The Arena (PVP Thread)
Starting distance is 1 D20 x 10 feet to a maximum of 100 feet.
Rolls
Starting Distance x 10 feet (max 100) - (1D20)
(10) = 10
First she draws an arrow from her quiver and holds it to her lips, whispering a quick song. Then her eyes blaze with light and wings sprout from her back as she calls on the power Corellon himself gave her. She nocks the arrow and fires in one swift motion, and before the first arrow is halfway to its mark, a second arrow joins it in the air.
Action: activate Radiant Soul
Action Surge: 2 attacks. If one hits, Defensive Flourish
-HP 110/110
-Slots
1st: 4/4
2nd: 3/3
3rd: 3/3
4th: 2/3
5th: 2/2
-Ki: 3/3
-Bardic Inspiration: 3/4
-Action Surge: 0/1
-Radiant Soul: 0/1
Rolls
Longbow 1 - (1d20+12, 1d8+5)
1d20+12 : (3) + 12 = 15
1d8+5 : (8) + 5 = 13
Longbow 2 - (1d20+12, 1d8+5)
1d20+12 : (16) + 12 = 28
1d8+5 : (7) + 5 = 12
Lvl 4 Lightning Arrow does 5d8 instead of regular damage - (5d8)
(57517) = 25
Defensive Flourish - (1d10)
(6) = 6
3rd-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V, S
Duration: Concentration, up to 1 minute
The next time you make a ranged weapon attack during the spell’s duration, the weapon’s ammunition, or the weapon itself if it’s a thrown weapon, transforms into a bolt of lightning. Make the attack roll as normal. The target takes 4d8 lightning damage on a hit, or half as much damage on a miss, instead of the weapon’s normal damage. Whether you hit or miss, each creature within 10 feet of the target must make a Dexterity saving throw. Each of these creatures takes 2d8 lightning damage on a failed save, or half as much damage on a successful one.
The piece of ammunition or weapon then returns to its normal form.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage for both effects of the spell increases by 1d8 for each slot level above 3rd.
Bonus Action: Rage
Move: mount ebony fly
Fly Move: 60ft
Fly Action: Dash for 40ft, right beside Tinwë
Action surge: 2 attacks (w/reckless attack)
-HP: 135/180 (long rest)
-Hit dice: 12/12d12.....3/3d10 (up to 8 per long rest)
-Relentless Endurance: 1/1 (long rest)
-Rage: 4/5 (long rest)
-Relentless Rage: __DC10 // __DC15 // __DC20 // __DC25 (short/long rest)
-Second wind: 1/1 for 1d10+3 (short/long rest)
-Action surge: 0/1 (short/long rest)
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
Senses darkvision 60 ft., passive Perception 10
Once per turn, when you hit a creature with an Attack using this Magic Weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Rolls
Attack 01(adv w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)
1d20+12 : (2) + 12 = 14
1d20+12 : (1) + 12 = 13
1d8+12 : (1) + 12 = 13
Attack 02(adv w/reckless), damage - (1d20+12, 1d20+12, 1d8+12)
1d20+12 : (15) + 12 = 27
1d20+12 : (19) + 12 = 31
1d8+12 : (5) + 12 = 17
adding critical damage for attack 02 - (3d8)
(582) = 15
Isn't it an action to take something out of your bag of holding?
Bonus Action: 1 Ki point, Step of the Wind to Disengage
Move: fly up 40 ft with Winged Boots.
-HP 77/110
-Slots
1st: 4/4
2nd: 3/3
3rd: 3/3
4th: 2/3
5th: 2/2
-Ki: 2/3
-Bardic Inspiration: 3/4
-Action Surge: 0/1
-Radiant Soul: 0/1
Rolls
Destructive Wave (Radiant and Thunder damage) - (5d6, 5d6)
5d6 : (14414) = 14
5d6 : (14211) = 9
Con save DC 15 - (1d20+1)
(11) + 1 = 12
Wound - (1d4)
(1) = 1
-HP: 129/180 (long rest)
-Hit dice: 12/12d12.....3/3d10 (up to 8 per long rest)
-Relentless Endurance: 1/1 (long rest)
-Rage: 4/5 (long rest)
-Relentless Rage: __DC10 // __DC15 // __DC20 // __DC25 (short/long rest)
-Second wind: 1/1 for 1d10+3 (short/long rest)
-Action surge: 0/1 (short/long rest)
Rolls
Kuz's Con save - (1d20+9)
(18) + 9 = 27
Fly's Con save - (1d20+1)
(19) + 1 = 20
Bonus Action: lvl 3 Lightning Arrow
Action: Just chill
-HP 77/110
-Slots
1st: 4/4
2nd: 3/3
3rd: 2/3
4th: 2/3
5th: 2/2
-Ki: 2/3
-Bardic Inspiration: 3/4
-Action Surge: 0/1
-Radiant Soul: 0/1
Rolls
Con save - (1d20+1, 1d4)
1d20+1 : (20) + 1 = 21
1d4 : (2) = 2
Rolls
Dex save - (1d20+3)
(7) + 3 = 10
"Kuz miss old days when nobody fly or swim. Tinwë wins if he stay up." Then he mumbles to himself, "Next time Kuz ask to fight in dungeon. It be dry and with low ceiling. Or maybe area with no magic..."
Rolls
Athletic roll - (1d20+10)
(10) + 10 = 20
I'd be down for a 2v2 game though. Randomly determine who is on which team? Or dare we try 1v1v1?
I thought it would be an advantage for Kuz actually. So long as he managed to close the distance it would have been very hard to get away from him.