... can it? If it is... Peering through the smoke and fire, he is relieved to find that the beast was not an actual dragon, or even a beast at all - only slightly, though. Raising his voice to the others, he yells out, "It's just a machine, but still dangerous if the wharfinger's office is anything to go by! Take out the dragon-kin around it!" Attempting to follow his own advice, he draws his heavy crossbow, whispers a short prayer to Abbuku that infuses the bolt with oceanic magic, and fires at one of the draconians at the head of the group! Unfortunately, the bolt glances off the creature's thick hide, and Merituuli begins to ready another bolt, maintaining concentration of the magical effect. Kalasääski, with no direct orders for now, remains flying overhead, ready to dodge any blows directed towards them. OOC Action: Fire Heavy Crossbow at Baaz C-2! Bonus Action: Infuse a crossbow bolt with Ensnaring Strike. Movement: None Reaction: Absorb Elements if the Boilerdrak fires off again. 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 1/3 1st Level Spells Edited August 30, 2023 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Heavy Crossbow vs. Baaz C-2 6 1d20+4 2 Link to comment Share on other sites More sharing options...
Peacemonger Posted August 29, 2023 Clone Share Posted August 29, 2023 (edited) Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 3Con + 2Shield ) | HP: 41/44 (3d12+9Con Modifier 3*Level+6Tough Feat: 2*Level+3Dwarven Toughness: 1*Level) | 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 Hit Die: 2/3d12 | Rages: 0/3 | Magic Awareness: 1/2 As the others begin to shift towards the approaching, Modri feels torn. There's a gap, and if any of the invading army comes from the southern road, then the people are exposed... And there's some manner of dragon. Their goal is to protect the people, make sure as many escape as possible... But... dragon! "Lioness. Take it." He pushes one of his handaxes, and the healing of potion he just got into her hands. "Hold the line." He makes his way over to the fray, getting himself close to the blinded Draconian, ready to strike it down if it lets slip its guard. The excitement of facing a real dragon is too much to hold in, as Modri gives in and yells out a battle cry. "Modri is here, you scaled scab! Aharharhar!" And then bright, vibrant, colorful lights burst forth and swirl around him, as if his happiness of the challengeis made manifest. OOC Action: Hand over a handaxe and the healing potion to Michelle Movement: Move to H1, to keep in base contact with the wounded, blinded Draconian Bonus Action: Using last Rage of the day. Wild Surge is giving him +1 AC, for 17 total. Allies within 10' also gain +1 AC. Edited August 29, 2023 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Perception 4 1d20+1 3 Wild Surge 6 1d8 6 Link to comment Share on other sites More sharing options...
Kamishiro_Rin Posted August 29, 2023 Author Clone Share Posted August 29, 2023 (edited) 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 Evening★ The Battle of the Wharf: Round I – Conclusion Coltan, Decimus, Derrett Highwater, Hunni, Merituuli, Mery, Modri, Mayor Raven uth Vogler, Ser Artanis, and Ser Michelle Artanis tries to lance one of the Baaz Draconians, but fails to penetrate and wheels around for another attempt. Mery tries to shoot it with her shortbow, but also misses. Coltan attempts to shine the searing light of Reorx upon BD4, but it dodges the beam of holy energy. Decimus moves to attack one of the BDs, but his slash misses its mark. Hunni hides behind a barrel and calls upon her patron to protect her with magical armor. She orders her giant constrictor snake to move to intercept the BDs, but Decimus is already in part of where she orders it, so it moves a little further south. Merituuli tries to shoot BD2 and the bolt goes wide. Modri, in a supreme display of trust—or perhaps a little simping—hands over a weapon to his party’s enemy prisoner, as well as his healing potion. He then rages and moves over to the Bozak Draconian. Ser Michelle nods in acknowledgment to Modri and smiles warmly at him before he moves away. She, herself, moves over to the Bozak and first says, “Lochías! Poio eínai to ónoma kai i monáda sas?“Sergeant, what’s your name and unit?”” “Thráfstis, Enótita tría-októ-éxi. . . Ypolochagós Fólketh, esý eísai?“Thráfstis, Unit 3-8-6 . . . Lieutenant Folketh, is that you?”” “Nai lochía Thrafstí! Lypámai, allá o pólemos sou teleíose tóra pou échases ta mátia sou. Eláte edó kai xekourasteíte.“Yes, Sergeant Thrafstis! I’m sorry, but your war is over now that you’ve lost your eyes. Come over here and rest easy.”” With that, the Bozak Draconian lets her lead him over to the raised wooden boardwalk and sit down, resting his back against the ramp up from the stone street to the docks. Mayor Raven fires two arrows from her longbow in quick succession at the Boilerdrak! The first flies through a space in the plating, but the other plinks off! Darrett draws his sword and runs over to Decimus, but he can only get so far, and there’s a huge snake and a Decimus blocking his path to the BDs! The Battle of the Wharf: Round II – Begins! Vogler Battlefield Features The battlefield includes the following features: Burning Building. The Wharfinger’s Office is on fire. A creature that enters the burning structure for the first time on a turn or starts its turn there must succeed on a DC 16 Constitution saving throw or take 5 (1d10) fire damage. Fray. The 15-foot-wide area marked by the design at the edge of the map represents draconians facing off against Vogler’s remaining defenders. This area and the village beyond the map are difficult terrain. A creature that enters the Fray for the first time on a turn or starts its turn there must succeed on a DC 16 Dexterity saving throw or take 7 (2d6) slashing damage from opportunistic foes. The Fray can’t be damaged and remains until the battle ends. Battlefield Conditions Perception. It’s late evening and there is a lot of smoke everywhere, wafting towards the wharf. However, there are a lot of fires providing quite a bit of light. The sounds of screaming, terrified villagers, the roar of the burning village, the wind whipping up as fires pull air in towards the village from all directions, all create a din that makes communication difficult. The entire battlefield is therefore lightly obscured, meaning that everyone has disadvantage on perception checks that involve hearing, seeing, or smell. Movement and hiding. There is debris everywhere. Furthermore, as it—until now—was a functioning and busy wharf, there are stacked crates and barrels all over the place, as well. Areas that don’t look pretty much clear are difficult terrain. Anywhere you see barrels or boxes, you can hide behind them for half cover (barrels) or three-quarters cover (boxes). Vogler Battlefield Events During this encounter, roll on the Vogler Battlefield Events table each round at initiative count 0. Also consider rolling on the table if a character enters the Fray or otherwise tries to leave the battlefield. Vogler Battlefield Events d6 Events 1 Two Vogler fishers (guards) come to assist the characters. They appear in unoccupied spaces adjacent to the Fray nearest a random character. 2 A blinded bozak draconian with 1 hit point staggers from the Fray and across the battlefield. It doesn’t attack, but it explodes in its Death Throes if killed. The draconian appears in an unoccupied space adjacent to the Fray nearest a random character. 3–4 A draconian gliding overhead throws a fiery flask at one random player character, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage. 5–6 Villagers on the docks shout their support. A random player character has advantage on their next attack roll. d10 Random Character 1 Coltan 2 Darrett 3 Decimus 4 Hunni’s Giant Constrictor Snake 5 Hunni 6 Mery 7 Modri 8 Mayor Raven 9 Ser Artanis 10 Ser Michelle Statblocks Lt. Dame Michelle Folketh. Armor Class 12 Hit Points 32/65 (10d8 + 20) Speed 30 ft. STR +3, DEX +2, CON +2, INT +1, WIS +2, CHA +1 Saving Throws Dex +4, Wis +4 Skills Athletics +5, Perception +4 Senses passive Perception 14 Draconic Devotion. While the officer can see a Dragon that isn’t hostile to it, the officer has advantage on attack rolls. Assault Orders (Recharge 5–6). The officer shouts orders and targets up to two other creatures within 60 feet of itself. If a target has the Draconic Devotion trait and can hear the officer, the target can use its reaction to make one melee attack. Warhorse. Armor Class 11 Hit Points 19 (3d10 + 3) Handsome: 19/19 Tiergan: 19/19 Speed 60 ft. STR +4, DEX +1, CON +1, INT –4, WIS +1, CHA –2 Senses passive Perception 11 Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse can make another attack with its hooves against it as a bonus action. Actions Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage. Cat. Armor Class 12 Hit Points 2 (1d4) Speed 40 ft., climb 30 ft. STR –4, DEX +2, CON +0, INT –4, WIS +1, CHA –2 Skills Perception +3, Stealth +4 Senses passive Perception 13 Keen Smell. The cat has advantage on Wisdom (Perception) checks that rely on smell. Actions Claws. Melee Weapon Attack: +0 to hit, reach 5 ft., one target. Hit: 1 slashing damage. Baaz Draconian. Armor Class 14 (natural armor) Hit Points 22 (4d8 + 4) BD1: 22/22 BD2: 22/22 BD3: 22/22 BD4: 22/22 Speed 30 ft. STR +1, DEX +0, CON +1, INT –1, WIS –1, CHA +0 Senses darkvision 60 ft., passive Perception 9 Languages Common, Draconic Controlled Fall. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage. Death Throes. When the draconian is reduced to 0 hit points, its body turns to stone and releases a petrifying gas. Each creature within 5 feet of the draconian must succeed on a DC 11 Constitution saving throw or be restrained as it begins to turn to stone. The restrained creature must repeat the saving throw at the end of its next turn. On a success, the effect ends; otherwise the creature is petrified for 1 minute. After 1 minute, the body of the draconian crumbles to dust. Draconic Devotion. While the draconian can see a Dragon that isn't hostile to it, the draconian has advantage on attack rolls. Bozak Draconian. Armor Class 15 (natural armor) Hit Points 1/40 (9d8) Speed 30 ft. STR +2, DEX +0, CON +0, INT +0, WIS +0, CHA +2 Saving Throws Int +2, Wis +2, Cha +4 Senses darkvision 60 ft., passive Perception 10 Languages Common, Draconic Death Throes. When the draconian is reduced to 0 hit points, its scales and flesh immediately shrivel away, and then its bones explode. Each creature within 10 feet of it must succeed on a DC 10 Dexterity saving throw or take 9 (2d8) force damage. Glide. When the draconian falls and isn't incapacitated, it subtracts up to 100 feet from the fall when calculating the fall's damage, and it can move up to 2 feet horizontally for every 1 foot it descends. Boilerdrak Large object Armor Class 15 Hit Points 95/100 Damage Immunities poison, psychic This wagon-sized device is designed to look roughly like a dragon. Before it can be used, the boilerdrak must be lit and aimed. It takes 1 action to light the weapon, 1 action to aim it, and 1 action to fire it. When you use your action to fire it, roll a d20. If you roll a 2 or higher, use the Flames action. If you roll a 1, use the Explosion action. Flames. The boilerdrak expels flames in a 60-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one. Explosion. The boilerdrak explodes in a 30-foot-radius sphere and is destroyed. Each creature in that area must make a DC 15 Dexterity saving throw, taking 27 (5d10) fire damage on a failed save, or half as much damage on a successful one. It’s about then that Decimus realizes that the BDs aren’t standing on the ground at all, but on some sort of metal platform suspended from, or attached to the draconic beast! And that’s when he sees the Baaz he thought he was threatening grin mischievously, reach up, and pull a lever. The entire beast wheels around, yanking the Baaz, his partner next to him, and the other two BDs around to the side (Hunni’s GCS and Decimus may make Attacks of Opportunity if they would like to do so). The beast’s horrible, flaming, smoking maw is pointed down the street towards Hunni’s Giant Constrictor Snake. With practiced ease, and a quick succession of “Eínai anamméno!“It’s lit!””—“Stóchefse!“Aimed!””—“Vlastós!“Fire!””, the other three BDs make fast work of readying it and firing it. A gout of flame sixty feet long emanates in a cone from its mouth. Everyone in the red cone must make a DC 15 Dexterity saving throw or take 21 fire damage on a failed save or half on a successful one. “Look out!” Darrett barks at Decimus, as the flames engulf him! (Darrett has granted Decimus a d4 on his Dexterity saving throw.) Barrels and boxes on the wharf are now on fire and a villager and his son are instantly incinerated. The wife/mother and the two surviving siblings scream in horror as they watch their Father/Husband and son/brother immolated. Mayor Raven is down, but not dead. The BDs start pulling levers on the beast and one of them suddenly exclaims, “Ntárnit! Kóllise páli! Kóllise ta stravá! Perímene! Échei kollísei éna vélos edó mésa!“Darnit! It’s stuck again! Darned gnomish crap! Wait! There’s an arrow stuck in here!”” The Baaz next to him starts trying to help him un-jam the lever. Vogler Battlefield Events Villagers on the docks shout their support. A random player character (Decimus!) has advantage on their next attack roll. Portraits Lieutenant Dame Michelle Folketh, a. k. a. “Lieutenant”, “Lieutenant Folketh”, “Dame Michelle”, or “Ser Michelle” Cat Warhorses, “Handsome” and “Tiergan” Baaz Draconian Bozak Draconian Boilerdrak Edited August 29, 2023 by Kamishiro_Rin (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Raven Longbow Attack 1 on Boilerdrak and damage 15; 5; 2 1d20+4;1d8+2;1d8 [11]; [11,3]; [11,3,2] Raven Longbow Attack 2 on Boilerdrak and damage 11; 3; 6 1d20+4;1d8+2;1d8 [7]; [7,1]; [7,1,6] Boilerdrak Explosion? 9 1d20 9 Boilerdrak Fire Damage (DC 15 Dexterity saving throw for half) 21 5d10 10,4,1,1,5 Peasant Man Dex Save 14 1d20 14 Peasant Boy Dex Save 3 1d20 3 Mayor Raven Dex Save 11 1d20+2 9 Vogler Battlefield Events 6 1d6 6 Random Character 3 1d10 3 Link to comment Share on other sites More sharing options...
tbgg Posted August 29, 2023 Clone Share Posted August 29, 2023 (edited) Meryelle "Mery" Keryndon Level 3 Half-Elf Sage College of Lore Bard AC: 13 (Leather Armor) | HP: 14/25 | 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: +3 Slight-of-Hand: +3 Stealth: +4 . 14 (+4) | Con:Save: +2 14 (+2) | Int:Save: +2 Arcana: +4 History: +4 Investigation: +4 Nature: +4 Religion: +4 14 (+2) | Wis:Save: +0 Animal Handling: +1 Insight: +1 Medicine: +1 Perception: +1 Survival: +1 11 (+0) | Cha:Save: +5 Deception: +7 Intimidation: +5 Performance: +5 Persuasion: +7 16 (+5) Languages: Common, Elven, Solamnic, Kharolian, and Draconic Spell-casting: +5 or DC 13 | 1st 1/4 2nd 0/2 | Bardic Inspiration: 0/3 “My words,” | ‘My thoughts,’ | My actions While expecting the metal dragon to do something, Mery isn't expecting the gout of flame to be so large, and it immediately kills Handsome, dropping the palomino gelding to the ground. The cat makes a graceful leap toward the ground, but the flame catches it mid-leap, and it, too, falls to the ground dead. She herself leaps to the ground as Handsome falls, instinctively wrapping her arms around her head to protect it, and manages to duck enough to avoid some of the fire damage, but she can feel that her neck, arms, and hands are all burned. However, with the anger and adrenaline flowing through her body, the pain is, for the moment anyhow, bearable. Ser Artanis' scream of pain, on the other hand, sounds as though he did not fare quite as well as she did, and she winces in sympathy. Understanding what the lizards are saying, she yells to her friends,"That dragon machine is jammed for the moment! This is the time to attack!" She then turns to Mayor Raven and sings: 🎵 We all need somebody to lean on 🎶 It's not a ton of healing, but Mery hopes that it will be enough to save the Mayor's life. Breathing deeply, she nocks another arrow, draws, aims at the closest rear creature manning the metal dragon, and looses! This time, her arrow strikes the lizard creature in the shoulder with a satisfying thwak! She then goes on the move, managing to find a spot between two of the smaller burning buildings that leaves her sweating profusely in the heat, but does provide full cover. OOC Action: shortbow attack vs. BD 1 Bonus Action: Healing Word to Mayor Raven Reaction: Jump from mount to P10 Movement: Move to Q5 Object Interaction: Mount Action: - Mount 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. 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: 18 arrows in quiver, 0 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: Lean on Me by Bill Withers Edited November 8, 2023 by tbgg (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DEX save DC 15 vs boilerdrak 18 1d20+4 14 Handsome DEX save DC 15 vs boilerdrak 2 1d20+1 1 Cat DEX save DC 15 vs boilerdrak 21 1d20+2 19 Handsome DEX save DC 15 adv??? 8 1d20+1 7 Healing Word to Mayor Raven 4 1d4+3 1 shortbow attack vs BD1 (AC 14) 16 1d20+4 12 damage vs BD1 5 1d6+2 3 1st Death Saving Throw for Handsome 13 1d20 13 1st Death Saving Throw for “Cat” 13 1d20 13 Link to comment Share on other sites More sharing options...
PureChance Posted August 29, 2023 Clone Share Posted August 29, 2023 (edited) Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 3/22 (0 THP) | HD: 2/3 | 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: +7*: 16 (+3) Languages: You can speak, read, and write Common and Solamnic DR3 vs nonmagical bludgeoning, slashing, piercing “My words,” | ‘My thoughts,’ | My actions . . . As the monster breathes fire across the battlefield Artanis screams in pain, cooking inside his armour with no way to dodge the flames. Tiergan gets off a little better, the horse heeding Artanis' warning to stay aware and noticing the glow within the dragons mouth a fraction of a second before it bellows forth. His hair is still badly singed all down his right hand side however, and it's clear neither rider nor beast will survive another blow like that. To his left Artanis hears another whinny of pain, just catching Handsome dropping to the ground having been less lucky. He might not be able to leave these people to die, but he won't put Tiergan thought same misery without good reason. He hooks the lance back onto the grip, and gently rubs his free hand along the horses neck to soothe it. He whispers in the beasts ear, exhorting one last dash to deliver Artanis a little closer. Artanis slips adeptly from the saddle, sending Tiergan back to the boats with a slap across his rear. He shoulders his way past the wounded Decimus to position himself directly in front of the beast, which he now sees is a mechanical monstrosity. He doesn't understand what the creatures are saying, but he recognises the frustration in their faces as one plays with a clearly stuck lever. Drawing his longsword, he slashes across the draconian adjacent to Decimus almost killing it in a single blow. "It's not real, take down the soldiers controlling it!" he cries to his allies. OOC Action: Heroic Strike Longsword Attack (Precise Strike) vs BD4. Next creature to damage BD4 deals an extra 1d6 damage and regains an equal amount of HP Bonus Action: — Movement: K8 > K7 (5' dismount) > K6 (5') > K5 (10') > L4 (5') Reaction: — Object Interaction: — Mount Action: Dash Mount Movement: (Top Left Reference) N10 > M9 (5') > L9 (5') > K8 (10') || K8 > L9 (5') > M10 (10') > N10 (5') > O10 (10') > P10 (10') > Q11 (10') > R12 (10') > R13 (10') > R14 (10') > R15 (10') > R16 (10') > R17 [boat] (10')= Total 130ft Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (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. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, 1d4 Fire 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). 2/3 (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 August 29, 2023 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Artanis DEX Save (DC15) 10 1d20-1 11 Tiergan DEX Save (DC15) 19 keep(2d20,highest,1)+1 18,4 Artanis Longsword Heroic Strike Attack (Precise Strike) 17 keep(2d20,highest,1)+5 12,10 Damage 20 2d8+1d6+5 5,7,3 Link to comment Share on other sites More sharing options...
Peacemonger Posted August 29, 2023 Clone Share Posted August 29, 2023 (edited) Modri Hill Dwarf Outlander Wild Magic Barbarian AC: 17 (+1Dex + 3Con + 2Shield ) | HP: 41/44 (3d12+9Con Modifier 3*Level+6Tough Feat: 2*Level+3Dwarven Toughness: 1*Level) | 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 Hit Die: 2/3d12 | Rages: 0/3 | Magic Awareness: 1/2 Modri can't see the villagers being burned, but he can hear the screams. Moving double time he rounds the corner and hammer and shield at the ready begins swinging at the nearest enemy. He can't help but feel no small amount of annoyance that rather than a dragon, he's face to face with some metal contraption, but after seeing the gout of flames that just missed him, he can't feel that it's no challenge at all either. His first swing strikes true, his big, toothy grin has no humor in it. "Oh, I've fought you little grunts before. Wonder if you're any tougher than the last." OOC Movement: Move to N4 Action: Reckless Attack against BD3 Edited August 29, 2023 by Peacemonger (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Reckless Attack against BD3 21 drop(2d20,lowest)+5 10,16 Damage 10 1d8+5 5 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted August 30, 2023 Clone Share Posted August 30, 2023 (edited) Merituuli Kaiutin Level 3 Sea Elf Far Traveler Beast Master Ranger AC: 18 (Scale Mail, +2 Shield) | HP: 20/36 (3d10+6+6) | 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's eye widen in horror as the gout of flame springs forth from the mechanical dragon's maw, blanketing nearly the entirety of the battlefield. Time seems to slow for the shoal elf as the fire approaches him, and he reflexively puts up his hand in a futile attempt to block the assault. The motion, it seems, was not actually futile at all, as Merituuli suddenly finds himself surrounded by a bubble of ocean water that blocks the worst of the fire and evaporates into steam. Kalasääski, luckily, flies high enough upwards as to completely avoid the flames. Managing to maintain his focus on the enchantment he's placed on his crossbow, Merituuli aims another shot at the draconian closest to him. Unfortunately, the bolt once more glances off the draconian's thick, scaly hide to no effect. Glancing to Kalasääski, he calls out, "I'm not having much luck with that one, you try!" before stepping off the wharf and moving north. OOC Action: Fire Heavy Crossbow at BD4. Bonus Action: Command Kalasääski to Take Action. Movement: 30 ft. to I8. 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: 18/20 Crossbow Bolts Class Features: 1/2 Favored Foe Marks 0/3 1st Level Spells Edited August 30, 2023 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Dex Save - Merituuli 10 1d20+4 6 Dex Save - Kalasaaski 16 keep(2d20,highest,1)+5 11,10 Concentration Check - DC 10 12 1d20+2 10 Heavy Crossbow vs. BD4 8 1d20+4 4 Link to comment Share on other sites More sharing options...
JubalBreakbottle Posted August 30, 2023 Clone Share Posted August 30, 2023 (edited) Coltan Bluetemper Level 3 Neidar Folk Hero Forge Cleric AC: 19 (Splint armor +2 Shield) | HP: 31/31 (3d8+9+3) | 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 cries out, "By Reorx, what have you done?" The burning building blocks his view of the casualties; otherwise, he would heal them. So instead, he charges the creatures swinging his holy hammer, which crunches into the draconian. Seeing Artanis attack the other side of the warmarchine looking quite crispy, the Apprentice breathes a prayer to Reorx for his support. OOC Action: Attack BD3 with holy hammer Bonus Action: Cast Healing Word on Artanis Movement: Move to O4 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 3/4 | 2nd 0/2 Cantrips Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target. Fail: 1d8 radiant damage. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage. 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. 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. 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. 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. 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. 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 August 30, 2023 by JubalBreakbottle (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Attack with warhammer 16 1d20+5 11 Fire damage to BD3 10 1d8+3 7 Healing Word on Artanis 6 1d4+3 3 Link to comment Share on other sites More sharing options...
PhoenixSlayer Posted August 30, 2023 Clone Share Posted August 30, 2023 (edited) Kalasääski 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:Save: +0 Athletics: +0 6 (-2) | Dex:Save: +5 Acrobatics: +5 Sleight of Hand: +5 Stealth: +5 16 (+3) | Con:Save: +3 13 (+1) | Int:Save: +1 Arcana: +1 History: +1 Investigation: +1 Nature: +1 Religion: +1 8 (-1) | Wis:Save: +4 Animal Handling: +4 Insight: +4 Medicine: +4 Perception: +4 Survival: +4 14 (+2) | Cha:Save: +2 Deception: +2 Intimidation: +2 Performance: +2 Persuasion: +2 11 (+0) Languages: understands the languages Merituuli speaks At Merituuli's command, Kalasääski swoops down towards one of the draconians perched around the metal dragon. The osprey strikes true, ripping through the draconian's throat with their sharp talons before beginning to fly out of reach. Unfortunately, Kalasääski finds themselves caught in the paralyzing gas released by the dying draconian and drops to the ground like a stone. OOC Action: Shred attack on BD3. Bonus Action: — Movement: Fly 40 ft. from above Merituuli to N4, then attempts to fly upwards before being Restrained by BD3's Death Throes. 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 August 30, 2023 by PhoenixSlayer (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Shred vs. BD3 20 1d20+5 15 Slashing Damage 9 1d4+5 4 Con Save vs. BD3 Death Throes (DC 11) 4 1d20+3 1 Link to comment Share on other sites More sharing options...
tyrtaeus Posted August 30, 2023 Clone Share Posted August 30, 2023 (edited) Decimus - Initiate of High Sorcery | Bladesinger Wizard | Human AC: 13 [+3 Bladesong] [+5 Shield/Absorb Elements] | HP: 9/21 | Speed: 40 ft | Spell-casting: +5 / DC 13 Senses: Passive Perception 12, Insight 12, Investigation 15 STR: Score: -1 Athletics: -1 8 | DEXScore: +3 Acrobatics: +3 Stealth: +3 Sleight of Hand: +3: 16 | CONScore: 2: 14 | 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 <3/4> 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 <1/2> 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. Decimus stands before the beast, understanding that it is not, in fact, the powers of Takhisis that have brought upon them a calamity, but the remarkable craftsmanship of some mad artificers. As the controllers shift their positions, he thinks about taking a strike while they are unprepared, but the thought is broken when Darrett screams for him to watch out, and the fire that flares up in the throat of the device is enough to tell him everything he needs to know about what happens next. Instead of swearing, the words to cast Absorb Elements falls from his lips and he feels the magic flow through his body as he throws himself to the ground before the flames wash over him like a tide, the heat, while uncomfortable, is not as deadly as it could have been if he had not managed to get down in time. The screams that managed to pierce the roar of the flames shake him to his core, but he has no time to think of anything other than the task at hand. As the fire disperses above him, he barely hears Mery shouting above the din of the battle, but it seemed for the meantime, the machination would be unable to do that again. A cloud of Draconic poison ignites on one side of creation, signaling that the others were doing their jobs, and here he was lying down on the job. As he stands, more Abyssal words spill from his mouth as the flickering shadows dancing around him in the light of the fires begin to creep up his body, gathering in his palm, forming the shape of a thin, deadly blade of ethereal shadows. With the Shadow Blade in one hand, and his rapier in the other, he begins to move, leaping upwards towards BD4, the Shadow Blade glowing with fire within the dark ripples of the weapon, the power of fire absorbed during the Dragons attack being paid back. But instead of the furious attack, the blade strikes the platform, the fiery magic dispersing into nothing, he shadows bursting against the metal, uselessly. Action: Attack with Booming Blade + Shadow Blade [Absorb Elements Fire damage] Bonus Action: Cast Shadow Blade Movement: K4 Reaction: Shield / Absorb Elements Edited August 30, 2023 by tyrtaeus (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls DC 15 Dex Save [With Advantage] 22 keep(2d20,highest,1)+3+1d4 18,18,1 Attack BD4 With Shadow Blade AC 14 [Advantage] 6 keep(2d20,highest,1)+5 1,1 Damage [Psychic, Fire] 14 2d8+1d6 5,7,2 Link to comment Share on other sites More sharing options...
PureChance Posted August 30, 2023 Clone Share Posted August 30, 2023 (edited) Artanis Brightblade Human Knight of Solamnia AC: 19 (Chainmail, Shield +1) | HP: 16/22 (0 THP) | HD: 1/3 | 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: +7*: 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 feels what he can only imagine is divine power thrumming through him, as several patches of blistered skin rapidly heal over. Knowing they've a god on their side too does wonders for renewing his morale too, and the fight seems less desperate as his vigor returns. He stands a little straighter before the monstrosity, determined to share his conviction with his allies. OOC Action: Next creature to damage BD4 deals an extra 1d6 damage and regains an equal amount of HP Bonus Action: — Movement: - Reaction: — Object Interaction: — Mount Action: - Mount Movement: - Actions & Resources Actions: Longsword (versatile). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (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. RDA Javelin (range, thrown) [10]. Thrown Weapon Attack: +5 to hit, ranged 30/120 ft., one target. Hit: 6 (1d6 + 3) piercing damage, 1d4 fire damage. Lance (special). Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 11 (1d12 + 5) piercing damage, 1d4 Fire 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). 2/3 (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 August 30, 2023 by PureChance (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Hit Dice from Healing Word 7 1d8+1 6 Link to comment Share on other sites More sharing options...
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