The Meeting at Deepnight
Rolls
Initiative: - (1d20+1)
(16) + 1 = 17
Con - Save DC 13 - (1d20+5)
(10) + 5 = 15
Rolls
Bandits and Thug Con save Dc13 - (d20+1, d20+1, d20+2) - (d20+1, d20+1, d20+2)
d20+1 : (8) + 1 = 9
d20+1 : (13) + 1 = 14
d20+2 : (7) + 2 = 9
Thug and bandits initiative - (D20, d20, d20+1)
D20 : (15) = 15
d20 : (3) = 3
d20+1 : (5) + 1 = 6
Attack rolls against the creature have advantage, and the creature's attack rolls have disadvantage.
Since that's almost certainly a no, she's just barreling for the closest guy.
Rolls
Perception - (1d20+0)
(3) = 3
Greataxe - Attack - (1d20+4)
(9) + 4 = 13
Greataxe - Damage (if hit goes through) - (1d12+2)
(12) + 2 = 14
Ed, responding quickly to the situation albait feeling blinded, faces the door and readies his crossbow. He knew the direction of the door, and heard both the enemies entering and Mor's footsteps running. So would be at ready: he figures the enemy to his left (Bnd1) would fight him, so if he hears him approaching, he will shoot.
Good approach Cathamber - again, sorry for not getting things clear to you in the first place.
The Thug - still disoriented by the flash bang, lashes out blindly with his mace.
Bandit#1, seeing Mor charging and managing to hurt his leader gets some distance between him and Mor and fires his crossbow.
Bandit#2 hearing suddenly all that commotion scrambles away and fires a bolt from his crossbow towards Jimmy's direction.
Rolls
Thug: Mace - To hit (disadv) - (1d20+4, 1d20+4)
1d20+4 : (13) + 4 = 17
1d20+4 : (10) + 4 = 14
Thug: Mace - damage - (1d6+2)
(2) + 2 = 4
Bandit1: Light Crossbow - To hit - (1d20+3)
(10) + 3 = 13
Bandit1: Light Crossbow - damage - (1d8+1)
(3) + 1 = 4
Bandit2: Light Crossbow - To hit (disadv) - (1d20+3, 1d20+3)
1d20+3 : (7) + 3 = 10
1d20+3 : (14) + 3 = 17
Bandit2: Light Crossbow - damage - (1d8+1)
(4) + 1 = 5
Jimow! 'it's just a flesh wound' H
"♫ Madame d'Scream get on up, like a killin' machine ♫"
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
"Dude, you, like, totally got this. I, like, totally believe in you, Ed."
Level | 1st |
Casting Time | 1 Action |
Range/Area | Touch |
Components | V, S |
Duration | Concentration 1 Minute |
School | Enchantment |
Attack/Save | None |
Damage/Effect | Buff |
A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
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.
Prone - Disadv to hit James again with ranged attacks (adv if they're next to him though). +2 to his AC next time.
The creature has disadvantage on attack rolls.
An attack roll against the creature has advantage if the attacker is within 5 feet of the creature. Otherwise, the attack roll has disadvantage.
About initiative, do we need to roll it every round, or should we just keep the 1st round order for simplification?
@Cathamber :
Rolls
Light Crossbow - Attack - (1d20+2)
(13) + 2 = 15
Light Crossbow - Damage - (1d6+0)
(2) = 2
Rolls
Greataxe - Attack - (1d20+4)
(2) + 4 = 6
Bardic Inspiration
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.