Gameplay - The Dragon Who Asked Too Much
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He activates the staff and scans the sky.
Everyone beat its initiative so you can act before it attacks Ruby.
Rolls
Lightning bolt DC 16 dex save - (8d6)
(22364426) = 29
Total: 14
Rolls
Dexterity save - (1d20+3)
(14) + 3 = 17
Gond guide this bolt.
Rolls
Initiative - (1D20+1)
(14) + 1 = 15
Guiding bolt - (1D20+4)
(20) + 4 = 24
Damage - (4D6)
(1512) = 9
Total damage: 35
If this thing hasn’t taken a turn in combat then Mavis will have adv to hit.
If Ruby is engaged in melee then I’ll get to sneak attack too.
Then there’s the off hand attack too.
Sorry that there’s so many "if"s.
Edit: looking at the rolls the advantage on to hit is irrelevant.
If a 16 hits then it’s 19 piercing dmg (18 magical).
If 16 misses but 25 hits it’s 18 magical piercing.
Rolls
Main hand - (1d20+7)
(18) + 7 = 25
Main hand adv? - (1d20)
(1) = 1
Main hand dmg - (1d4+4)
(1) + 4 = 5
Off hand - (1d20+6)
(10) + 6 = 16
Off hand adv? - (1d20+6)
(2) + 6 = 8
Off hand dmg - (1d4)
(1) = 1
Sneak attack dmg - (3d6)
(652) = 13
EDIT: I'm assuming Adam is right (never actually played a rogue) and I get the guiding bolt advantage.
Rolls
Staff attack 1! - (1d20+9, 1d8+6)
1d20+9 : (16) + 9 = 25
1d8+6 : (4) + 6 = 10
Staff Smack 2! - (1d20+9, 1d8+6)
1d20+9 : (7) + 9 = 16
1d8+6 : (8) + 6 = 14
Headbutt! - (1d20+8, 1d4+5)
1d20+8 : (12) + 8 = 20
1d4+5 : (4) + 5 = 9
Staff attack 1 advantage (being the first and all) - (1D20+9)
(12) + 9 = 21
@optimum I hadn't really thought it over, I suppose standardish halfling weight, maybe 33 pounds.
Ruby unloads the fury of the small, hitting three times, for 33 damage. Stunned? No
Total damage: 87
Rolls
Con save - (1d20+4)
(15) + 4 = 19
Angelic figures start dancing around the party. They do no harm to us.
Casting Time: 1 action
Range: Self (15-foot radius)
Components: V, S, M (a holy symbol)
Duration: Concentration, up to 10 minutes
You call forth spirits to protect you. They flit around you to a distance of 15 feet for the duration. If you are good or neutral, their spectral form appears angelic or fey (your choice). If you are evil, they appear fiendish.
When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. An affected creature's speed is halved in the area, and when the creature enters the area for the first time on a turn or starts its turn there, it must make a Wisdom saving throw. On a failed save, the creature takes 3d8 radiant damage (if you are good or neutral) or 3d8 necrotic damage (if you are evil). On a successful save, the creature takes half as much damage.