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Chapter 01e: When Home Burns (Evacuation!)


Kamishiro_Rin

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   spacer.pngColtan 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
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


Seeing the emergence of an ogre that gets bigger! Coltan dashes to the side of Artanis, pulling out and igniting his holy warhammer. Then, he throws the Sacred Flame at the Fewmaster.


OOC

Action: Cast Sacred Flame at Ogre

Bonus Action:

Movement: Move L3

Reaction:

Use Object: Ready hammer

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

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  • Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

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

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

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

Name
Sacred Flame (V, S). Dex DC 13 vs ogre
8
1d20-1 9
Radiant damage vs ogre
4
1d8 4
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 1/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery had been about to run up to the dragon machine to try to aid Decimus in figuring out its function, but between Darrett jumping onto the thing and the two guards who had just appeared near her, her path was now blocked. 'Guess they'll have to figure it out on their own.'

A tiny corner of her mind notes Dame Michelle's odd attitude toward her, but she dismisses it. For now.

She tells the first guard (Guard 1),"I want you to go to the side of metal dragon where the pink-robed man is and help in firing it. He'll tell you what to do." She then tells the second guard (Guard 2), "Let's you and I go help defend the woman in the blue dress."

She then returns back the way she'd come and nocks an arrow, draws, and aims at the lizard closest to Dame Michelle. 'Mishakal's mercy, let that hit!' she prays before loosing.

The arrow flies a little low, and just for a moment, Mery thinks it is going to fly wide as well, but then it makes a savage thwak right in the lizard's gut!

 

OOC

Action: shortbow attack vs. BD 5

Bonus Action:

Reaction:

Movement: 20 feet to Q5. Guard 1 to K1, Guard 2 to R6.

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:

   16 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

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
Shortbow attack vs BD5 (AC 14)
15
1d20+4 11
piercing damage vs BD5
7
1d6+2 5
Hunni DC 11 Con Save vs. Baaz Gas
17
1d20+2 15
Ser Michelle DC 11 Con Save vs. Baaz
14
1d20+2 12
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Merituuli PortraitMerituuli Kaiutin
Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 25/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 17 (+3) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


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


Merituuli is about to carry the petrified Kalasääski away from battle before Major Fewmaster bursts out of the Brass Crab and suddenly grows even more massive than normal. Thankfully, Hunni's summoned snake is strong enough to constrict around the huge ogre, and Merituuli takes full advantage of the situation and Artanis's heroism by aiming his heavy crossbow directly at her massive head. The bolt embeds into her cheek and suddenly blossoms into a tangle of razor-sharp seaweed which begins to wrap around her! Even with the constrictor snake tight around her, however, Major Fewmaster flexes the seaweed apart, where it falls to the ground and wilts into brown sludge.

Glancing over to Decimus and Darrett atop the draconic contraption, he points to the magically-enlarged ogre and yells, "Get that thing pointed at her, if you can! I'll help any way I'm able!"

OOC

Action: Heavy Crossbow vs. Major Fewmaster. Hitting triggered Ensnaring Strike, but she easily passed the save.

Bonus Action:

Movement: —

Reaction:

Actions & Resources

Actions:

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

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

Heavy Crossbow (heavy, loading, two-handed). Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target.
Hit: 1d10+2 piercing damage.

Dagger (finesse, light, thrown). Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target.
Hit: 1d4+2 piercing damage.

Baculite Shell (Quarterstaff) (versatile). Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
Hit: 1d6+1 bludgeoning damage.
Versatile damage: 1d8+1 bludgeoning damage.

Net (thrown, special). Ranged Weapon Attack: +4 to hit, range 5/15 ft., one target.
Hit: A Large or smaller creature hit by a net is restrained until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.

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:

17/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
  • 0/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Heavy Crossbow vs. Maj. Fewmaster (w/Advantage)
18
keep(2d20,highest,1)+4 14,8
Crossbow Piercing Damage
6
1d10+2 4
Maj. Fewmaster Str Save vs. Ensnaring Strike (DC 13)
16
keep(2d20,highest,1)+4 12,8
Heroic Strike Damage / Healing
5
1d6 5
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+3 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 
Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.


















 
 | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

1st-Level <2/4>
Expeditious Retreat1st Level Transmutation
Casting Time: 1 bonus action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Sorcerer, Warlock, Wizard
Description: This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Magic Missile1st Level Evocation
Casting Time: 1 action
Range: 120ft
Target: A creature of your choice that you can see within range
Components: V S
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

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

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

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

Detect Magic1st Level Divination
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S
Duration: Concentration, up to 10 minutes
Classes: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
Description: For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

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

Comprehend Languages1st Level Divination [Ritual]
Casting Time: 1 Action
Range: Self
Target: Self
Components: V S M (A pinch of soot and salt)
Duration: 1 Hour
Classes: Bard, Sorcerer, Warlock, Wizard
Description: For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
[Initiate of High Sorcery Feat]
Shield1st Level Abjuration
Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Target: Self
Components: V S
Duration: 1 Round
Classes: Sorcerer, Wizard
Description: An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
[Initiate of High Sorcery Feat]
2nd-Level <2/2>
Misty Step2nd Level Conjuration
Casting Time: 1 Bonus Action
Range: Self
Target: Self
Components: V
Duration: Instantaneous
Classes: Sorcerer, Wizard
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

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

 

The threat of the fire breathing machination has been subdued with the death of the of the pilots, so Decimus begins to try and figure out what to do with it as it is still slowly trundling backwards, heading towards the madness of the burning city around, right into the hands of more of the Draconians. The letters on the controls are unintelligible to him, and for what feels like the umpteenth time in the last few days, he curses his arrogance in willingness to learn 'higher languages' as opposed to anything useful. He makes a point to remind himself to expand his horizons and learn something more useful when all of this cools off. As Darrett joins him on the platforms, he calls out to the Wizard, who grits his teeth, unsure of what it is exactly the boy expects of him here. Though he cannot understand most of the words, he gathers enough information from the panels and having watched the Draconians operate the device to know that the two levers locked backwards need to be thrown forward. Grasping them, he tugs at them with all of his strength, managing to loosen them and throw them forward, sending the device into a lurch.

The machine makes a great groaning noise as the burning wall of the Brass Crab explodes in a shower of embers and shrapnel, shocking the Wizard as he tries to wrap his head around the hell on earth they seem to have found themselves in. An Ogre in armor almost reminiscent of the Takhisis armor reveals itself, but it seems to be distracted by Ser Michelle and the others for the moment, especially when his companions begin the attack. Decimus looks down at the control panels of the machine for now, knowing that the next step is to cast the Comprehend Languages spell and figure out how to really get this thing going, but he just does not have enough time.

"Give me a moment, I will have to cast a spell and then I can tell you what we do next, but a second longer and we may have ended up back there. On top of everything else, we need to get everyone out of the way, I think I can ram this thing right into that monstrous cur"

He wipes his brow and points behind him to the encroaching fray of battle behind them. The last thing they need was for more of the Draconians to board this thing and fry their companions. Firing the broad breath weapon of the creature would only harm his friends, but if he can get this thing into gear, then maybe he can use it as a battering ram.

 

spacer.png

Action: Throw the levers to get the Boilerdrak moving forward

Bonus Action:

Movement:

Reaction: Cast Shield / Absorb Elements if attacked

Edited by tyrtaeus (see edit history)
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Date

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

The 3rd Day of the Campaign - Late Evening

The Battle of the Wharf: Round IV – Concluded

Coltan, Decimus, Derrett Highwater, Hunni, Merituuli,
Mery, Modri, Mayor Raven uth Vogler, Ser Artanis, and Ser Michelle

   Hunni’s Giant Constrictor Snake grapples and constricts Maj. Fewmaster Gholcag. It drags her 15 feet north-north-east.

   Hunni, herself, attempts to attack the Baaz with her shadow whip, but it cracks harmlessly against its naturally tough hide! When she steps away from it without disengaging, it uses its reaction to attack her with its shortsword, but the gully dwarf is just too quick on her feet.

   Artanis slashes the major.

   Modri moves into the space that Hunni had just been occupying and deals the Baaz threatening the Ser Michelle.

   Coltan casts the sacred flame spell on the major.

   Mery instructs the two guards and they follow her. Guard 2 asks, “I’ve never seen her around town before . . . friend of yours?”

   Mery shoots the Baaz, killing it, and releasing its poison gas at Modri and Ser Michelle. Both Modri and Ser Michelle shake off the gas nearly killing it.

   Merituuli lands a hit on the major with his heavy crossbow.

   At the last moment before being dragged into the Fray, Decimus’s quick thinking gets the machine to stop and grind to a halt before the steam pistons chuff chuff away underneath the device. Soon, it lurches forward.

   A guard rushes in front of the machine and hops into the “lighter’s” position. “Ms. Mery said you’d know what I can do for you, here. So tell me what to do!”

   Ser Michelle smiles at Modri with not a little relief—the last she’d seen of him was an enormous fireball seemingly consuming him!

   “Thank you!” she says, fanning the last of the Baaz’s gas away. “The real dangerous one is just over there,” she says, pointing at the Bozak. “And thank you for this,” she says, drinking the potion.

   Darrett fiddles with the levers on his side and figures out quickly enough how to aim the maw right at Gholcag. “Fire it if you can!”

The Battle of the Wharf: Round V – 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 27/65 (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: 0/19—(Stabilized!)
      • Tiergan: 9/19
    • 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.
  • Baaz Draconian.
    • Armor Class 14 (natural armor)
    • Hit Points 22 (4d8 + 4)
      • BD5: 3/22
    • 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 40 (9d8)
      • Bozak1: 1/40 (this one is sitting, blinded, down in the southern half of the map)
      • Bozak2: 40/40
    • 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.
  • Maj. Fewmaster Gholcag.
    • Armor Class 14 (scale mail)
    • Hit Points 59 (7d10 + 21)
      • Gholcag: 26/59
    • Speed 40 ft.
    • STR +4, DEX –1, CON +3, INT –3, WIS –2, CHA –2
    • Senses darkvision 60 ft., passive Perception 8
    • Languages Common, Giant

Military/Nobility Structure

Unit = # Sub-Unit + # Commanding Officer = Total Soldiers Elegible Nobility PCs/NPCs
Team = 1 Private + 1 Senior Private (non-com) = 2
Squad = 2 Teams + 1 Corporal (non-com) = 5
Section = 3 Squads + 1 Sergeant (non-com) = 16 Esquire
(knight candidate)
Darrett Highwater
Platoon = 3 Sections + 1 Liutenant (com) = 49 Knight/Dame, Boronet/Baronetess, or above Artanis, Raven uth Vogler, Ser Becklin uth Viharin, Dame Michelle Folketh
Company = 6 Platoons + 1 Captain (com) = 295 Earl (Baron)/Baroness or above Lord Bakaris
Battalion = 6 Companys + 1 Major (com) = 1,771 Count/Countess or above Maj. Fewmaster Gholcag
Regiment = 6 Battalions + 1 Colonel (com) = 10,627 Marquess/Marcheoness or above Belephaion
Red Dragon Army = 6 Regiments + 1 Brigadier General (com) = 63,763 Duke/Duchess Kansaldi Fire-Eyes
Takhisis’s Dragon Armies = 5 Dragon Armies + 1 Field Marshal (com) = 318,816 Appointed by Takhisis Dragon Highlord Verminaard

   Decimus discovers that, having thrown the levers right into the full position, it trundles forward fifteen feet. The semi-triangular nose and maw of the ‘beast’ naturally forces Coltan up onto it, moving him along with it.

The Baaz stabs Modri twice, first doing 4, then 6 piercing damage (before DR from raging).

   “Ooooffff! Gerrofff mweee!” Gholcag rages, writhing and wriggling to get out of the snake’s grasp! With a mighty roar, her bulging, gigantic arms slowly pull the snake away from her self and she’s free!

   The Bozak casts the stinking cloud spell at a point centered right in front of the boilerdrak! However, as this is a concentration spell, no sooner does it cast the spell, that his concentration on keeping MFG enlarged end. She shrinks down. The Bozak moves into position to threaten Ser Michelle.

   As fires in Vogler rage, creating the beginnings of a firestorm, wind has picked up already, blowing in, towards the village faster and faster. The stinking cloud will probably not last more than a round.

   MFG is pissed off at being unembiggenified, and barks some foul language in giant at the Bozak.

Stinking Cloud

   You create a 20-foot-radius sphere of yellow, nauseating gas centered on a point within range. The cloud spreads around corners, and its area is heavily obscured. The cloud lingers in the air for the duration.

   Each creature that is completely within the cloud at the start of its turn must make a Constitution saving throw against poison. On a failed save, the creature spends its action that turn retching and reeling. Creatures that don't need to breathe or are immune to poison automatically succeed on this saving throw.

   A moderate wind (at least 10 miles per hour) disperses the cloud after 4 rounds. A strong wind (at least 20 miles per hour) disperses it after 1 round.

Vogler Battlefield Events

   Villagers on the docks shout their support for Hunni’s Giant Constrictor Snake to get that big bad ogress! It has advantage on its next attack roll (which it can’t do this round because it’s losing its lunch at the moment—though it can enjoy this benefit on the round after this one)!

spacer.png


Portraits
Lieutenant Dame Michelle Folketh Maj. Fewmaster Gholcag Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Maj. Fewmaster Gholcag Warhorses,
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Edited by Kamishiro_Rin (see edit history)
Name
Vogler Battlefield Events
5
1d6 5
Random Character
4
1d10 4
Ser Michelle gets back 2d4 + 2 HP
8
2d4+2 3,3
Coltan DC 12 Con Save against Stinking Cloud
22
1d20+3 19
Darrett DC 12 Con Save against Stinking Cloud
12
1d20+4 8
Decimus DC 12 Con Save against Stinking Cloud
21
1d20+2 19
Hunni’s Giant Constrictor Snake DC 12 Con Save against Stinking Cloud
4
1d20+1 3
Hunni DC 12 Con Save against Stinking Cloud
9
1d20+2 7
Modri DC 12 Con Save against Stinking Cloud
14
1d20+5 9
Guard 1
19
1d20+1 18
MFG Athletics vs HGCS to Escape Grapple (DC 16)
19
keep(2d20,highest,1)+4 15,14
Merituuli DC 12 Con Save against Stinking Cloud
7
1d20+2 5
Baaz DC 12 Con Save against Stinking Cloud
5
1d20+1 4
Baaz 2 Shortsword Attacks on Modri
20; 17
1d20+3;1d20+3 [17]; [17,14]
Baaz Damage on Modri
4; 6
1d6+1;1d6+1 [3]; [3,5]
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   spacer.pngColtan 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
Str: 14 (+2) | Dex: 8 (–1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 10 (+0)
Languages: Speak, read, and write Common and Dwarvish


"Hey, hey! I'm under here!" Coltan shouts at Decimus when the Boilerdrak runs into him.

After the Stinking Cloud explodes around him, the Apprentice starts coughing and then blindly heads toward the big bad guy looking for something to hit. No. No. That's the gully's snake, he realizes as he follows its scales to clear air... right in front of the ogre. Perfect! "Artanis!" He calls out when he emerges from the cloud.

The Apprentice brings his holy warhammer up to the high guard position and tries to shatter the ogre's knee with a heavy down stroke while shouting, "by Reorx!"


OOC

Action: Attack MFG with warhammer

Bonus Action:

Movement: Move H6

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

  1. Sacred Flame (V, S). Spell Attack: Dex DC 13, ranged 60 ft., one target.  Fail: 1d8 radiant damage.
  2. Word of Radiance (V, M). Spell Attack: Con DC 13, ranged 5 ft., each creature of your choice. Fail: 1d6 radiant damage.
  3. Light (V,M).  You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.  If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.

1st level spells prepared

  • Identify (V,S,M) Ritual. You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • Searing Smite (V). The next time you hit a creature with a melee weapon attack during the spell's duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
  1. Bless (V,S,M).  You bless up to three creatures of your choice within 30 ft. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.  Concentration up to 1 minute.
  2. Cure Wounds (V,S).  A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  3. Detect Magic (V,S) Ritual. For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.  The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  Concentration up to 10 minutes.
  4. Healing Word (V) Bonus.  A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
  5. Guiding Bolt (V,S).  Make a ranged spell attack against the target within 120 feet. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage

2nd-Level Spells Prepared

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

Channel Divinity: 1/1 short rest

Turn Undead.  Expend a use of your Channel Divinity as an action to make each undead that can see or hear you within 30 feet of you to make a Wisdom DC 13. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

Harness Divine Power.  As a bonus action, expend a use of your Channel Divinity to regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up).

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

Edited by JubalBreakbottle (see edit history)
Name
Save Stinking Cloud
19
drop(2d20,lowest,1)+3 7,16
Attack with warhammer
18
1d20+5 13
Fire damage to MFG
6
1d8+3 3
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Sir Not-Appearing-in-This-Game McHolyGrail IIIModri

Hill Dwarf Outlander Wild Magic Barbarian


AC: 17 (+1Dex + 3Con + 2Shield ) | HP: 41/44 (3d12+9+6+3) | Speed: 25'
Senses: passive Perception 11, Insight 11, Investigation 10
Str: 16 (+3) | Dex: 13 (+1) | Con: 16 (+3) | Int: 10 (+0) | Wis: 12 (+1) | Cha: 8 (-1)
Languages: You can speak, read, and write Common, Dwarvish, Elvish

Hit Die: 2/3d12 | Rages: 0/3 | Magic Awareness: 1/2


Modri steps out of the stinking cloud. He's smelled worse before, but the spell is likely top three for him. It's almost dramatic the way he steps out, the gas parting like morning mist. The mood is a bit compromised by the terrible scent, but Modri is already focused on the spellcaster.

"Well, you're an ugly one, aren't you?" Modri winds up a big swing of his warhammer, but perhaps Michelle is right that this last foe is the real threat as the enemy steps back and dodges it. Modri grits his teeth, his smile deepening both in respect and frustration at the same time.

OOC

Movement: Move to M11

Action: Reckless attack against Bozak2

Other: All allies within 10' get +1 AC while he's raging

 

 

 

Edited by Peacemonger (see edit history)
Name
Recklass Attack against Bozak2
13
drop(2d20,lowest)+5 3,8
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image.png.f43e797dc98446c97baef5b972307405.pngArtanis 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
Str: 17 (+3) | Dex: 8 (–1) | Con: 13 (+1) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 16 (+3)
Languages: You can speak, read, and write Common and Solamnic

DR3 vs nonmagical bludgeoning, slashing, piercing


My words,  | My thoughts,’  | My actions . . .


 

As the ogre shrinks back to a slightly more manageable size Artanis presses the attack, not noticing the cloud erupting behind him. He offers a nod of solidarity to Coltan joining him - "Keep going, I think he's on his last legs!" He takes advantage of the ogres distraction at the burning hammer to slash aggressively across the beasts shoulder, drawing blood.

 

 

OOC

Action: Longsword Attack vs MFG

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) [9]. 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.

Bonus Actions:

   Rallying Mark

   Urgent Orders  

   Helpful Word

Class Features:

  Precise Strike. 0/2 (Long Rest)

  Leadership Dice (d6). 0/3 (Short Rest, 1/turn)

  Lead the Charge. When you roll initiative you gain temporary hit points equal to your Charisma modifier + your proficiency bonus (5 THP).

Edited by PureChance (see edit history)
Name
Longsword Attack
25
1d20+5 20
Critical Damage
11
2d8+5 1,5
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 1/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery grins at the guard following her, "She's not a local, and yeah, something like that."

She's relieved when the stinking cloud stops shy of her location, but wonders, 'What else? At this rate, we'll be lucky to escape with our lives!'

She's unable to hear Ser Michelle's words over the din but keeps her attention on the same lizard. Moving ahead just slightly, she fluidly nocks another arrow, then draws, aims, and looses. The arrow flies true, but a last-second movement by the lizard causes it to strike the creature's upper arm instead of its torso. However, the lizard is so close to death that it explodes in a puff of gas!

Guard 2, meanwhile, moves up next to the mage lizard, removes his spear, and swings at it using both hands. The attack, unfortunately, misses.

OOC

Action: shortbow attack vs. BD5

Bonus Action:

Reaction:

Movement: 5 feet to Q4, Guard 2 to O11

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:

   15 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

Due to a miscalculation in the number of HP the baaz draconian (BD5) has left, Mery's shot should be to finish it off instead of attacking the bozak (Bozak 2). I've not found a way to edit the descriptive text on the dice roller after the roll is completed. The baaz has AC 14, not 15.

Edited by tbgg (see edit history)
Name
shortbow attack vs Bozak2 (AC 15)
23
1d20+4 19
piercing damage vs Bozak2
4
1d6+2 2
Guard 2 spear attack vs Bozak2 (AC 15)
12
1d20+3 9
Ser Michelle DC 11 Con Save vs. Baaz
19
1d20+2 17
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Merituuli PortraitMerituuli Kaiutin
Level 3 Sea Elf Far Traveler Beast Master Ranger


AC: 18 (Scale Mail, +2 Shield) | HP: 25/36 (3d10+6+6) | Speed: 30 ft., Swim 30 ft.
Senses: passive Perception 17 (Expertise, Darkvision 60 ft.), Insight 15, Investigation 10
Str: 12 (+1) | Dex: 14 (+2) | Con: 14 (+2) | Int: 10 (+0) | Wis: 17 (+3) | Cha: 8 (-1)
Languages: Common, Elvish, Kenderspeak, Kharolian, Khur


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


As the stinking cloud spreads around him, Merituuli coughs and hacks for a moment before managing to gather himself. Moving through the cloud towards where he had last heard Modri, he eventually stumbles out of the cloud right behind Ser Michelle. Stepping south to flank with Modri, he drops his heavy crossbow to the ground and draws the baculite shell, imbuing it with benthic magic before swinging at the Bozak! Unfortunately, the blow bounces off the Bozak's draconic hide with no effect.

OOC

Action: Attack Bozak 2 with the Baculite Shell.

Bonus Action: Cast Shillelagh.

Movement: 30 ft. to O10.

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:

17/20 Crossbow Bolts

 

Class Features:

  • 1/2 Favored Foe Marks
  • 0/3 1st Level Spells
Edited by PhoenixSlayer (see edit history)
Name
Con Save vs. Stinking Cloud (DC 12)
13
1d20+2 11
Shillelagh Attack vs. Bozak 2
10
1d20+5 5
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token1.png.1f361b5b69f15cd7a9ff716bb787caee.pngHunni Collic

Gully Dwarf Mage of High Sorcery Hexblade Warlock


AC: 18 (Scale Mail+2 Shield +2 Dex) | HP: 21/26 (hd 3d8) | Speed: 30 ft.
Senses: Darkvision, passive Perception 11, Insight 11, Investigation 9
Str: 8 (-1) | Dex: 14 (+2) | Con: 15 (+2) | Int: 8 (-1) | Wis: 12 (+1) | Cha: 17 (+3)
Languages: You can speak, read, and write Common, Gullytalk, Elven, and Dwarven


Hunni doesn't fare so well in the cloud, and begins retching and reeling, from the effects of the gas. "Holy Frack," she gasps, "That's worse than when Highcollic eats cabbage. What do these guys eat?" It is all she can do to blink away the sting in her eyes to stumble out of the cloud, and move the magic of her hex to the caster; she can't actually do anything else other than vomit.

 

OOC

Action: Retching and Reeling

Bonus Action: Change target of Hex to Bozak2

Movement: Stumble to N9.

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

 

 

 

 

 

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Giant Constrictor Snake

Huge Beast, UnalignedGiant Constrictor Snake

Armor Class 12
Hit Points 60/60 (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. 

For its part, Hunni's Giant Constrictor Snake doesn't do much more than retch and reel. With Hunni distracted, it doesn't seem to have specific commands to do anything else, and it doesn't seem too willing to do much on its own except try to get out of the cloud, ignoring Maj. Fewmaster Gholcag for the time being.

 

OOC

Action: Retching and Reeling

Bonus Action:

Movement: If possible, goes to H9 to get out of the cloud.

 

Edited by KingGoblin (see edit history)
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token_1.png.ba18d35c074c2d2a05b1e13a8e573631.pngDecimus - Initiate of High Sorcery | Bladesinger Wizard | Human


AC: 13 [+3 Bladesong] [+5 Shield/Absorb Elements]  | HP: 18/21 | Speed: 40 ft | Spell-casting: +5 / DC 13
Senses: Passive Perception 12, Insight 12, Investigation 15
STR: Score: -1
Athletics: -1
| DEXScore: +3
Acrobatics: +3
Stealth: +3
Sleight of Hand: +3
:
 16 | CONScore: 214 | INTScore: +3
Arcana: +5
History: +5
Investigation: +5
Nature: +3
Religion: +5
:
 16 | WISScore: 0

Animal Handling: 0
Insight: +2
Medicine: 0
Perception: +2
Survival: 0
:
 10 | CHAScore: -1

Deception: -1
Intimidation: -1
Performance: -1
Persuasion: -1
:
 8 
Languages: Common, Abyssal, Celestial, Primordial


FeatsWar CasterPrerequisite: The ability to cast at least one spell
You have practiced casting Spells in the midst of Combat, learning Techniques that grant you the following benefits:
You have advantage on Constitution Saving Throws that you make to maintain your Concentration on a spell when you take damage.
You can perform the somatic Components of Spells even when you have Weapons or a Shield in one or both hands.
When a Hostile creature’s Movement provokes an opportunity Attack from you, you can use your Reaction to Cast a Spell at the creature, rather than making an opportunity Attack. The spell must have a Casting Time of 1 Action and must target only that creature.


















 
 | FeaturesRitual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don’t need to have the spell prepared.
Arcane RecoverYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you’re a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots.
BladesongYou can invoke an elven magic called the Bladesong, provided that you aren't wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1). Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.













 
 | ActionsRapierATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword)

Bladesinging Rapier StrikeATTACK: DEX [3]+ Proficiency [2]
RANGE: 5ft
MAGIC BONUS: 0
CRIT RANGE: 20
DAMAGE: 1d8 + DEX [3]
TYPE: Piercing
DESCRIPTION: melee weapon (martial, sword) 



















 
 | SpellsCantrips
Blade WardBlade Ward
Abjuration cantrip
Casting Time:1 action
Range: Self
Target: Self
Components: V S
Duration: 1 round
Description:You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Booming BladeBooming Blade
Evocation cantrip
Casting Time:1 action
Range: Self (5ft radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: 1 round
Description:You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).

Green Flame Blade1st Level Evocation
Casting Time: 1 action
Range: Self (5-foot radius)
Target: One creature within the spell’s range
Components: V, M (a melee weapon worth at least 1 sp)
Duration: Instantaneous
Classes: Sorcerer, Warlock, Wizard
Description: You brandish the weapon used in the spell's casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).

1st-Level <1/4>
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.

 

"Apologies my friend, my first time in a drivers seat!"

The machine moves much more quickly than he had expected, almost crushing Coltan who is instead hoisted on board, a new passenger. He tries to smile through his apology, but takes a mouthful of the rotten gas that has filled the air around them, making him cough and choke slightly, bringing his hand up to his face, covering his mouth with his kimono while he tries to figure out what to do next. Under the cover of his kimono, he begins to chant in Abyssal again, drawing arcane sigils in the air before him with his free hand while focusing all of his magical energies into his eyes. With the spell complete, the previously unknown scrawl on the controls of the machine become discernable to the Wizard, who takes his eyes from the console for a moment to figure out where he needed to go next. Grasping the controls, he pulls the handle to turn the vehicle to turn it to the north towards the ogre. If they did not know or want to light it, it did not matter, surely nothing wanted to be in the line of fire of this thing, it was a good bluff if anything.

"Ser Artanis! Get out of the way!"

Turning back to the controls, he shouts out to the others what levers activate the device, and what to do to fire it, preparing them in the chance they need to know how to control the machine, especially if the army in the fray around them begins to close in and they need to make some space. He hopes he does not have to tell them not to fire while friends are in the way.

spacer.png

Action: Cast Comprehend Languages

Bonus Action:

Movement: Steer Vehicle towards MFG [JK56]? Not sure of movement speed

Reaction: Cast Shield / Absorb Elements if attacked

Edited by tyrtaeus (see edit history)
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Date

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

The 3rd Day of the Campaign - Late Evening

The Battle of the Wharf: Round V – Concluded

Coltan, Decimus, Derrett Highwater, Hunni, Merituuli,
Mery, Modri, Mayor Raven uth Vogler, Ser Artanis, and Ser Michelle

   Coltan channels Reorx’s holy power against Major Fewmaster Gholcag.

   Modri tries to mess up the Bozak, but his recklessness makes makes him miss.

   Artanis slashes a nasty gash into the leg of MFG. She cries out in pain, bleeding.

   Mery kills the Baaz threatening Ser Michelle. Ser Michelle hardily ignores the effects of its death gas.

   Merituuli moves off the platform for the ‘firing’ position.

   Hunni moves.

Hunni’s snake moves.

   Decimus casts his spell and can now fully understand the controls—well, at least, his side’s controls. He figures out how to swing the device on its central pivot, as well as how to steer, and run it. He sees that he’s currently got it in full-speed ahead (15-feet per round), and that there are positions for ‘stop’, ‘slow’ (5-feet per round), and ‘medium speed’ (10-feet per round). When he looks over to the ‘lighting’ position—occupied by guard 1—he sees a list of instructions for lighting the device internally (both for lighting the boiler and lighting the machine’s weapon). It says that firing the weapon activates a mechanical extinguisher to help ensure the device doesn’t explode.

   He narrowly avoids driving guard 1 and himself right through the horrible burning corner of the building (DM’s note: I moved you over just a tad from your posted position, but still just 15 feet).

   Darrett moves over to the firing position and spends an action removing the arrow jamming it.

   Ser Michelle, holding only a handaxe, wearing no armor—she looks across the battlefield as the putrid cloud clears in the wind and narrows her eyes at Coltan—and holding no shield, she’s not about to stick around that Bozak sent to kill her. “Modri, if you kill it, it’s bones explode and will pierce you something fierce! And it’s got a vicious lightning attack!” That said, she takes the disengage action and then runs up the dock ramp and heads for the sailboat waiting for them.

   And then the cloud disperses as the firestorm created by Vogler burning sucks winds as high as 30 miles per hour into it.

Fire Storm

 

  • Any movement directly west (towards The Fray) is 2 × faster (10 feet for every 5 feet traveled).
  • Any movement diagonally towards The Fray (northwest or southwest) is 1.5 × as fast, or 15 feet for every 10 feet traveled.
  • Any movement directly north or south is at regular speed.
  • Any movement diagonally towards The Fray (northeast or southeast) is 1.5 × as slow, or 15 feet for every 10 feet traveled. DC 10 Strength or Strength (Athletics) check to move at a regular pace.
  • Any movement directly east (away from The Fray) is 2 × slower (10 feet for every 5 feet traveled). DC 15 Strength or Strength (Athletics) check to move at a regular pace.
Intended Movement: 12 sq.
(60 ft.)
11 sq.
(55 ft.)
10 sq.
(50 ft.)
9 sq.
(45 ft.)
8 sq.
(40 ft.)
7 sq.
(35 ft.)
6 sq.
(30 ft.)
5 sq.
(25 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
becomes                        
W 24 sq.
(120 ft.)
22 sq.
(110 ft.)
20 sq.
(100 ft.)
18 sq.
(90 ft.)
16 sq.
(80 ft.)
14 sq.
(70 ft.)
12 sq.
(60 ft.)
10 sq.
(50 ft.)
8 sq.
(40 ft.)
6 sq.
(30 ft.)
4 sq.
(20 ft.)
2 sq.
(10 ft.)
NW or SW 12 sq.
(60 ft.)
11 sq.
(55 ft.)
10 sq.
(50 ft.)
9 sq.
(45 ft.)
8 sq.
(40 ft.)
7 sq.
(35 ft.)
6 sq.
(30 ft.)
5 sq.
(25 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
N or S 12 sq.
(60 ft.)
11 sq.
(55 ft.)
10 sq.
(50 ft.)
9 sq.
(45 ft.)
8 sq.
(40 ft.)
7 sq.
(35 ft.)
6 sq.
(30 ft.)
5 sq.
(25 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
NE or SE 5 sq.
(25 ft.)
4 sq.
(20 ft.)
4 sq.
(20 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
1 sq.
(5 ft.)
0 sq.
(0 ft.)
0 sq.
(0 ft.)
E 6 sq.
(30 ft.)
5 sq.
(25 ft.)
5 sq.
(25 ft.)
4 sq.
(20 ft.)
4 sq.
(20 ft.)
3 sq.
(15 ft.)
3 sq.
(15 ft.)
2 sq.
(10 ft.)
2 sq.
(10 ft.)
1 sq.
(5 ft.)
1 sq.
(5 ft.)
0 sq.
(0 ft.)

The Battle of the Wharf: Round VI – 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 27/65 (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: 0/19—(Stabilized!)
      • Tiergan: 9/19
    • 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.
  • Bozak Draconian.
    • Armor Class 15 (natural armor)
    • Hit Points 40 (9d8)
      • Bozak1: 1/40 (this one is sitting, blinded, down in the southern half of the map)
      • Bozak2: 40/40
    • 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.
  • Maj. Fewmaster Gholcag.
    • Armor Class 14 (scale mail)
    • Hit Points 59 (7d10 + 21)
      • Gholcag: 9/59
    • Speed 40 ft.
    • STR +4, DEX –1, CON +3, INT –3, WIS –2, CHA –2
    • Senses darkvision 60 ft., passive Perception 8
    • Languages Common, Giant

Military/Nobility Structure

Unit = # Sub-Unit + # Commanding Officer = Total Soldiers Elegible Nobility PCs/NPCs
Team = 1 Private + 1 Senior Private (non-com) = 2
Squad = 2 Teams + 1 Corporal (non-com) = 5
Section = 3 Squads + 1 Sergeant (non-com) = 16 Esquire
(knight candidate)
Darrett Highwater
Platoon = 3 Sections + 1 Liutenant (com) = 49 Knight/Dame, Boronet/Baronetess, or above Artanis, Raven uth Vogler, Ser Becklin uth Viharin, Dame Michelle Folketh
Company = 6 Platoons + 1 Captain (com) = 295 Earl (Baron)/Baroness or above Lord Bakaris
Battalion = 6 Companys + 1 Major (com) = 1,771 Count/Countess or above Maj. Fewmaster Gholcag
Regiment = 6 Battalions + 1 Colonel (com) = 10,627 Marquess/Marcheoness or above Belephaion
Red Dragon Army = 6 Regiments + 1 Brigadier General (com) = 63,763 Duke/Duchess Kansaldi Fire-Eyes
Takhisis’s Dragon Armies = 5 Dragon Armies + 1 Field Marshal (com) = 318,816 Appointed by Takhisis Dragon Highlord Verminaard

   As the winds pick up, Major Fewmaster Gholcag growls down at Artanis and Coltan. “I’m gonna chew you up and spi` you ou`!” she roars. She swings her spiked club at Artanis!

   Her club, however, sails through the air just in front of Artanis, who leaned back just in time and parried the blow with Ispin’s shield.

   That’s when she recognizes it. “Tha` shiel`! Colonel Belephaion wan` tha` shiel`! Givi`ere, y’li`le shi`!”

   The Bozak grins evilly and shoots lightning, both at guard 2 and at Modri! It growls in frustration as both of the lightning bolts that fly from its two hands miss their mark. The guard looks like he’s about to piss himself.

 


Vogler Battlefield Events

   A draconian gliding overhead throws a fiery flask at Darrett Highwater, who must succeed on a DC 10 Dexterity saving throw or take 3 (1d6) fire damage. He dodges it!

spacer.png


Portraits
Lieutenant Dame Michelle Folketh Maj. Fewmaster Gholcag Warhorse

Lieutenant Dame Michelle Folketh,
a. k. a. “Lieutenant”,
“Lieutenant Folketh”,
“Dame Michelle”, or
“Ser Michelle”

Maj. Fewmaster Gholcag Warhorses,
“Handsome”
and
“Tiergan”
spacer.png Bozak Draconian ???

Baaz Draconian

Bozak Draconian Boilerdrak
Edited by Kamishiro_Rin (see edit history)
Name
MFG Greatclub Attack on Artanis (AC 19) + Bludgeoning Damage, if any
14; 19; 9
1d20+6;2d8+4;2d8 [8]; [8,8,7]; [8,8,7,5,4]
Bozak Lightning Discharge Attack on Guard 2 (AC 16) + Lightning Damage, if any
15; 6; 11
1d20+4;3d6;3d6 [11]; [11,2,3,1]; [11,2,3,1,5,4,2]
Bozak Lightning Discharge Attack on Modri (AC 17) + Lightning Damage, if any
15; 9; 14
1d20+4;3d6;3d6 [11]; [11,1,6,2]; [11,1,6,2,6,5,3]
Random Character
2
1d10 2
Darrett DC 10 Dex Save to Avoid a Fiery Flask
15
1d20 15
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spacer.png                       Meryelle "Mery" Keryndon

                         Level 3 Half-Elf Sage College of Lore Bard


AC: 13 (Leather Armor) | HP: 20/25 | Speed: 30 ft.
Senses:  Darkvision 60 ft; Passive Perception 11, Passive Insight 11, Passive Investigation 14
Str: 8 (-1) | Dex: 14 (+4) | Con: 14 (+2) | Int: 14 (+2) | Wis: 11 (+0) | Cha: 16 (+5)
Languages:  Common, Elven, Solamnic, Kharolian, and Draconic
Spell-casting: +5 or DC 131st 1/4 2nd 0/2 | Bardic Inspiration: 0/3


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


Mery senses the firestorm start, but is protected from the worst of it by the burning building. It's only when she steps outside of her cover that she feels the full force of it, and has to fight her way to just be able to stand near Handsome. 'Uggh!'

She nocks another arrow, draws, aims toward the mage lizard, and looses, but the wind from the firestorm causes her arrow to fly wide.

Guard 2 swings his spear with all his might against the mage lizard and manages to barely scratch the creature's abdomen.

OOC

Action: shortbow attack vs. Bozak 2.

Bonus Action:

Reaction:

Movement: 25 feet to 07.

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:

   14 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

OOC comments, if I have them, go here.

Edited by tbgg (see edit history)
Name
Athletics check vs firestorm (DC 15)
6
1d20-1 7
shortbow attack vs Bozak 2 (DC 15)
13
1d20+4 9
Guard 2 attack vs Bozak 2 (AC 15)
19
1d20+3 16
Guard 2 piercing damage vs Bozak 2
2
1d8+1 1
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