BTW, you can take other actions besides attack, you can "disengage" to move without provoking. You can Dodge, all attacks have disadvantage against you. You can do one of these non-attack actions and still use your bonus action to attack with your drank (once you re-summon him)
Thalion, 28/28 Move: move to maintain 25 fee from Hook Horror Action: Summon the drake: Emberclaw next to Hook Horror Bonus Action: Command Emberclaw to Attack Hook Horror
Emberclaw, 20/20 Move: no move Action: Attack: Bite To-Hit 18+3+2, Damage: 2+2 (on Crit add: 3) Reaction: Infused Strikes 2 Fire Damage, occurs when another creature within 30 feet of the drake that it can see hits a target with a weapon attack
Pippin, 21/37 Move: maintains melee with Hook Horror Action: Attackadv (Pack Tactics) Bite To-Hit: 18+5, Damage: 5+3 (crit 8) On hit, DC 13 Strength saving throw or be knocked prone Bonus Action: Combat Wild Shape Heal: Expend one 1st level spell slot to heal: 3
I'm still learning Drake Warden. Looks like you can summon the drake on day 1, then take a long rest, and the drake will stick around, and you will have refreshed the power to re-summon. As an added feature, you can also re-summon as an action, even without having refreshed the power, by spending a 1st level spell slot or higher. This makes the drake one of the most powerful features that I know of.
"Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it."
yep, this was my logic, figuring the drake stays with me for days, he does not go away unless I dispell, or he is killed.... <-- this assumption is key.
So, I summoned him back at town, we got the armor on him and he has been with us since. A couple days later, we made it to the cave and entered combat.
this day, I've got one summon, just used it in this round. ;-)
Action: Attack: Bite To-Hit 18+3+2, Damage: 2+2 (on Crit add: 3) Reaction: Infused Strikes 2 Fire Damage, occurs when another creature within 30 feet of the drake that it can see hits a target with a weapon attack
Hook Horror (bloodied, -56, -4)
Action: Attackadv (Pack Tactics) Bite To-Hit: 18+5, Damage: 5+3 (crit 8) On hit, DC 13 Strength saving throw or be knocked prone Bonus Action: Combat Wild Shape Heal: Expend one 1st level spell slot to heal: 3
Hook Horror (bloodied, -56, -4, -8, -2), Strength Save DC 13 vs 11+4
The Hook Horror, is barely holding on. His beak is cracked and his hooks are cracked and bloodied. He makes one final attempt to take out the Dire Wolf.
Hook 1, against the Pippin, Attack: 10 Damage: 14 Hook 2, against the Pippin, Attack: 13 Damage: 14
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Thalion, Move: no move Bonus Action: Cast Hunter's Mark on Hook Horror Action: Longbow Attack with Hunter’s Mark: 23 Damage: 8
Emberclaw, Move: no move Reaction: Infused Strikes 1 Fire Damage, occurs when another creature within 30 feet of the drake that it can see hits a target with a weapon attack
Pippin, 24/37 Dire Wolf Move: no move, tries to hold agro Action: Attackadv (Pack Tactics) Bite To-Hit: 16+5, Damage: 7+3 (crit 6) On hit, DC 13 Strength saving throw or be knocked prone Action: Attack Bite To-Hit: 8+5, Damage: 4+3 (crit 6) On hit, DC 13 Strength saving throw or be knocked prone
Hunter's Mark doesn't go away unless you drop concentration. So you won't need to spend the spell slot to re-cast this, it's still maintained from before. It lasts 1 hour, so a short rest will use it up.
LOL. "raise the bar?" I'm game, for sure. I want to LONG REST outside the cave before we proceed. We will certainly come back in the morning and meet our friend the giant gorilla, but we are NOT going to do that at present. Let's call it a night, shall we? and resume after the weekend.
We do search for loot that might be nearby, quietly, yet we would rather pick up loot on that way back through here on the way to the gorilla tomorrow, than wrestle him now on Pippin's depleted spells. We are in remarkable good condition, I think I'm getting the hang of it, and appreciate the help, I've come a long way quickly.
LOL. "raise the bar?" I'm game, for sure. I want to LONG REST outside the cave before we proceed. We will certainly come back in the morning and meet our friend the giant gorilla, but we are NOT going to do that at present. Let's call it a night, shall we? and resume after the weekend.
We do search for loot that might be nearby, quietly, yet we would rather pick up loot on that way back through here on the way to the gorilla tomorrow, than wrestle him now on Pippin's depleted spells. We are in remarkable good condition, I think I'm getting the hang of it, and appreciate the help, I've come a long way quickly.
Sounds good. You can find a campsite, far enough away from the cave, not to disturb the inhabitants.
I will roll on a wandering monster chart. RNG
Hour 22, DC 100 vs 22 Hour 23, DC 99 vs 51 Hour 24, DC 98 vs 82 Hour 1, DC 97 vs 41 Hour 2, DC 96 vs 96 Hour 3, DC 95 vs 67 Hour 4, DC 94 vs 78 Hour 5, DC 93 vs 76 Hour 6, DC 92 vs 55
We will pick this back up on Sunday night or Monday. Looks like you got woken up, in the middle of the night by a roaming Ettercap. Roll Initiative (next time)
VERY good to know about dodge
Dire Wolf (injured -12, 25/37)
Dire Wolf (injured +3, 28/37)
Dire Wolf (injured ±0, 28/37)
Dire Wolf (injured +9, 37/37)
Emberclaw (dead -13, -9, -22/20)
Dire Wolf (uninjured, over-heal +9, 37/37)
Hits Dire Wolf (injured -16, 21/37)
Go it thx, actions coming up.
Hook Horror
Thalion, 28/28
Move: move to maintain 25 fee from Hook Horror
Action: Summon the drake: Emberclaw next to Hook Horror
Bonus Action: Command Emberclaw to Attack Hook Horror
Emberclaw, 20/20
Move: no move
Action: Attack: Bite To-Hit 18+3+2, Damage: 2+2 (on Crit add: 3)
Reaction: Infused Strikes 2 Fire Damage, occurs when another creature within 30 feet of the drake that it can see hits a target with a weapon attack
Pippin, 21/37
Move: maintains melee with Hook Horror
Action: Attack adv (Pack Tactics) Bite To-Hit: 18+5, Damage: 5+3 (crit 8) On hit, DC 13 Strength saving throw or be knocked prone
Bonus Action: Combat Wild Shape Heal: Expend one 1st level spell slot to heal: 3
I'm still learning Drake Warden. Looks like you can summon the drake on day 1, then take a long rest, and the drake will stick around, and you will have refreshed the power to re-summon. As an added feature, you can also re-summon as an action, even without having refreshed the power, by spending a 1st level spell slot or higher. This makes the drake one of the most powerful features that I know of.
"Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it."
yep, this was my logic, figuring the drake stays with me for days, he does not go away unless I dispell, or he is killed.... <-- this assumption is key.
So, I summoned him back at town, we got the armor on him and he has been with us since. A couple days later, we made it to the cave and entered combat.
this day, I've got one summon, just used it in this round. ;-)
Hook Horror (bloodied, -56, -4)
Hook Horror (bloodied, -56, -4, -8, -2), Strength Save DC 13 vs 11+4
The Hook Horror, is barely holding on. His beak is cracked and his hooks are cracked and bloodied. He makes one final attempt to take out the Dire Wolf.
Hook 1, against the Pippin, Attack: 10 Damage: 14
Hook 2, against the Pippin, Attack: 13 Damage: 14
The drake remains until it is reduced to 0 hit points, until you use this feature to summon the drake again, or until you die. Anything the drake was wearing or carrying is left behind when the drake vanishes.
Once you summon the drake, you can’t do so again until you finish a long rest, unless you expend a spell slot of 1st level or higher to summon it.
Top of Round 6
Thalion, Pippin << Your turn
Hook Horror
Thalion,
Move: no move
Bonus Action: Cast Hunter's Mark on Hook Horror
Action: Longbow Attack with Hunter’s Mark: 23 Damage: 8
Emberclaw,
Move: no move
Reaction: Infused Strikes 1 Fire Damage, occurs when another creature within 30 feet of the drake that it can see hits a target with a weapon attack
Pippin, 24/37 Dire Wolf
Move: no move, tries to hold agro
Action: Attack adv (Pack Tactics) Bite To-Hit: 16+5, Damage: 7+3 (crit 6) On hit, DC 13 Strength saving throw or be knocked prone
Action: Attack Bite To-Hit: 8+5, Damage: 4+3 (crit 6) On hit, DC 13 Strength saving throw or be knocked prone
FTW!
forget the very last line (Pippin) that does not relate. And the Party celebrates a VERY good battle!
Hunter's Mark doesn't go away unless you drop concentration. So you won't need to spend the spell slot to re-cast this, it's still maintained from before. It lasts 1 hour, so a short rest will use it up.
No meta gaming (jk) It had 5 hp reamaining.
Oh, no, so it's still alive? Rally on boys!
A short celebration because you still hear monstrous sounds, what could be describes as a giant gorilla, coming from deeper within the cave.
Each character gets 350 XP
Great job. It seems you are getting the hang of it and exploiting some really nice powers, at this point.
Let's ramp up the challenges.
LOL. "raise the bar?" I'm game, for sure. I want to LONG REST outside the cave before we proceed. We will certainly come back in the morning and meet our friend the giant gorilla, but we are NOT going to do that at present. Let's call it a night, shall we? and resume after the weekend.
We do search for loot that might be nearby, quietly, yet we would rather pick up loot on that way back through here on the way to the gorilla tomorrow, than wrestle him now on Pippin's depleted spells. We are in remarkable good condition, I think I'm getting the hang of it, and appreciate the help, I've come a long way quickly.
Sounds good. You can find a campsite, far enough away from the cave, not to disturb the inhabitants.
I will roll on a wandering monster chart. RNG
Hour 22, DC 100 vs 22
Hour 23, DC 99 vs 51
Hour 24, DC 98 vs 82
Hour 1, DC 97 vs 41
Hour 2, DC 96 vs 96
Hour 3, DC 95 vs 67
Hour 4, DC 94 vs 78
Hour 5, DC 93 vs 76
Hour 6, DC 92 vs 55
The first time a wandering monster enters camp it will be 3
1, Allosaurus
2, Ankheg
3, Ettercap
4, Giant Boar
5, Purple Wormling
6, Rhinoceros
We will pick this back up on Sunday night or Monday. Looks like you got woken up, in the middle of the night by a roaming Ettercap. Roll Initiative (next time)
Sounds Great, safe travels
Ettercap init 5+2