This post has potentially manipulated dice roll results.
At the end of Real's turn the Divine Horror attacks with it's greatsword, at Real... Rolling straight as advantage and disadvantage from being poisoned cancel out...
Greatsword. 18 to hit, reach 10 ft., one target. 23 bludgeoning damage, plus 38 psychic damage.
He will then cast healing word on Iorythas restoring some of his health (+22 hp due to max roll from beacon of hope) and then bow his head and pray for a moment, divine light shining forth from him to surround the area.
Corona of LightPHB, pg. 61
As an action, you can activate an aura for 1 minute (or until you dismiss it as an action). You emit bright light in a 60-ft. radius and dim light for 30 ft. Enemies in the bright light have disadvantage on saving throws against any spell that deals fire or radiant damage.
At the start of your turn... 2
4. The creature is caught in a brief time loop. They must attempt to repeat the actions of their previous turn. this does not consume any extra resources (spell slots, items, etc.).
You replace the above actions with the actions of the previous round, but there is no spells cast or attacks made.
At the end of your turn the Divine horror teleports back to its position from the previous round, which is basicly 30 feet from the group, back by her ritual site.
At the end of Real's turn the Divine Horror attacks with it's greatsword, at Real... Rolling straight as advantage and disadvantage from being poisoned cancel out...
Greatsword. 30 to hit, reach 10 ft., one target. 26 bludgeoning damage, plus 39 psychic damage.
Real will react with a shield bringing his effective AC to 32
This post has potentially manipulated dice roll results.
(Tyr is wearing armor and has a shield strapped to his arm, but he's only holding a staff and a mace strapped to his hip, still need to roll? Just in case, str save: 5)
This post has potentially manipulated dice roll results.
(I don't think Real's staff of power is metal but just in case here is the strength save: 26 Actually I just reread the posts and I don't think this is applying to Real. Let me know if I'm wrong )
Iorythas will continue to fire his longbow at the corrupted celestial.
Attack: 15 Damage: 21
Attack: 19 Damage: 25
Your second strike hits home, the first misses.
At the end of your turn the Divine Horror moves in to attack, using its Writhing Charge. The Divine Horror moves up to its speed and makes a greatsword attack with advantage.
Greatsword. 25/27 to hit, reach 10 ft., one target. 28 bludgeoning damage, plus 28 psychic damage.
(rolled advantage separate in case the divine horror doesn't have advantage against you and the advantage only cancels out disadvantage.)
This post has potentially manipulated dice roll results.
On it's turn...
Mind Rend The Divine Horror tears into the mind of all creatures within 30 ft. The target must make a DC 25 Charisma save or take 32 psychic damage and gain one level of exhaustion.
Everyone needs to roll a D6 prior to their action, due to warping reality.
here are the results for each roll:
Warping Aura. All creatures that come within 20 ft. of the Divine Horror, or who start their turn within 20 ft., must roll on the following chart:
1. The creature becomes highly magnetised. For each non-secured source of metal within 30 ft. (creatures count as single sources, no matter how many items hey are carrying) they are subjected to a ranged attack made with a +10 to hit, causing 6 (1d6 + 3) bludgeoning damage on a hit. Creatures holding metal items may attempt to hold onto them by making a DC 18 Strength saving throw. 2. The ground around the creature momentarily liquefies. If the creature is standing on solid ground they must succeed on a DC 18 Dexterity saving throw or be restrained. As an action, they or another creatures within 5 ft. can attempt to free them, requiring a DC 18 Strength (Athletics) check. 3. Gravity reverses for the creature. They begin to fall upwards at a rate of 60 ft. per turn. This lasts until the beginning of their next turn. 4. The creature is caught in a brief time loop. They must attempt to repeat the actions of their previous turn. this does not consume any extra resources (spell slots, items, etc.). 5. The creature skips forward in time. They disappear from play and reappear at the start of their next turn. 6. An alien presence filters into their mind. They must make a DC18 Charisma saving throw or be dominated by the Divine Horror until the start of their next turn. On as success,however, they gain a portion of it’s intellect, increasing their Intelligence to 30 for one minute.
Iorythas will continue to fire his longbow at the corrupted celestial.
Attack: 15 Damage: 21
Attack: 19 Damage: 25
Your second strike hits home, the first misses.
At the end of your turn the Divine Horror moves in to attack, using its Writhing Charge. The Divine Horror moves up to its speed and makes a greatsword attack with advantage.
Greatsword. 22/29 to hit, reach 10 ft., one target. 25 bludgeoning damage, plus 36 psychic damage.
(rolled advantage separate in case the divine horror doesn't have advantage against you and the advantage only cancels out disadvantage.)
If it can be blinded, Tyrkoris would use his Warding Flare feature as a reaction, if he hasn't already?
This post has potentially manipulated dice roll results.
Tyrkoris will raise his head and allow his inner angel to show through, growing spectral angelic wings before gesturing briefly to summon a glowing circle with razor sharp protusions reminiscent of a suns rays and send it after the thing that used to be an angel.
Action:
Radiant Soul
[3rd] Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 20 in additional radiant damage to one target.
Iorythas will continue to fire his longbow at the corrupted celestial.
Attack: 15 Damage: 21
Attack: 19 Damage: 25
Your second strike hits home, the first misses.
At the end of your turn the Divine Horror moves in to attack, using its Writhing Charge. The Divine Horror moves up to its speed and makes a greatsword attack with advantage.
Greatsword. 22/29 to hit, reach 10 ft., one target. 25 bludgeoning damage, plus 36 psychic damage.
(rolled advantage separate in case the divine horror doesn't have advantage against you and the advantage only cancels out disadvantage.)
If it can be blinded, Tyrkoris would use his Warding Flare feature as a reaction, if he hasn't already?
sounds good, just cancels advantage and the first roll should be used. So 22 to hit.
Tyrkoris will raise his head and allow his inner angel to show through, growing spectral angelic wings before gesturing briefly to summon a glowing circle with razor sharp protusions reminiscent of a suns rays and send it after the thing that used to be an angel.
Action:
Radiant Soul
[3rd] Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 20 in additional radiant damage to one target.
Real...
5 metal items slam into you...
1... Attack: 27 Damage: 8
2... Attack: 13 Damage: 4
3... Attack: 27 Damage: 5
4... Attack: 26 Damage: 5
5... Attack: 25 Damage: 4
Everyone holding a metal weapon, please give me a DC 18 Str save, or your weapon will also fly towards Real.
Real, your two strikes hit the Divine Horror, and your touch attack also hits it with your spell.
Divine Horror Con save: 32
At the end of Real's turn the Divine Horror attacks with it's greatsword, at Real... Rolling straight as advantage and disadvantage from being poisoned cancel out...
Greatsword. 18 to hit, reach 10 ft., one target. 23 bludgeoning damage, plus 38 psychic damage.
At the start of your turn... 2
4. The creature is caught in a brief time loop. They must attempt to repeat the actions of their previous turn. this does not consume any extra resources (spell slots, items, etc.).
You replace the above actions with the actions of the previous round, but there is no spells cast or attacks made.
At the end of your turn the Divine horror teleports back to its position from the previous round, which is basicly 30 feet from the group, back by her ritual site.
Iorythas, you are up. You are not close enough for the warping influence, so do not have anything at the start of your turn.
Real will react with a shield bringing his effective AC to 32
Lot's of stuff ...
Iorythas will continue to fire his longbow at the corrupted celestial.
Attack: 30 Damage: 21
Attack: 25 Damage: 27
(Tyr is wearing armor and has a shield strapped to his arm, but he's only holding a staff and a mace strapped to his hip, still need to roll? Just in case, str save: 5)
(I don't think Real's staff of power is metal but just in case here is the strength save: 26 Actually I just reread the posts and I don't think this is applying to Real. Let me know if I'm wrong )
Lot's of stuff ...
Your second strike hits home, the first misses.
At the end of your turn the Divine Horror moves in to attack, using its Writhing Charge. The Divine Horror moves up to its speed and makes a greatsword attack with advantage.
Greatsword. 25/27 to hit, reach 10 ft., one target. 28 bludgeoning damage, plus 28 psychic damage.
(rolled advantage separate in case the divine horror doesn't have advantage against you and the advantage only cancels out disadvantage.)
On it's turn...
Mind Rend The Divine Horror tears into the mind of all creatures within 30 ft. The target must make a DC 25 Charisma save or take 32 psychic damage and gain one level of exhaustion.
Everyone needs to roll a D6 prior to their action, due to warping reality.
here are the results for each roll:
Warping Aura. All creatures that come within 20 ft. of the Divine Horror, or who start their turn within 20 ft., must roll on the following chart:
1. The creature becomes highly magnetised. For each non-secured source of metal within 30 ft. (creatures count as single sources, no matter how many items hey are carrying) they are subjected to a ranged attack made with a +10 to hit, causing 6 (1d6 + 3) bludgeoning damage on a hit. Creatures holding metal items may attempt to hold onto them by making a DC 18 Strength saving throw.
2. The ground around the creature momentarily liquefies. If the creature is standing on solid ground they must succeed on a DC 18 Dexterity saving throw or be restrained. As an action, they or another creatures within 5 ft. can attempt to free them, requiring a DC 18 Strength (Athletics) check.
3. Gravity reverses for the creature. They begin to fall upwards at a rate of 60 ft. per turn. This lasts until the beginning of their next turn.
4. The creature is caught in a brief time loop. They must attempt to repeat the actions of their previous turn. this does not consume any extra resources (spell slots, items, etc.).
5. The creature skips forward in time. They disappear from play and reappear at the start of their next turn.
6. An alien presence filters into their mind. They must make a DC18 Charisma saving throw or be dominated by the Divine Horror until the start of their next turn. On as success,however, they gain a portion of it’s intellect, increasing their Intelligence to 30 for one minute.
If it can be blinded, Tyrkoris would use his Warding Flare feature as a reaction, if he hasn't already?
Saralyssa 3
As Saralyssa starts to fall upwards she growls and casts.
Vitriolic Sphere at 7th level.
DC 20 Con save or take 42 acid, half on success. if it hits the target takes 14 more on its next turn.
All friendlies are exempt from the damage.
Tyrkoris charisma save if needed, he might be far enough away not to: 24
D6 roll: 1
Dex saving throw: 8
(Need to add 5 to each of those if I'm within 30 feet of Real.)
Tyrkoris will raise his head and allow his inner angel to show through, growing spectral angelic wings before gesturing briefly to summon a glowing circle with razor sharp protusions reminiscent of a suns rays and send it after the thing that used to be an angel.
Action:
[3rd] Once per long rest as an action, you can transform, gaining glimmering eyes and two incorporeal wings. For 1 minute or until you end it as a bonus action, you have a flying speed (30 ft.) and once per turn you can have one attack or spell deal 20 in additional radiant damage to one target.
BA: Spiritual Weapon at 4th level: Attack: 31 Damage: 40
sounds good, just cancels advantage and the first roll should be used. So 22 to hit.
you are close enough for both the charisma save being needed and the bonus to saves, so can add 5 since you are close to Real.
your attack hits home, dealing damage to the divine horror.
Iorythas and real can post actions.
I will do the legendary actions once everyone has posted.
Real keeps forcing his advantage with more blows from his staff of power:
ACTION: attack action for two attacks with the staff of power and with advantage and elven accuracy. Damage resolution in next post.
#1 attack: 33, 27, 14
#2 attack: 33, 32, 20
BONUS ACTION: use 2 sorcery points to quicken a booming blade attack: 28, 30, 23
Lot's of stuff ...