As the Coliseum grows, the competitors' bloodlust grows with it. It is only natural that some would try to take advantage.
Come, to the Underground Coliseum. Forge a name for yourself with blood and steel, a name that will be whispered in the nightmares of your victims for years to come.
Notes on Rulings:
All rulings, unless otherwise specified, are made RAW to the strictest extent, even to the point of stupidity. Rules that are stupid when interpreted RAW will be houseruled differently after the current match. This is a list of all rules that have been houseruled.
Bonus Action Spells: If you cast a non-cantrip spell using your bonus action, you cannot use your action to cast a spell that is not a cantrip.
To Win... 3... Aggressive opponent. Every three rounds an aggressive enemy will enter the battlefield. Defeat your enemies quickly or die trying.
The time: 2, Dusk. The stones of the arena glow faintly, providing dim light in the entire area.
From the arena, competitors hear the sounds of huge explosions, as though there was a war going on. The arena's dirt floor has been scarred in some places, with a smoking crater in the southwest, a forest of bones in the northeast, and raised dirt mounts that serve as a pitiful sort of protection. A rushing river cuts through the center of the arena, flowing from both ends towards jagged rocks in the center. There is no lifeguard on duty, swim at your own peril.
(Dirt walls provide half-cover to standing creatures and full cover to prone creatures. Creatures that end their turn in the river will automatically be moved 20 ft towards the center. A creature that is pushed into the rocks by the waters must succeed on a DC 15 Strength or Dex save or take 2d10 bludgeoning damage and exit the river prone. Success results in no damage taken and exiting standing, either way you will be deposited on the rocks, which are difficult terrain)
(To join, pick a position in row 1, make any final preparations, and roll initiative)
(@DarkBlood87, ReptileBounty, and Old_Man: Make note that Runthiel and Cultic Chanting have the benefits of both Bless and a Bardic Inspiration Die(d6). Bill only receives the benefit of his third/last Bardic Inspiration. Make note of it somewhere.)
Bardic Inspiration/Bless Info for the uninitiated:
Once within the next 10 minutes, the creature can roll the die(D6) and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
(@Persuasion Adjusted my position in the previous post. Hadn't realized someone else had posted ahead of me. X) )
(Theoretically, according to math [aka me just kinda eyeballing xp values], this should be a fair fight. Additional contestants will have until approximately 2 pm EST to join, and I'll try to determine if Og needs reinforcements to take on the anthill)