Salvation Outpost
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Standard Action: Eldritch Blast against Number 2
Rolls
Eldritch Blast to hit - (1d20+4)
(1) + 4 = 5
Eldritch Blast damage + Hex Damage - (1d10+1d6)
(7) + (6) = 13
Eldritch Blast to hit - Reroll - (1d20+4)
(7) + 4 = 11
The third warforged sees his commander still frozen in place and looks to the second. Seeing his companion so obviously decimated, he wrenches himself free of the crocodile man’s toothy grip and runs to the side of the second, trying to shield him from the onslaught.
All the while, the Titan remains completely unresponsive to the plight of his soldiers.

Turn Name HP
1 Warforged 2 5/50
2 Malbor 20/20
3 Vice 21/21
4 37 27/27
5 Core 35/35
6 Kleber 28/28
7 Mordacky 30/30
8 Warforged 3 26/50
9 Titan -12/???
10 Gzizmix 24/24
xx Warforged 1 xx/50
Rolls
3’s escape (str) - (1d20+3)
(11) + 3 = 14
Titan wis save - (1d20)
(1) = 1
Details: Evoke, +1 Bonus Action,@60 feet,=1 minute, *VS
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. 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.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: 1 round
You call forth a flaming hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with a flaming touch. On a hit, the target takes 1d8 fire damage, and it can’t regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
Rolls
Spiritual Weapon (advantage) - force - (2d20H1+5, 1d8+3)
2d20H1+5 : (1017) + 5 = 22
1d8+3 : (1) + 3 = 4
Scorching Hand (advantage) - fire - (2d20H1+5, 1d8)
2d20H1+5 : (1710) + 5 = 22
1d8 : (5) = 5
Soldier's allies is within 5 feet of the creature and the ally isn't incapacitated.

Turn Name HP
1 Warforged 2 5/50
2 Malbor 20/20
3 Vice 21/21
4 37 20/27
5 Core 35/35
6 Kleber 28/28
7 Mordacky 30/30
8 Warforged 3 26/50
9 Titan -21/???
10 Gzizmix 24/24
xx Warforged 1 xx/50
Rolls
Heavy Crossbow Attack - (2d20h1+6)
(187) + 6 = 24
(1) = 1
There was a gnome standing there. Part of his crew he thought. He tried to speak, but words would not come from his mouth.
Gzizmix hears a strange distant voice. The almost whisper seems to originate from the sky far above him, but somehow he knows that it is coming from the strange black-haired man nearby. The strain is clear in his words.
I.. can.. not.. hold.. him.. for.. long..
My "Dissonant Whispers" is more like "Dissonant Scream"
I think one damage roll applies to both (if they fail) since they are hit simultaneously
My rolls are better than yours. :)
Range/Area: 60ft.
Components: V
Duration: Instantaneous
Attack/Save: WIS 13
Source: PHB, pg. 234
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
https://www.dndbeyond.com/spells/Dissonant%20Whispers*
Rolls
Dissonant Whispers (Damage) - (3d6)
(366) = 15

Turn Name HP
xx Warforged 2 xx/50
2 Malbor 20/20
3 Vice 21/21
4 37 20/27
5 Core 35/35
6 Kleber 28/28
7 Mordacky 30/30
8 Warforged 3 11/50
9 Titan -21/???
10 Gzizmix 24/24
xx Warforged 1 xx/50
Yes, crits are still free if within 5 feet.
Rolls
Wisdom save WF2 - (1d20)
(10) = 10
Wisdom save WF3 - (1d20)
(5) = 5
Rolls
Chakram (advantage) - Attack - (2d20H1+3)
(1717) + 3 = 20
Chakram - Damage - (1d4+3)
(4) + 3 = 7
Sneak Attack - Damage - (1d6)
(6) = 6
Chakram (advantage) - Bonus Action Attack - (2d20H1+3)
(92) + 3 = 12
Chakram - Bonus Action Damage - (1d4)
(2) = 2
Once again, you notice the Titan does not appear as damaged as you would expect.

Turn Name HP
xx Warforged 2 xx/50
2 Malbor 20/20
3 Vice 21/21
4 37 20/27
5 Core 35/35
6 Kleber 28/28
7 Mordacky 30/30
8 Warforged 3 11/50
9 Titan -33/???
10 Gzizmix 24/24
xx Warforged 1 xx/50
Rolls
Attack (Light Crossbow) - (1d20+4)
(3) + 4 = 7
Damage (Piercing) - (1d8+4)
(5) + 4 = 9
As the Warforge 3 fails to note Core's coming, he taken off his feet with a quick snap of Core's mussel of teeth and it is followed by Core making his face rather unrecognizable as he is laid to the ground and now to rest. If this was a human there would be a bath of blood covering the area.
Core is AC (18) and has 7 more rounds of rage.
Rolls
Bite, Damage, Advantage Bite - (1d20+4, 1d8+4, 1d20+4)
1d20+4 : (20) + 4 = 24
1d8+4 : (1) + 4 = 5
1d20+4 : (7) + 4 = 11
Crit - (1d8)
(7) = 7

Turn Name HP
xx Warforged 2 xx/50
2 Malbor 20/20
3 Vice 21/21
4 37 20/27
5 Core 35/35
6 Kleber 28/28
7 Mordacky 30/30
xx Warforged 3 xx/50
9 Titan -21/???
10 Gzizmix 24/24
xx Warforged 1 xx/50
He starts focusing again, guiding the Mark's magic, this time towards the immobilized Titan. Then Kleber takes his time aiming his next shoot, not wanting to miss like the other one
Rolls
To hit (advantage) - (2d6H1+6)
(16) + 6 = 12
Damage (+ Hunter's Mark) - (1d8+2+1d6)
(1) + (3) + 2 = 6
Bonus Action: Move Hex to Titan
Move Action: Move to K9
Standard Action: Attack Titan with Greatsword - if this hits I believe it's 20 (adding the 3 STR damage on the roll) base damage plus whatever is rolled, because of auto crit on the titan
Rolls
Greatsword to hit (advantage) - (2d20H1+5)
(1511) + 5 = 20
Greatsword damage + Hex - (2d6+3+1d6)
(66) + (1) + 3 = 16
Bonus Action: Move Hex to Titan
Move Action: Move to K9
Standard Action: Attack Titan with Greatsword - if this hits I believe it's 20 (adding the 3 STR damage on the roll) base damage plus whatever is rolled, because of auto crit on the titan
That's gunna leave a mark.