Leohand Milltall Solo Fights
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You find yourself in a small clearing in the woods. A trio of men look at you and shout out.
With a perfect initiative, you go first!
Rolls
Bandit Init - (1d20+1, 1d20+1, 1d20+1)
1d20+1 : (4) + 1 = 5
1d20+1 : (15) + 1 = 16
1d20+1 : (2) + 1 = 3
Leo Init - (1d20)
(20) = 20
Casting Eldritch Blast
IE: 1d4+1 = 3 which would turn to be 30 feet.
Rolls
Hit - (1d20+4)
(6) + 4 = 10
Damage - (1d10)
(8) = 8
1. you wouldn't know their initiatives as a means of who to attack necessarily at this point.
2. List what spell you're casting, makes it easier for me to check effects and such. I figure it's Eldritch blast, but for my sanity and such, just an ooc note works.
3. What do you mean by specific distance? You are in a wooded clearing about 150' across. They were about 40 feet from you when you started. You are now about 65' away.
2. Okie dokie. I will. Post will be edited so keep an eye out.
3. That was what I was asking for, if it isn't metagaming...
The other two bandits raise crossbows and let bolts sail towards you! The first slams into your shoulder, dealing 4 damage! As you stagger slightly from the impact, it moves you just out of the way of the second bolt, which buries itself harmlessly in the dirt beyond you.
You're up!
Rolls
Secret Roll
Secret Roll
Casting Hellish Rebuke. The bandit must succeed on a DEX (DC 10) save throw or suffer 2d10 damage.
Casting Eldritch Blast
Rolls
Eldritch Blast - Damage - (1d10)
(2) = 2
Eldritch Blast- Hit - (1d20+4)
(17) + 4 = 21
Hellish Rebuke - Damage - (2d10)
(34) = 7
The first bolt, from the man you singed, slices along the outside of your arm, dealing 3 damage!
You're up. Yes, you may take 1 reaction per round and it doesn't impact your ability to take normal action (typically).
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Casting Eldritch Blast
Rolls
Hit - (1d20+4)
(6) + 4 = 10
Damage - (1d10)
(8) = 8
His first swing misses as you retreat, but as he closes to you his second swing bites into your arm for 2 damage.
Both bolts sail wide.
You're up.
Rolls
Secret Roll
Secret Roll
Secret Roll
Secret Roll
Once again, a perfect init for you.....you go first!
Rolls
Init (him) - (1d20+2)
(1) + 2 = 3
Init (you) - (1d20)
(20) = 20
Casting Eldritch Blast
Rolls
Hit - (1d20+4)
(19) + 4 = 23
Damage - (1d10)
(8) = 8
you're up!
Rolls
Secret Roll
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Attributes
Level 1
School Evocation
Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
Range 60 feet
Components V S
Duration Instantaneous
Damage 2d10
Damage Type Fire
Save Dexterity
Higher Spell Slot Dice 1
Higher Spell Slot Die d10
Save Success half damage
Classes Warlock
Casting Hellish Rebuke
The creature must make a Dexterity saving throw (DC of which I do not know, I apologize). It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
If he can make a melee attack without being hurt by the hellish flames, he will strike with a handaxe attack.
BUT!
If he will be hurt by the hellish flames, he will focus on dodging any incoming attacks from the shadowy creature. If he can see the attacker, any attack roll made against him with be with disadvantage, he will roll DEX saving throws.
Rolls
Sword Attack Hit - If possible - (1d20+1)
(1) + 1 = 2
Sword Attack Damage - If possible - (1d6+1)
(3) + 1 = 4
Hellish Rebuke - (2d10)
(102) = 12
As for the reaction, the way you did it is fine. You also didn't ready an action. That would be like "I ready my axe to chop his face if he tries casting a spell". This is just using your reaction to cast rebuke then using your regular action to attack.
Rolls
Secret Roll
Once more it slashes at you.
It clips you, doing another three damage.
Rolls
Secret Roll
Rolls
Damage - (1d6+1)
(3) + 1 = 4
Hit - (1d20+1)
(6) + 1 = 7
Blinded
A blinded creature can’t see and automatically fails any ability check that requires sight.
Attack rolls against the creature have advantage, and the creature’s Attack rolls have disadvantage.
Rolls
Secret Roll
Rolls
DEX DC 10 - (1d20)
(14) = 14
Damage - (1d6+1)
(4) + 1 = 5
Hit - (1d20+1)
(8) + 1 = 9
He swings and misses as you just manage to lean back out of the way!
Your turn!
Rolls
Secret Roll
Secret Roll
Rolls
Damage - (1d6+1)
(5) + 1 = 6
Hit - (1d20+1)
(4) + 1 = 5
Rolls
Secret Roll
Secret Roll
Rolls
Hit - (1d20+1)
(18) + 1 = 19
Damage - (1d6+1)
(6) + 1 = 7
DC10 Dex save or be blinded. You may make an opportunity attack since he's leaving your threatened range. If you fail the save, you make this attack at disadvantage.
Rolls
Secret Roll
Rolls
DEX DC 10 - (1d20)
(8) = 8
Damage - (1d6+1)
(2) + 1 = 3
Hit - Disadv. - (1d20+1)
(5) + 1 = 6
Hit - Disadv. - (1d20+1)
(8) + 1 = 9
If he is not within melee range, he will cast Eldritch Blast to the shadowy creature.
Rolls
Handaxe Damage - (1d6+1)
(5) + 1 = 6
Handaxe Hit - (1d20+1)
(20) + 1 = 21
Eldritch Blast Hit - (1d20+4)
(6) + 4 = 10
Eldritch Blast Damage - (1d10)
(2) = 2
The creature scores a nasty hit, dealing 5 damage!
Rolls
Secret Roll