At the mouth of the tunnel, Hunter thinks to suppress a gasp, but quickly forgoes that in favor of weaving the incantation of her spell. Recalling the tumultuous chaos of having two people in her head, she levels her staff and sends an explosion of psychic energy upon the troglodytes.
OOC:
Spending 1 sorcery point for Empowered spell...
EDIT: Makes it 34 points of psychic damage.
[ +- ] [url=https://gamersplane.com/characters/dnd5/1194/
Hunter's Stats[/url]"]Armor Class 12 (Bracers of Defense)
Hit Points 62/62 (10d6+20)
Speed 30 ft.
STR 10 (+0); DEX 10 (+0); CON 14 (+2); INT 12 (+1); WIS 12 (+1); CHA 20 (+5)
Saving Throws Con +6, Cha +9
Skills Arcana +5, Deception +9, History +5, Intimidation +9, Perception +5, Persuasion +9
Senses Darkvision 60 ft., Passive Perception 15
Languages Common, Dwarvish, Elvish, Goblin, Orc
Fey Ancestry Advantage on saving throws against being charmed, and magic cannot put Hunter to sleep.
Elayna's Sorrow Advantage on saving throws against mind-affecting magic.
Daemonic Research Advantage on Intelligence (Arcana) checks regarding demons.
Tides of Chaos 1/1
Sorcery Points 9/10
Distant Spell 1 sorcery point to double range of spells, or extend touch spells to 30 ft.
Empowered Spell 1 sorcery point to reroll up to 5 damage dice for spells; can combine with other Metamagic.
Extended Spell 1 sorcery point to double duration of spells that are 1 minute or longer, up to 24 hours.
Spellcasting. Hunter is a 10th-level spellcaster. Her spellcasting ability is Charisma (save DC 17, +9 to hit with spell attacks). She knows the following sorcerer spells:
Cantrips (at will): Chill Touch, Mage Hand, Message, Mold Earth, Prestidigitation, Shocking Grasp
1st level (4/4 slots): Catapult, Magic Missile, Shield
2nd level (3/3 slots): Alter Self, Maximilian's Earthen Grasp
3rd level (3/3 slots): Counterspell, Dispel Magic, Erupting Earth
4th level (3/3 slots): Banishment
5th level (1/2 slots): Synaptic Static, Wall of Stone
Conditions None
[ +- ] Synaptic Static
5th-level enchantment
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous
You choose a point within range and cause psychic energy to explode there. Each creature in a 20-foot-radius sphere centered on that point must make an Intelligence saving throw. A creature with an Intelligence score of 2 or lower can't be affected by this spell. A target takes 8d6 psychic damage on a failed save, or half as much damage on a successful one.
After a failed save, a target has muddled thoughts for 1 minute. During that time, it rolls a d6 and subtracts the number rolled from all its attack rolls and ability checks, as well as its Constitution saving throws to maintain concentration. The target can make an Intelligence saving throw at the end of each of its turns, ending the effect on itself on a success.
Last edited Oct 11, 2018 6:30 pm