Vess, just a heads up. Chitkree has moved into CN15, directly behind Ghoul 5. That means he would be affected by Thunderwave as well. But its up to you. We've played Thunderwave differently so far in the campaign (a 15 ft cube centered around the caster), but after re-reading the wording of the spell, I actually agree with your interpretation of it (a thing to keep in mind, Chitkree).
04. Dues for the Dead
Vess, just a heads up. Chitkree has moved into CN15, directly behind Ghoul 5. That means he would be affected by Thunderwave as well. But its up to you. We've played Thunderwave differently so far in the campaign (a 15 ft cube centered around the caster), but after re-reading the wording of the spell, I actually agree with your interpretation of it (a thing to keep in mind, Chitkree).
Rolls
Acrobatics - (1d20+2)
(2) + 2 = 4
Next round is up @runekyndig I’ll let you amend your previous attack if you want to based on the warning I gave, but I’ll move on meanwhile for the sake of expediency
Rolls
Damage to Zrukz - (1d6)
(6) = 6
Ghoul 1 Vs Aramil - (1d20+2, 1d20+4)
1d20+2 : (13) + 2 = 15
1d20+4 : (2) + 4 = 6
Ghoul 2 Vs Pierce - (1d20+2, 1d20+4)
1d20+2 : (20) + 2 = 22
1d20+4 : (10) + 4 = 14
Ghoul 3 Vs Augustine - (1d20+2, 1d20+4)
1d20+2 : (18) + 2 = 20
1d20+4 : (19) + 4 = 23
Ghoul 4 Vs Augustine - (1d20+2, 1d20+4)
1d20+2 : (18) + 2 = 20
1d20+4 : (2) + 4 = 6
Ghoul 5 Vs Chitkree - (1d20+2, 1d20+4)
1d20+2 : (17) + 2 = 19
1d20+4 : (16) + 4 = 20
Damage to Pierce - (4d6+2)
(4146) + 2 = 17
Damage to Augustine - (4d6+4, 2d4+2)
4d6+4 : (5312) + 4 = 15
2d4+2 : (12) + 2 = 5
Damage to Chitkree - (2d4+2)
(31) + 2 = 6
Rolls
Shortsword (Main hand) to hit - (1d20+6)
(9) + 6 = 15
Shortsword (off hand) to hit - (1d20+6)
(9) + 6 = 15
Shortsword (Main hand) damage - (1d6+4)
(5) + 4 = 9
Shortsword (off hand) damage - (1d6)
(1) = 1
Edit: It should be +4 to damage... but I doubt an 11 hits.
Rolls
Attack (Lightning Launcher) - (1d20+6)
(5) + 6 = 11
Damage (Lightning) - (2d6)
(41) = 5
Rolls
Con - Save - DC 10 - (1d20+1)
(16) + 1 = 17
Rolls
Acrobatics (advantage) - (2d20H1+2)
(1616) + 2 = 18
Vess, just a heads up. Chitkree has moved into CN15, directly behind Ghoul 5. That means he would be affected by Thunderwave as well. But its up to you. We've played Thunderwave differently so far in the campaign (a 15 ft cube centered around the caster), but after re-reading the wording of the spell, I actually agree with your interpretation of it (a thing to keep in mind, Chitkree).
Level | 2nd |
Casting Time | 1 Bonus Action |
Range/Area | Self |
Components | V, S |
Duration | Concentration 1 Minute |
School | Illusion |
Attack/Save | None |
Damage/Effect | Psychic |
You weave together threads of shadow to create a sword of solidified gloom in your hand. This magic sword lasts until the spell ends. It counts as a simple melee weapon with which you are proficient. It deals 2d8 psychic damage on a hit and has the finesse, light, and thrown properties (range 20/60). In addition, when you use the sword to attack a target that is in dim light or darkness, you make the attack roll with advantage.
If you drop the weapon or throw it, it dissipates at the end of the turn. Thereafter, while the spell persists, you can use a bonus action to cause the sword to reappear in your hand.
At Higher Levels. When you cast this spell using a 3rd- or 4th-level spell slot, the damage increases to 3d8. When you cast it using a 5th- or 6th-level spell slot, the damage increases to 4d8. When you cast it using a spell slot of 7th level or higher, the damage increases to 5d8.
Rolls
Shadowblade (advantage) - Attack @ghoul5 - (2d20H1+6)
(192) + 6 = 25
Shadowblade - Damage - (2d8+4)
(87) + 4 = 19
Pierce, you once again attempt to blast the ghoul with lightning but it JUST misses and hits one of the already singed dead bodies on the wall with a loud crackle.
Vess, in one graceful movement, you switch you rapier to your other hand, summon a magical blade, whirl around and with a flourish, decapitate the ghoul in front of you.
Zrukz, Cassyt pulls at your quarterstaff and you nimbly uses the momentum to walk up the wall of the pit and exit your predicament.
Augustine, you feel your muscles around the gash made by the ghoul's claws spasm and cramp up, but you fight through it.
To recap, Ghoul 1 & 4 both look pretty hurt, Ghoul 2 & 3 haven't been hit yet.
Rolls
Longsword - Attack - (1d20+6)
(14) + 6 = 20
Longsword - Damage - (1d8+6)
(4) + 6 = 10
Rolls
Shortsword - ghoul 4 - (1d20+7, 1d6+5)
1d20+7 : (14) + 7 = 21
1d6+5 : (3) + 5 = 8
Shortsword OH - ghoul 4 - (1d20+7, 1d6)
1d20+7 : (19) + 7 = 26
1d6 : (4) = 4
Con - Save DC 10 - (1d20+3)
(18) + 3 = 21
Sneak Attack - (1d6)
(2) = 2
The remaining ghouls go to attack Aramil, Pierce and Chitkree. While you all defend against their vicious bites, the ghouls manage to slice you with their claws. Pierce you feel it puncture your armour and the magic that animates you start to feel like it might be fading as you drop to the ground.
Rolls
Ghoul 1 Vs Aramil (AC16) - (1d20+2, 1d20+4)
1d20+2 : (11) + 2 = 13
1d20+4 : (17) + 4 = 21
Ghoul 2 Vs Pierce (AC17) - (1d20+2, 1d20+4)
1d20+2 : (14) + 2 = 16
1d20+4 : (19) + 4 = 23
Ghoul 3 Vs Chitkree (AC20) - (1d20+2, 1d20+4)
1d20+2 : (1) + 2 = 3
1d20+4 : (17) + 4 = 21
Damage to Aramil - (2d4+2)
(34) + 2 = 9
Damage to Pierce - (2d4+2)
(32) + 2 = 7
Damage to Chitkree - (2d4+2)
(34) + 2 = 9
one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or
long rest before you can use it again.
Rolls
Constitution save, DC10 - (1d20+5)
(5) + 5 = 10
Shortsword (Main hand) to hit - (1d20+6)
(2) + 6 = 8
Shortsword (off hand) to hit - (1d20+6)
(7) + 6 = 13
Shortsword (off hand) damage - (1d6)
(5) = 5
Shortsword (Main hand) to hit (action surge) - (1d20+6)
(7) + 6 = 13
Shortsword (Main hand) damage - action surge - (1d6+4)
(4) + 4 = 8
Rolls
Con - Save DC 10 - (1d20+3)
(6) + 3 = 9
Rolls
Death Save (DC 10) - (1d20)
(1) = 1
Rolls
Acrobatics - (1d20+2)
(6) + 2 = 8