Signal when ready and watches the others then moves to strike when they are ready
04. Dues for the Dead
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Signal when ready and watches the others then moves to strike when they are ready
Rolls
Shortsword (advantage) - Hit - (2d20H1+7, 1d6+5)
2d20H1+7 : (83) + 7 = 15
1d6+5 : (6) + 5 = 11
Shortsword OH (advantage) - Hit - (2d20H1+7, 1d6)
2d20H1+7 : (318) + 7 = 25
1d6 : (4) = 4
Sneak Attack - (1d6)
(5) = 5
Rolls
Zrukz: Initiative - (1d20+2)
(3) + 2 = 5
Pierce: Initiative: - (1d20+4)
(9) + 4 = 13
Chitkree: Initiative:Dex(5)+Mod( 0 )= - (1d20+5)
(9) + 5 = 14
Augustine Blackthorn: Initiative: - (1d20+1)
(4) + 1 = 5
Lord Aramil Liadon: Initiative - (1d20+4)
(8) + 4 = 12
Vaxis "Vess" Siannodel: Initiative - (1d20+4)
(14) + 4 = 18
Cassyt initiative - (1d20)
(7) = 7
Zombies initiative - (1d20-2)
(8) - 2 = 6
Rolls
Longbow to hit - (1d20+8)
(2) + 8 = 10
Longbow damage - (1d8+4)
(2) + 4 = 6
Rolls
Attack (Crossbow) - (1d20+6)
(5) + 6 = 11
Damage (Piercing) - (1d8+4)
(7) + 4 = 11
Range/Area: 120ft.
Components: V, S
Duration: 1 round
Source: PHB, pg. 221
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic 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.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
https://www.dndbeyond.com/spells/Chill%20Touch
Rolls
Chill Touch to hit - (1d20+5)
(3) + 5 = 8
Chill Touch damage - (1d8)
(5) = 5
Level | 1st |
Casting Time | 1 Action |
Range/Area | Self (15 ft ) |
Components | V, S |
Duration | Instantaneous |
School | Evocation |
Attack/Save | CON Save |
Damage/Effect | Thunder |
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Rolls
thunderwave, unmodded save DC13 - (2d20, 2d8)
2d20 : (1910) = 29
2d8 : (33) = 6
Rolls
Zombie constitution saving throw DC 10 - (1d20+3)
(16) + 3 = 19
Zombie constitution saving throw DC 8 - (1d20+3)
(14) + 3 = 17
Rolls
Dex - Save - (1d20+4)
(15) + 4 = 19
New round, 5 of you get to act first
Rolls
Augustine Blackthorn: Longsword - Attack - (1d20+6)
(4) + 6 = 10
Augustine Blackthorn: Longsword - Damage - (1d8+6)
(8) + 6 = 14
Zombie constitution saving throw DC19 - (1d20+3)
(9) + 3 = 12
Augustine Blackthorn: Dex - Save - (1d20+1)
(20) + 1 = 21
Cassyt Dex save - (1d20)
(16) = 16
Zombie dex save DC12 - (1d20-2)
(2) - 2 = 0
Damage to zombie - (1d8)
(5) = 5
Zombies dex save - (1d20-2, 1d20-2, 1d20-2)
1d20-2 : (8) - 2 = 6
1d20-2 : (11) - 2 = 9
1d20-2 : (1) - 2 = -1
Damage from falling debris - (1d8)
(6) = 6
Zombie dex save - (1d20-2)
(2) - 2 = 0
Zombie con save DC11 - (1d20+3)
(6) + 3 = 9
Rolls
Attack (Crossbow) - (1d20+6)
(11) + 6 = 17
Damage (Piercing) - (1d8+4)
(5) + 4 = 9
DEX Save - (1d20+4)
(8) + 4 = 12
Rolls
Dexterity save DC10 - (1d20+4)
(5) + 4 = 9
Longbow damage - (1d8+4)
(5) + 4 = 9
Longbow to hit - (1d20+8)
(9) + 8 = 17
Rolls
Dexterity save DC10 - (1d20+2)
(9) + 2 = 11
Rolls
Dex - Save - (1d20+7)
(15) + 7 = 22
Shortsword & offhand, sneak attack if applicable - (1d20+7, 1d6+5, 1d20+7, 1d6, 1d6)
1d20+7 : (7) + 7 = 14
1d6+5 : (6) + 5 = 11
1d20+7 : (1) + 7 = 8
1d6 : (6) = 6
1d6 : (2) = 2
Chitkree, you attack and gravely wound the last zombie, however as you try to catch a glimpse down the hallway (a hallway that sadly immediately turns into a corner), your momentary lapse of concentration allows the zombie to retaliate with a hard blow to your head that leaves you staggering. As you try to lift your swords in defense, the zombie bursts into fire as Cassyt evokes a sacred flame.
I'm normally really bad at giving out inspiration points, but Zrukz please take one for committing to taking the cowardly way out again & again xD
Rolls
Zombie constitution save - DC 14 - (1d20+3)
(14) + 3 = 17
Augustine Blackthorn: Longsword - Attack - (1d20+6)
(5) + 6 = 11
Augustine Blackthorn: Longsword - Damage - (1d8+6)
(4) + 6 = 10
Zombie constitution save - DC 15 - (1d20+3)
(10) + 3 = 13
Zombie Vs Chitkree DC 20 - (1d20+3)
(20) + 3 = 23
Damage to Chitkree - (2d6+1)
(63) + 1 = 10
Zombie dexterity save DC 12 - (1d20-2)
(5) - 2 = 3
Damage to zombie - (1d8)
(2) = 2
Zombie constitution save - DC 7 - (1d20+3)
(13) + 3 = 16
Vaxis "Vess" Siannodel: Rapier - (1d20+6, 1d8+4)
1d20+6 : (19) + 6 = 25
1d8+4 : (1) + 4 = 5
Zombie constitution save - DC 10 - (1d20+3)
(14) + 3 = 17
Zrukz run toward the stones where Chitkree where hiding before - using his small size for advantage he try to hide there.
Rolls
Stealth - (1d20+2)
(12) + 2 = 14
Rolls
Cure Wounds - (1d8+3)
(7) + 3 = 10
Rolls
Stealth - (1d20+4)
(3) + 4 = 7