Crunchface raises his staff the the ground erupts underneath the female bandit, morphing into a giant hand and trying to grab her. ( [Tooltip Not Found] )
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
.
Then, lunar energy seems to almost burst from his eyes and (spending 2 sorcery points to quicken) he calls down Sacred Flame upon the other two bandits on the left.
So for Earthen Grasp I need a DC12 Str save, and the damage is 5 bludgeoning
And for sacred flame I need a DC12 Dex save or 2 radiant for the two bandits.
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Crunchface raises his staff the the ground erupts underneath the female bandit, morphing into a giant hand and trying to grab her. ( [Tooltip Not Found] )
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
.
Then, lunar energy seems to almost burst from his eyes and (spending 2 sorcery points to quicken) he calls down Sacred Flame upon the other two bandits on the left.
So for Earthen Grasp I need a DC12 Str save, and the damage is 6 bludgeoning
And for sacred flame I need a DC12 Dex save or 3 radiant for the two bandits.
Can't cast 2 spells in 1 turn which do you want to do?
Even when using the sorcerer points to gain an extra spell slot it does not let you grant 2 spells on a turn. There is one loop hole which you can cast a BA spell then a cantrip as an action. But does not apply in this case
Crunchface raises his staff the the ground erupts underneath the female bandit, morphing into a giant hand and trying to grab her. ( [Tooltip Not Found] )
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
.
Then, lunar energy seems to almost burst from his eyes and (spending 2 sorcery points to quicken) he calls down Sacred Flame upon the other two bandits on the left.
So for Earthen Grasp I need a DC12 Str save, and the damage is 6 bludgeoning
And for sacred flame I need a DC12 Dex save or 3 radiant for the two bandits.
Can't cast 2 spells in 1 turn which do you want to do?
Even when using the sorcerer points to gain an extra spell slot it does not let you grant 2 spells on a turn. There is one loop hole which you can cast a BA spell then a cantrip as an action. But does not apply in this case
I’m not creating an extra spell slot-I took the Quickened Spell metamagic option, which lets you change the casting time of a spell from an action to a bonus action. So I’m casting Maximilian’s Earthen Grasp (2nd lvl spell) as an action and Sacred Flame (cantrip) as a bonus action.
Quickened Spell
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
Metamagic - Quickened Spell: (No Action)
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
The bandit leader will charge Sam. And attack twice with its scimitar and once with its dagger.
Attack 1: Nat 20 for 18 damage
Attack 2: Nat 1 ends his turn
BL2 sees Marley kill one of its members and attacks with its cross bow.
Attack: 12 to hit miss
B3 will shoot at Crunchface
Attack 19 to hit 3 damage
B4 will also charge Sam and attack with its sword.
Attack 10 to hit miss.
Marley, Maziara and Sam are up
Crunchface Bloodspur senses the devastating incoming hit at Sam and attempt to twist fate and keep him from being murdered by casting Silvery Barbs targeting the crit. He’ll give the advantage to Sam as well.
Casting Time:
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range/Area:
60ft.
Components:
V
Duration:
Instantaneous
Source:
SACoC, pg. 38
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
(sorry, dm, I know how hard this spell is on dms. But we need Sam to live cause he’s our only tank)
Rollback Post to RevisionRollBack
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
This post has potentially manipulated dice roll results.
Marley drops his bow and moves up next to Sam, attacking the bandit leader.
Rapier: Attack: 23 Damage: 4
Sneak: 4
Claws: Attack: 14 Damage: 1
If he's in a position where B4 can't take an Attack of Opportunity on him, and has any movement left, he steps back 5 feet (using Fancy Footwork) as he taunts the bandits in a mocking tone, "Can't trick a trickster!" (Hoping to give Sam an Attack of Opportunity if either of them move to attack him)
The bandit leader will charge Sam. And attack twice with its scimitar and once with its dagger.
Attack 1: Nat 20 for 18 damage
Attack 2: Nat 1 ends his turn
BL2 sees Marley kill one of its members and attacks with its cross bow.
Attack: 12 to hit miss
B3 will shoot at Crunchface
Attack 19 to hit 3 damage
B4 will also charge Sam and attack with its sword.
Attack 10 to hit miss.
Marley, Maziara and Sam are up
Crunchface Bloodspur senses the devastating incoming hit at Sam and attempt to twist fate and keep him from being murdered by casting Silvery Barbs targeting the crit. He’ll give the advantage to Sam as well.
Casting Time:
1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range/Area:
60ft.
Components:
V
Duration:
Instantaneous
Source:
SACoC, pg. 38
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
(sorry, dm, I know how hard this spell is on dms. But we need Sam to live cause he’s our only tank)
Lol um all for slivery batbs. Especially since I do double max for critical at my table.
Marley drops his bow and moves up next to Sam, attacking the bandit leader.
Rapier: Attack: 18 Damage: 7
Sneak: 10
Claws: Attack: 8 Damage: 4
If he's in a position where B4 can't take an Attack of Opportunity on him, and has any movement left, he steps back 5 feet (using Fancy Footwork) as he taunts the bandits in a mocking tone, "Can't trick a trickster!" (Hoping to give Sam an Attack of Opportunity if either of them move to attack him)
The Bandit leader dis not know what hit him as you do max sneak attack damage. He is hurt not bloodied.
The two bandits grunt at you but are focused on taking down the giant.
Sam will use his Polearm Master reaction to take an Opportunity attack on the bandit leader
Op Atk: 10 to hit
Action: 18 to hit and 18 Damage
BA: 16 to hit and 5 Damage
Remember that you get advantage on one attack from Silvery Barbs!)
It won't matter you do a quick 3 git combo missing on the first swing. Chopping the legs put from under the man then finishing off the leader by stabbing down the butt of your poll.
Bandit 5 seeing its leader get destroyed disengages and flees.
This post has potentially manipulated dice roll results.
Crunchface commands the hand to try to grab the closest bandit to it. The bandit must make a dc12 STR save or take 6 bludgeoning damage and be restrained.
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If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
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Sam Init 8
D&D since 1984
(We kinda suck huh?)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
ORDER: Bandit 1 (B1) Crunchface, Bandit Leader (BL), B2, B3, B4, Marley, Maziara, Sam B5
Marley you release your arrowvas soon as you see the two bandits fire their bolts killing the male Bandit
The female Bandit (B1) will retreat to the woods. She will then losd and fire her hand cross bow at Maz again.
Attack: 9 to hit miss. Her voice a bit shaking crys out.That was your last warning. Drop the gold and beyond your way.
A new voice on the other side of the road responds. No deal they look rich we kill em and eat like royals tonight
Sam, Maz and Crunchface your in the middle of the road still. Marley your off to 1 side in the trees choice is your which side.
The female Bandit and 2 others are on the left, The new voice ans 2 others are on the right.
Sam and Maz yall are 10 feet in front of crunch and 20 feet from the nearest Bandit.
Crunchface is up
Crunchface raises his staff the the ground erupts underneath the female bandit, morphing into a giant hand and trying to grab her. ( [Tooltip Not Found] )
You choose a 5-foot-square unoccupied space on the ground that you can see within range. A Medium hand made from compacted soil rises there and reaches for one creature you can see within 5 feet of it. The target must make a Strength saving throw. On a failed save, the target takes 2d6 bludgeoning damage and is restrained for the spell’s duration.
As an action, you can cause the hand to crush the restrained target, who must make a Strength saving throw. It takes 2d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and is no longer restrained by the hand.
As an action, you can cause the hand to reach for a different creature or to move to a different unoccupied space within range. The hand releases a restrained target if you do either.
.
Then, lunar energy seems to almost burst from his eyes and (spending 2 sorcery points to quicken) he calls down Sacred Flame upon the other two bandits on the left.
So for Earthen Grasp I need a DC12 Str save, and the damage is 5 bludgeoning
And for sacred flame I need a DC12 Dex save or 2 radiant for the two bandits.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Can't cast 2 spells in 1 turn which do you want to do?
Even when using the sorcerer points to gain an extra spell slot it does not let you grant 2 spells on a turn. There is one loop hole which you can cast a BA spell then a cantrip as an action. But does not apply in this case
I’m not creating an extra spell slot-I took the Quickened Spell metamagic option, which lets you change the casting time of a spell from an action to a bonus action. So I’m casting Maximilian’s Earthen Grasp (2nd lvl spell) as an action and Sacred Flame (cantrip) as a bonus action.
When you cast a spell that has a casting time of 1 action, you can spend 2 sorcery points to change the casting time to 1 bonus action for this casting.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Ok cool.
Thevstr save is a 17 pass
The dex save is 11 fail.
The female bandit was by herself.
I'll post the bad guys turns later
The bandit leader will charge Sam. And attack twice with its scimitar and once with its dagger.
Attack 1: Nat 20 for 18 damage
Attack 2: Nat 1 ends his turn
BL2 sees Marley kill one of its members and attacks with its cross bow.
Attack: 12 to hit miss
B3 will shoot at Crunchface
Attack 19 to hit 3 damage
B4 will also charge Sam and attack with its sword.
Attack 10 to hit miss.
Marley, Maziara and Sam are up
Crunchface Bloodspur senses the devastating incoming hit at Sam and attempt to twist fate and keep him from being murdered by casting Silvery Barbs targeting the crit. He’ll give the advantage to Sam as well.
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.
You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
(sorry, dm, I know how hard this spell is on dms. But we need Sam to live cause he’s our only tank)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
Marley drops his bow and moves up next to Sam, attacking the bandit leader.
Rapier: Attack: 23 Damage: 4
Sneak: 4
Claws: Attack: 14 Damage: 1
If he's in a position where B4 can't take an Attack of Opportunity on him, and has any movement left, he steps back 5 feet (using Fancy Footwork) as he taunts the bandits in a mocking tone, "Can't trick a trickster!" (Hoping to give Sam an Attack of Opportunity if either of them move to attack him)
(Should have included this)
Fancy Footwork:
During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
Lol um all for slivery batbs. Especially since I do double max for critical at my table.
Attack: 18 Damage 5 or 18 on a crit.
The Bandit leader dis not know what hit him as you do max sneak attack damage. He is hurt not bloodied.
The two bandits grunt at you but are focused on taking down the giant.
Maziara will focus on the bandits with the cross bows. (I’m assuming they’re near eachother.)
Maz moves to line up his targets. He begins to quietly chant and suddenly thunder booms out toward the crossbow shooting bandits.
Con save: 14 or 10 thunder damage from thunder wave.
“you should’ve just taken the rocks!” He yells as he finishes his spell.
They are not next to each other but you can get 2.
Maz you move into toward the trees where you saw the bols cone from and spot 2 bandits 10 feet apart.
Casting your spell you shout your insult and they throw a rock at you hitting you for 0 damage.
Keep your stupid rocks.
DM: Both rolled a 16 on their consave. The dice roller is on fire this fight
Sam will use his Polearm Master reaction to take an Opportunity attack on the bandit leader
Op Atk: 10 to hit
Action: 18 to hit and 18 Damage
BA: 16 to hit and 5 Damage
D&D since 1984
Remember that you get advantage on one attack from Silvery Barbs!)
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.
It won't matter you do a quick 3 git combo missing on the first swing. Chopping the legs put from under the man then finishing off the leader by stabbing down the butt of your poll.
Bandit 5 seeing its leader get destroyed disengages and flees.
ORDER:Crunchface, B2, B3, B4, Marley, Maziara, Sam
Crunchface is up
B2 and B3 a(10 ft spaceing) re on the same side as Maz B4 is on the other side.
Crunchface commands the hand to try to grab the closest bandit to it. The bandit must make a dc12 STR save or take 6 bludgeoning damage and be restrained.
If I haven’t offended you, don’t worry. I’m sure I’ll get to you eventually.