Readied action from last round.
The rapier is cheap trash and made to be showy rather than sharp, but for backstabbing? It'll do.
Rolls
Rapier (advantage) - Attack - (2d20H1+2)
(910) + 2 = 12
Rapier - Damage - (1d8+0)
(7) = 7
Nijim
Rapier (advantage) - Attack - (2d20H1+2)
(910) + 2 = 12
Rapier - Damage - (1d8+0)
(7) = 7
Bandit kebab
Bandit: Light Crossbow - To hit Jim (disadv) - (1d20+3, 1d20+3)
1d20+3 : (11) + 3 = 14
1d20+3 : (2) + 3 = 5
Bandit: Light Crossbow - damage - (1d8+1)
(7) + 1 = 8
Jiminy
Level | 1st |
Casting Time | 1 Action |
Range/Area | Touch |
Components | V, S |
Duration | Concentration 1 Minute |
School | Enchantment |
Attack/Save | None |
Damage/Effect | Buff |
crossbow attack - (1d20+2)
(1) + 2 = 3
dmg - (1d6)
(3) = 3
Greataxe - Attack - (1d20+4)
(19) + 4 = 23
Greataxe - Damage - Rage - (1d12+2+2)
(3) + 4 = 7
Bandit: Light Crossbow - To hit Jim (disadv) - (2d20L1+3)
(1512) + 3 = 15
Bandit: Light Crossbow - damage - (1d8+1)
(6) + 1 = 7
Thug: Mace - To hit 1 - (1d20+4)
(12) + 4 = 16
Thug: Mace - To hit 2 - (1d20+4)
(6) + 4 = 10
Thug: Mace - damage 1 - (1d6+2)
(6) + 2 = 8
Thug: Mace - damage 2 - (1d6+2)
(6) + 2 = 8
Deadjim
Death save - (1d20)
(4) = 4
Intimidation - Stop it jerk - (1d20+3)
(20) + 3 = 23
Athletics - Shove - (1d20+4)
(15) + 4 = 19
attack - (1d20+2)
(3) + 2 = 5
Dmg - (1d6)
(1) = 1
Thug counter shove - (1d20+2)
(18) + 2 = 20
Thug Wis saving throw - (1d20+2)
(11) + 2 = 13
Follow the light
Death save - (1d20)
(17) = 17
Muhaha