The Arena (PVP Thread)
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-HP: 180/180 (long rest)
-Hit dice: 12/12d12.....3/3d10 (up to 8 per long rest)
-Relentless Endurance: 1/1 (long rest)
-Rage: 5/5 (long rest)
-Relentless Rage: __DC10 // __DC15 // __DC20 // __DC25 (short/long rest)
-Second wind: 1/1 for 1d10+3 (short/long rest)
-Action surge: 1/1 (short/long rest)
Rolls
Initiative - (1d20+3, 1d20+3)
1d20+3 : (2) + 3 = 5
1d20+3 : (8) + 3 = 11
Rolls
Initiative - (1d20+1, 1d20+1)
1d20+1 : (2) + 1 = 3
1d20+1 : (19) + 1 = 20
Kuz takes something from his pouch and throws it on the boat floor. Suddenly, a giant horsefly appears and Kuz jumps on it. It takes off, 10ft off the ground. Axe in hand, "Go ahead masked man. You first !"
-HP: 180/180 (long rest)
-Hit dice: 12/12d12.....3/3d10 (up to 8 per long rest)
-Relentless Endurance: 1/1 (long rest)
-Rage: 5/5 (long rest)
-Relentless Rage: __DC10 // __DC15 // __DC20 // __DC25 (short/long rest)
-Second wind: 1/1 for 1d10+3 (short/long rest)
-Action surge: 1/1 (short/long rest)
Bonus action: Dash (I don't think we are in melee, if we are though, I'll disengage instead), full double movement (60 feet).
- AC: 16
- HP: 91/91
- Spell Slots:
1st: 4/4
2nd: 3/3
3rd 2/2
- Pact Slots: 1/2
- Portent Rerolls:
- Lucky: 3/3
Rolls
Portent - (2d20)
(15) = 6
Breath: 1/50
-HP: 180/180 (long rest)
-Hit dice: 12/12d12.....3/3d10 (up to 8 per long rest)
-Relentless Endurance: 1/1 (long rest)
-Rage: 5/5 (long rest)
-Relentless Rage: __DC10 // __DC15 // __DC20 // __DC25 (short/long rest)
-Second wind: 1/1 for 1d10+3 (short/long rest)
-Action surge: 1/1 (short/long rest)
Action: Eldritch Blast (Advantage from hidden)
Movement is 60 ft. so I should have enough to encompass him in a 20 ft. radius
Rolled the portent in the previous post asking about it; got a 1 and a 5.
- AC: 16
- HP: 91/91
- Spell Slots:
1st: 4/4
2nd: 3/3
3rd 2/2
- Pact Slots: 1/2
- Portent Rerolls: 1, 5
- Lucky: 3/3
- Hexblade's Curse: 0/1
Rolls
Eldritch Blast Beam 1 - (1d20+9, 1d20+9, 1d10+5)
1d20+9 : (11) + 9 = 20
1d20+9 : (17) + 9 = 26
1d10+5 : (2) + 5 = 7
Eldritch Blast Beam 2 - (1d20+9, 1d20+9, 1d10+5)
1d20+9 : (8) + 9 = 17
1d20+9 : (10) + 9 = 19
1d10+5 : (4) + 5 = 9
Eldritch Blast Beam 3 - (1d20+9, 1d20+9, 1d10+5)
1d20+9 : (3) + 9 = 12
1d20+9 : (16) + 9 = 25
1d10+5 : (2) + 5 = 7
Guess Tinwe v. Ryestro is up next?
- AC: 16
- HP: 91/91
- Spell Slots:
1st: 4/4
2nd: 3/3
3rd 2/2
- Pact Slots: 2/2
- Portent Rerolls: 7, 13
- Lucky: 3/3
- Hexblade's Curse: 1/1
Rolls
New portent - (2d20)
(713) = 20
Initiative Advantage - (1d20+1, 1d20+1)
1d20+1 : (18) + 1 = 19
1d20+1 : (14) + 1 = 15
Rolls
Initiative - (1d20+7, 1d20+7)
1d20+7 : (18) + 7 = 25
1d20+7 : (6) + 7 = 13
1-5 normal arena. No battlefield quirks or cover.
6-10: special terrain: Minor modifications. Plenty of cover, opportunities to hide.
11-15: Special Terrain: medium modifications. Modifications also include traps and treasure.
16-20 Special Terrain: Major Modifications (Very limiting battle conditions such as difficult terrain, zone of darkness etc.)
Ooh traps and treasure. Lets roll to see what kind.
Rolls
Random Arena - (1D20)
(13) = 13
Random starting distance d20 × 10 feet. - (1D20)
(13) = 13
Traps? Treasure? - (1D4)
(1) = 1
Every round, at the top of the initiative order roll a d4.
On a 1 the north blade activates
2 east blade activates
3 south blade activates
4 west blade activates
If you are in the zone when a blade activates you must make a dexterity saving throw. For level 15 characters lets set the DC to 17. On a fail you take 8 d4 slashing damage (1d4 per 2 levels). The blades pop out of the ground and extend to the roof of the arena, so no flying above them :) but they do not extend below the arena. That would just be silly :)
My understanding is that it's like a big 100 ft cube. We rolled being 130 ft apart, but if the east and west walls are 100 ft from each other, are we actually at 100 ft? Just making sure before we get started.
As to the starting distance. You are correct. You are 100 feet away from one another. That is the maximum starting distance.
I roll a D20 so that you have a slightly greater than 50% chance starting at maximum distance.
Darting forward towards Ryestro, she hums a quick, lively tune to keep her free and loose.
Stopping well short of her opponent, Tinwë sings out a short spell of flame, enchanting Ryestro's fine chain shirt with terrible magical heat.
Quick as a leaf on the wind, she pivots and darts back in the direction she came from, then skids to a stop at the wall of the arena.
Action Surge: 5th level Heat Metal on Chain Shirt, disadvantage on attack rolls and ability checks, DC 17 Con save or 5d8 fire damage, save for half.
Bonus Action: 1 Ki point, Step of the Wind dash - forward 40 ft, then back 40 ft, should end 100 ft away from Ryestro.
-HP 110/110
-Slots
1st: 4/4
2nd: 3/3
3rd: 3/3
4th: 2/3
5th: 1/2
-Ki: 2/3
-Bardic Inspiration: 4/4
-Action Surge: 0/1
-Radiant Soul: 1/1
Rolls
Trap zone - (1d4)
(2) = 2
Dex save DC 17 - (1d20+10)
(17) + 10 = 27
Fire and radiant damage (DC 17 Con save for half) - (5d8+15)
(14226) + 15 = 30
Initiative - (1d20+7, 1d20+7)
1d20+7 : (9) + 7 = 16
1d20+7 : (7) + 7 = 14
- AC: 16
- HP: 84/91
- Spell Slots:
1st: 4/4
2nd: 3/3
3rd 2/2
- Pact Slots: 1/2
- Portent Rerolls: 7, 13
- Lucky: 3/3
- Hexblade's Curse: 1/1
Rolls
Con save - (1d20+1, 1d20+1)
1d20+1 : (20) + 1 = 21
1d20+1 : (7) + 1 = 8
Then she turns and runs up the wall of the arena. When it looks as though she might run out of momentum and succumb to gravity, her winged boots come to life and propel her up even farther.
Bonus action: rekindle Heat Metal - disadvantage on attack rolls and ability checks, DC 17 Con save for half damage.
-HP 110/110
-Slots
1st: 4/4
2nd: 3/3
3rd: 3/3
4th: 2/3
5th: 1/2
-Ki: 2/3
-Bardic Inspiration: 4/4
-Action Surge: 0/1
-Radiant Soul: 1/1
Rolls
Blade trap - (1d4)
(1) = 1
Fire damage - DC 17 Con save for half - (5d8)
(73336) = 22
The black orb blinks out of existence. Ryestro draws a broom from his bag and shoots up towards Tinwe.
BA: Dash (+full movement) = 100 ft.
Using Portent roll: 13 to succeed concentration. Cancel that, sorry. New to wizards, have to declare portent before the roll.
- AC: 16
- HP: 73/91
- Spell Slots:
1st: 4/4
2nd: 3/3
3rd 2/2
- Pact Slots: 1/2
- Portent Rerolls: 7, 13
- Lucky: 3/3
- Hexblade's Curse: 1/1
Rolls
Con save - (1d20+1, 1d20+1)
1d20+1 : (16) + 1 = 17
1d20+1 : (1) + 1 = 2
Concentration check - (1d20+1)
(3) + 1 = 4
-HP 110/110
-Slots
1st: 4/4
2nd: 2/3
3rd: 3/3
4th: 2/3
5th: 1/2
-Ki: 2/3
-Bardic Inspiration: 4/4
-Action Surge: 0/1
-Radiant Soul: 1/1
Rolls
Blade trap - (1d4)
(3) = 3
Fire damage - DC 17 Con save for half - (5d8)
(47844) = 27
- AC: 16
- HP: 46/91
- Spell Slots:
1st: 4/4
2nd: 3/3
3rd 2/2
- Pact Slots: 0/2
- Portent Rerolls: 7, 13
- Lucky: 3/3
- Hexblade's Curse: 1/1
Rolls
Con save - (1d20+1, 1d20+1)
1d20+1 : (14) + 1 = 15
1d20+1 : (7) + 1 = 8
Movement: Somewhere in the East zone.
Rolls
Blade trap - (1d4)
(1) = 1
Stealth - (1d20+15)
(2) + 15 = 17
- AC: 16
- HP: 46/91
- Spell Slots:
1st: 4/4
2nd: 3/3
3rd 2/2
- Pact Slots: 0/2
- Portent Rerolls: 7, 13
- Lucky: 3/3
- Hexblade's Curse: 1/1
Rolls
Blade trap - (1d4)
(3) = 3
Rolls
Blade trap - (1d4)
(1) = 1
@Both of you: I need to know exatly where you are. North, South, East or West.
@Ryestro: It's hard to tell from your posts but it looks like you started in the east and stayed there. Is that correct?
@Tinwe: looks like you're in the east too.
I could play the waiting game for a long time, but it might not be too fun for other people who want to play. I'd be okay with calling a draw though.
I'd also be interested in like a 2v2 match!
As soon as you fail a check, I assume that your opponent has readied an action, so initiative will not come in to play until after your opponent takes a shot at you.
Ryestro: you get hit on a 2.
Tinwe: you get hit on a 3.
Let's go.
Rolls
Traps - (1D4)
(1) = 1
Traps - (1D4)
(1) = 1
Traps - (1D4)
(1) = 1
Traps - (1D4)
(4) = 4
Traps - (1D4)
(4) = 4
Traps - (1D4)
(2) = 2
Just checked and uncanny dodge will not work on the traps but evasion will.
Make a concentration check DC 10 on a failed save.
Rolls
Slashing Damage - (8d4)
(21331333) = 19
Rolls
Dex Save - (1d20+6)
(6) + 6 = 12
You're up again.
Make a DC 10 con check on a failed save.
Rolls
Damage - (8d4)
(14222313) = 18
Very nice work, Araklusta, you locked down that match pretty quick.
Good game, HypCo!
It could have been close.
Anyway next match is between Kuz and Tinwe
Rolls
Initiative advantage - (1d20+7, 1d20+7)
1d20+7 : (4) + 7 = 11
1d20+7 : (14) + 7 = 21
Rolls
Initiative (w/advantage) - (1d20+3, 1d20+3)
1d20+3 : (11) + 3 = 14
1d20+3 : (16) + 3 = 19
Rolling for the arena now.
Rolls
Arena - (1D20)
(15) = 15
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.
I can't help but think ahead in a 2v2, Kuz and Ryestro are a deadly combo.
Rolls
Initiative - (1d20+4)
(10) + 4 = 14
80ft between us.
Rolls
Initiative - (1d20+5)
(20) + 5 = 25
Distance between us - (1d20)
(8) = 8
Rolls
Blessed dart attack - (1d20+9)
(3) + 9 = 12
Damage - (1d4+9)
(3) + 9 = 12
Mantle of inspiration to muah: +5 temp hp.
On mobile so no fancy links and stuff.
Rolls
Guiding bolt - (1d20+5, 4d6)
1d20+5 : (10) + 5 = 15
4d6 : (5453) = 17
Rolls
Guiding bolt 1st lvl - (1d20+5)
(11) + 5 = 16
Damage - (4d6)
(4156) = 16
Edit: Like I said, dice usually hate me.
Bonus Action: Mantle of Inspiration +5 temp hp
Bardic Inspiration: 1/3
HP: 27 (+5 temp)
Rolls
Guiding bolt - (1d20+5, 6d6)
1d20+5 : (4) + 5 = 9
6d6 : (245433) = 21
Araaz moves another 40 ft in Ryki's direction and again raises his hand firing off another missile.
Casting Guiding bolt at 2nd lvl
Spending 1 Ki point to take the dodge action as a bonus action.
We are about 60 ft apart now right? I'm assuming you will just keep moving away from me in the air whenever I approach...
Rolls
Guiding bolt 2nd lvl - (1d20+5)
(7) + 5 = 12
Damage - (5d6)
(61612) = 16
Correct, I want to stay as far away from you as possible.
HP: 27+5temp
BI: 1/3
SS: 3 | 3 | 1
Rolls
Blessed dart attack - (1d20+9)
(11) + 9 = 20
Damage - (1d4+9)
(4) + 9 = 13
Feel good about your character or are there somethings you still want to explore? I believe I have a retired 5th level barbarian in my character chest somewhere. I can dig him up and give you a more difficult challenge, instead of facing off against a solitary support build.