Chapter 02: On the Road
I said dmg UNLESS he saves, but I think he takes the additional smite dmg ON START of his turn and THEN takes the saving throw to try ending the spell. Sry for any confusion .
Rolls
Mace - Attack - (1d20+6)
(19) + 6 = 25
Mace - Damage - (1d6+3)
(4) + 3 = 7
Searing Smite - (2d6)
(13) = 4
Smite on his turn unless he saves - (2d6)
(34) = 7
- Attack hellhound with shortbow with advantage due to mastery of shortbow's Vex quality
- Sneak attack damage possible due to advantage
- If normal movement gets him to the trees, he will use his Cunning Action to hide. If not, he'll use his Cunning Action to Dash and just try to take cover.
Edit: Crit! Is it still double weapond dice in 5.5?
Add crit sneak attack damage
Rolls
Dex save - (d20+7)
(13) + 7 = 20
Shortbow attack - (2d20h1+8)
(205) + 8 = 28
damage w/sneak attack - (4d6+5)
(1643) + 5 = 19
Hide (if possible) - (d20+10)
(8) + 10 = 18
Critical hit damage - (d6)
(6) = 6
Crit sneak attack damage - (3d6)
(365) = 14
Edit: Crit! Is it still double weapond dice in 5.5?
[/ooc]
"Go back to the shadow!" Eryx spat at the hellhound before subtly turning his attention to the two archers. Without word or gesture on his part, a sphere of hungry outer darkness manifested around and slurped at them!
Eryx crouched down and tried to find some cover before he expired.
Spending 1 metamagic point to subtly cast Hunger of Hadar on the two archers.
A 20-foot-radius Sphere of Darkness appears, centered on a point with range and lasting for up to 1 minute. The Sphere is Difficult Terrain, and it is filled with strange whispers and slurping noises, which can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within it have the Blinded condition.
Any creature that starts its turn in the area takes 2d6 Cold damage. Any creature that ends its turn there must succeed on a DC 17 Dexterity saving throw or take 2d6 Acid damage from otherworldly tentacles.
Rolls
Dex save - (1d20+3)
(5) + 3 = 8
Cold damage - (2d6)
(53) = 8
Acid damage - (2d6)
(11) = 2
Round Three! Acolyte, Aurora and Charm go first! The Bladebearer and Doom Hand Cleric still stand in the front of the party, and the Cleric is severely wounded. Meanwhile Hobgoblins F, G and H are engaged in melee with Acolyte in the trees to the right.
An otherwordly darkness not her own opens next to Twilight Sparkle. Undeterred, the being that inhabits Charm keeps herself in cover, looking through the quasit's eyes and twisted words from that location again target the Doom Hand Cleric with tentacle strikes, again trying to drive it back into the hungry darkness behind it.
Rolls
Eldritch Blast reflavored as tentacles - (1d20+7)
(4) + 7 = 11
Damage, STR save v. DC 16 or be driven back 10' - (1d10+4)
(7) + 4 = 11
Eldritch Blast reflavored as tentacles - (1d20+7)
(3) + 7 = 10
Damage, STR save v. DC 16 or be driven back 10' - (1d10+4)
(8) + 4 = 12
Acolyte speaks a few words to channel a little something he picked up from his own studies into the arcane, and swings his hammer at the closest hobgoblin.
Rolls
Attack (Booming Blade) - (1d20+5)
(5) + 5 = 10
Damage (Bludgeoning, Magic) - (1d8+4+1d8)
(4) + (8) + 4 = 16
Damage (If It Moves) - (2d8)
(81) = 9