Salvation Outpost
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1 transmutation
Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Target: Up to five falling creatures within range
Components: V M (A small feather or piece of down)
Duration: 1 minute
Classes: Bard, Sorcerer, Wizard
Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
2. 37 - 27/27
3. Shadow - -16/?? (Glowing blue)
4. Core - 35/35
Rolls
Concentration check - (1d20)
(8) = 8
Core: 35/35 HP, AC 16 (Unarmored Defense), Speed 30', INIT 6, Rage (Beast Form: Claws), Nothing in hands.

Rolls
First Claw, Second Claw, First Damage, Second Damage - (1d20+4, 1d20+4, 1d6+4, 1d6+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (7) + 4 = 11
1d6+4 : (2) + 4 = 6
1d6+4 : (1) + 4 = 5
Intimidate - (1d20+2)
(6) + 2 = 8
Intimidate - (1d20+2)
(16) + 2 = 18
Rolls
initiative+ Aread Ambusher bonus - (1d20+4+2)
(15) + 6 = 21
2. Gzizmix - 24/24
3. 37 - 27/27
4. Shadow Elf - -27/?? (Glowing blue)
5. Core - 28/35
Rolls
Fall damage - (4d6)
(2624) = 14
edit: Rolled for advantage on the claws due to her glowing and being prone.
Rolls
Athletics with advantage - (1d20+4, 1d20+4)
1d20+4 : (9) + 4 = 13
1d20+4 : (10) + 4 = 14
first claw with advantage, Second Claw with Advantage - (1d20+4, 1d20+4)
1d20+4 : (3) + 4 = 7
1d20+4 : (4) + 4 = 8
"Stop right there!". He makes a grasping motion with his hand and casts Entangle at the stranger.
1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute
Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.
A creature in the area when you cast the spell must succeed on a Strength saving throw or be restrained by the entangling plants until the spell ends. A creature restrained by the plants can use its action to make a Strength check against your spell save DC. On a success, it frees itself.
When the spell ends, the conjured plants wilt away.
Rolls
STR save with advantage - (1d20+4, 1d20+4)
1d20+4 : (18) + 4 = 22
1d20+4 : (13) + 4 = 17
2. Gzizmix - 24/24
3. 37 - 27/27
4. Shadow Elf - -27/?? (Glowing blue, prone and restrained)
5. Core - 28/35