Swigg focuses his discordant song on Koplony's presence.
Koplony loses concentration along with his consciousness and falls from his broom, ending the short drop to the ground with a thump.
Congratulations Swigg and Dorkas, you are victorious!
(Fury of the Small adds extra danage, implying it must be added to a damage roll. Rather than 28 damage, Swigg dealt 35. By succeeding on his save Koplony takes half of the total, 19.)
Koplony and Kulum each gain 5500 experience and 1040 gold, if either advanced to level-8 they will also earn an uncommon prize token.
Swigg and Dorkas each earn 11000 experience, 2600 gold, and a tier-3 prize.
Tier 1:
"Take any one item. We're well equipped." The room contains every item from Chapter 5 of the Player's Handbook weighing 70 pounds or less, armor of varying sizes, instruments, tool kits. There are also spell scrolls, every first level spell is present (as well as spell scrolls of a level for which a magic user of the characters new level would have slots for), and an encyclopedia of knowledge. Reading these books will grant you proficiency with any one tool kit or any one language, depending which book you choose. The books are magically infused to allow easy retention, but the magic is lost once used.
Upper Tier:
The victor may choose instead, an item from a magically infused chest that summons 10 randomly selected magic items to choose from (rarity determined by level). Alternatively they may exchange a magic item they already poses for another item of their choosing of the same rarity or lower, (if the administrator has the requested item in his extensive collection.) "You name it, we've probably got one somewhere."
The next match will feature any interested level-6 competitors. The match will begin in no less than 48 hours.
To win this match... 5, defend your construct.
The lighting is... 3, poor. Dancing Lights and Torches light the area, but darkness looms in every corner. Checks relying on sight will suffer disadvantage even with Darkvision.
The match will take place in... 5, An intricate labyrinth outside the school.
You stand in an impressive hedge maze. The leaves are a vibrant green, and the garden is dotted with tall trees and bright flowers. Some of the walls are constructed of stone bricks, offering more effective cover.
(Passing through the hedges in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the hedges, but this will grant the target a bonus of 2 to AC.)
Arena 5: Labyrinth
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(If you wish to participate, choose a starting position in row 1, roll initiative, and publicly post your character sheet. Each character will begin each match with one Potion of Healing, and will have one round to prepare before the battle begins.)
Still partially covered in vegetation oriented camouflage, Dreadwood marches into the staging grounds for the first time in what seemed like forever. Though he entered without much hope of finding success, as many a match prior taught him otherwise. His faith remain strong enough to take a moment to pray before the battle, bolstering himself alongside any allies that might yet fight alongside him.
Those affected are surrounded by a faintly glowing Red Aura that waves and flickers like embers. Another than goes out to restore his strength.
Initiative:8.
Position: 1L.
Preparation:
Action: Cast (2nd level)Bolster on Self and any allies.
Bonus Action: Use Harness Divine Feature to expend Channel Divinity to regain a 2nd level Spellslot.
(@Zulk: Similar to capture the point or king of the hill, players are given the option of defeating the construct to win the match. Think tower defense if that term makes thing clearer. The construct is virtually immobile, but can defend itself in various ways, as well as assist its team. I don't know if the DM has necessarily made adjustments to the old formula yet, but here's the 1st version as a reference point:
Ancient Construct Large construct, neutral
Armor Class 14 (Natural Armor) Hit Points 40×<party size> Speed 0 ft. Burrow 5 ft.
STR - 16 (+3) DEX - 3 (-4) CON - 18 (+4) INT - 5 (-1) WIS - 14 (+2) CHA - 3 (-4)
Siege Monster. The ancient deals double damage to objects and structures.
Actions Draw Upon the Earth: The earth shakes violently around the ancient. The ancient heals 1d4+3 hit points and all creatures within 10 feet must succeed on a DC 13 dexterity saving throw or take 1d6+2 bludgeoning damage or half on a success. (The ancient will always do this if it has taken damage in the last round and no enemies are within range.)
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 3) bludgeoning damage.
Throw stone. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (1d8+3)
(Any feedback on those stats is appreciated. I imagine we'll get a good sense of its effectiveness as an objective during play.)
(Other than that, players are free to try knock each other out as usual to still win the match.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Bdaddly: Belatedly, as you command oh giant floating head in sky!)
"Let a will of iron shield the soul worthy of his might and glory." Dreadwood intones, and with a raising of the shield, his body starts radiating a dim, grey tinged light. Then as he brings the shield back down he adds, "And may the light of the forge guide me in this darkest hour," summoning the miracle of Light upon his shield. With all that done, he marches forth through the maze, and straight on through the first set of hedges.
Bonus Action: Cast (1st level)Iron Viel on self. Wis Save(DC 14) if targeted by spell or attack.
Siege Monster. The ancient deals double damage to objects and structures.
Actions Draw Upon the Earth: The earth shakes violently around the ancient. The ancient heals 1d4+3 hit points and all creatures within 10 feet must succeed on a DC 13 dexterity saving throw or take 1d6+2 bludgeoning damage or half on a success. (The ancient will always do this if it has taken damage in the last round and no enemies are within range.)
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8+3) bludgeoning damage.
Beam. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (1d8+3)
This post has potentially manipulated dice roll results.
Eldin Dashes (BA) He moves to L14, reaching what was Dreadwood's starting row. With the construct now in his sights he says, "Kong meh!" and pulls out his Wand of Magic Missiles. He aims it at the construct and unleashes a volley of 5 Darts at the construct.
Action: Magic Missile (Level 3): 17 Force
He then smiles and lets a sphere of magical darkness from the coin between his teeth envelop him. (Darkness: ON)
He then retreats back behind cover to M13 using his remaining movement
Upon hearing the destruction done to the construct, Dreadwood "hmms" aloud in thought, before nodding to himself. "To be expected. This operative will not be able to reach that one in time to stop the inevitable destruction... Must proceed with alternative." He then races southward, bursting through at least one section of hedges just get get within relative sight of his target.
From there a conjured hammered falls and divine bells rings to spell the constructs doom.
Movement: To G-5 (cutting through one section of Hedge only)
Bonus Action: Cast (2nd level)Celestial Armament(Hammer) in air at 3H and attack enemy construct. Attack: 22 Damage: 4 Force.
Action: Cast (Cantrip)Divine Bell, inflicting 10(6 if injured) necrotic to construct on failed Wis Save(DC 14).
(S/N: If Dreadwood would need to Dash to say 4i to get within proper visual for either spell, then he'll do that before casting Spiritual weapon.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
This post has potentially manipulated dice roll results.
Round 2:
Eldin and Dreadwood target their objectives. (Toll the Dead will require sight to target the construct)
Both ancients retaliate.
Eldin's fires a terrible beam of energy at Dreadwood, hitting 14 for 6 force.
Dreadwood's fires on Eldin through the hedge (+2 AC), hitting 20 for 9 force.
(Eldin is up)
(Sorry, I'm slacking. Feel free to control your Ancient's actions, [They won't move from their position except under circumstances I've yet to define.])
This post has potentially manipulated dice roll results.
Shield of Faith Concentration check: 16
Losing concentration, Eldin recasts Shield of Faith on himself as a Bonus Action. However, he has yet to be done. He continues his peek-a-boo shooting methods by popping out of cover one more time and throwing a javelin at the Construct. It's not a normal Javelin though. It surges with lightning as it flies through the air at the construct.
Javelin of Lighting: 21 Dmg: 10 + 15 Lightning Damage.
He then closes the distance between him and the construct, getting into melee range of it. (J14)
EDIT: Forgot to add... Once Eldin is hit by the attack, Eldin will point at it and cause flames to erupt all around it.
Reaction: Hellish Rebuke. Construct takes: 18 Fire damage. DEX 10 for half.
Dreadwood keeps up the pressure on Eldin's construct, as it was only a matter of time. So with a resolve only a living construct could muster, spectral hammer gets brought down again and the bells of the beyond rings at last for Eldin's construct doom.
(What are you talking about? I put 7 extra after the save you are down.)
(FFS no you are not...)
I got alot a doods
Swigg will cast Dissonant Whispers 6 (wis save DC 14) targeting Koplony
I got alot a doods
Round 9:
Dorkas sputters out of the smoke.
Swigg focuses his discordant song on Koplony's presence.
Koplony loses concentration along with his consciousness and falls from his broom, ending the short drop to the ground with a thump.
Congratulations Swigg and Dorkas, you are victorious!
(Fury of the Small adds extra danage, implying it must be added to a damage roll. Rather than 28 damage, Swigg dealt 35. By succeeding on his save Koplony takes half of the total, 19.)
Koplony and Kulum each gain 5500 experience and 1040 gold, if either advanced to level-8 they will also earn an uncommon prize token.
Swigg and Dorkas each earn 11000 experience, 2600 gold, and a tier-3 prize.
Tier 1:
"Take any one item. We're well equipped." The room contains every item from Chapter 5 of the Player's Handbook weighing 70 pounds or less, armor of varying sizes, instruments, tool kits. There are also spell scrolls, every first level spell is present (as well as spell scrolls of a level for which a magic user of the characters new level would have slots for), and an encyclopedia of knowledge. Reading these books will grant you proficiency with any one tool kit or any one language, depending which book you choose. The books are magically infused to allow easy retention, but the magic is lost once used.
Upper Tier:
The victor may choose instead, an item from a magically infused chest that summons 10 randomly selected magic items to choose from (rarity determined by level). Alternatively they may exchange a magic item they already poses for another item of their choosing of the same rarity or lower, (if the administrator has the requested item in his extensive collection.) "You name it, we've probably got one somewhere."
Swigg's Chest:
Scroll of Protection (celestials), Wand of Binding, Potion of Heroism, Wand of Binding, Oil of Etherealness, Ammunition +2 (20 sling bullets), Potion of Frost Giant Strength, Armor of Cold Resistance, Half Plate, Potion of Diminution, Ioun Stone of Protection
Dorkas' Chest:
Ring of Spell Storing (contains Mirror Image), [Tooltip Not Found], Spell Scroll (Passwall), Ring Mail +1, Potion of Diminution, Net +2, Necklace of Fireballs, [Tooltip Not Found], Potion of Mind Reading, Tentacle Rod
Extended Signature
Swigg takes the wand of binding.
I got alot a doods
Dorkas will take necklace of fire balls
The next match will feature any interested level-6 competitors. The match will begin in no less than 48 hours.
To win this match... 5, defend your construct.
The lighting is... 3, poor. Dancing Lights and Torches light the area, but darkness looms in every corner. Checks relying on sight will suffer disadvantage even with Darkvision.
The match will take place in... 5, An intricate labyrinth outside the school.
You stand in an impressive hedge maze. The leaves are a vibrant green, and the garden is dotted with tall trees and bright flowers. Some of the walls are constructed of stone bricks, offering more effective cover.
(Passing through the hedges in any direction is difficult terrain costing an extra 5 feet of movement. The hedges heavily obscure anything beyond them. A creature may attack through the hedges, but this will grant the target a bonus of 2 to AC.)
A B C D E F G H I J K L M N O P
14 . . . . . . . . . . . . . . .
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A B C D E F G H I J K L M N O P
Key: '#' Hedges, '=' High wall (8ft.), '€' Tree, '%' Door, '.' Grass, 'A-Z' Contestants
(If you wish to participate, choose a starting position in row 1, roll initiative, and publicly post your character sheet. Each character will begin each match with one Potion of Healing, and will have one round to prepare before the battle begins.)
Extended Signature
"Defend your construct? Haven't done this before." Eldin muses as he takes up position at [REDACTED]
Initiative: 15
Prep: At the end of Prep, stealthing (More Prep will be done after teammates are decided): 13
Starting at...
E1
Still partially covered in vegetation oriented camouflage, Dreadwood marches into the staging grounds for the first time in what seemed like forever. Though he entered without much hope of finding success, as many a match prior taught him otherwise. His faith remain strong enough to take a moment to pray before the battle, bolstering himself alongside any allies that might yet fight alongside him.
Those affected are surrounded by a faintly glowing Red Aura that waves and flickers like embers. Another than goes out to restore his strength.
Initiative: 8.
Position: 1L.
Preparation:
Action: Cast (2nd level)Bolster on Self and any allies.
Bonus Action: Use Harness Divine Feature to expend Channel Divinity to regain a 2nd level Spellslot.
When you realize you're doing too much: Signature.
Round 1:
Looks like it'll be one on one! Demon vs. Robot! Green vs. Brown!
You two probably don't need much direction from me. Go to town. Show us what you've got.
Eldin is up.
A B C D E F G H I J K L M N O P
14 . . . . D. . . B.B . . . . . . .
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A B C D E F G H I J K L M N O P
Key: '#' Hedges, '=' High wall (8ft.), '€' Tree, '%' Door, '.' Grass, 'A-Z' Contestants
( E vs. D )
Update incoming
Extended Signature
(( OOC: Actually, I'm not familiar with the "Protect your Construct game type. Can I get a quick explanation?))
EDIT:( Keep forgetting to post character sheet link. Here it is: ddb.ac/characters/25716964/uMk1Wv)
Also finishing up prep:
Eldin casts Darkness on a coin and pops it in his mouth and holds on to it between his teeth. Darkness: Off
Also forgot to Recharge Wand of Magic Missile: 5
(@Zulk: Similar to capture the point or king of the hill, players are given the option of defeating the construct to win the match. Think tower defense if that term makes thing clearer. The construct is virtually immobile, but can defend itself in various ways, as well as assist its team. I don't know if the DM has necessarily made adjustments to the old formula yet, but here's the 1st version as a reference point:
Ancient Construct
Large construct, neutral
Armor Class 14 (Natural Armor)
Hit Points 40×<party size>
Speed 0 ft. Burrow 5 ft.
STR - 16 (+3)
DEX - 3 (-4)
CON - 18 (+4)
INT - 5 (-1)
WIS - 14 (+2)
CHA - 3 (-4)
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Freightened, Paralyzed, Petrified, Poisoned, Prone, Unconscious, Restrained, Stunned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages primordial
Siege Monster. The ancient deals double damage to objects and structures.
Actions
Draw Upon the Earth: The earth shakes violently around the ancient. The ancient heals 1d4+3 hit points and all creatures within 10 feet must succeed on a DC 13 dexterity saving throw or take 1d6+2 bludgeoning damage or half on a success. (The ancient will always do this if it has taken damage in the last round and no enemies are within range.)
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8 + 3) bludgeoning damage.
Throw stone. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (1d8+3)
(Any feedback on those stats is appreciated. I imagine we'll get a good sense of its effectiveness as an objective during play.)
(Other than that, players are free to try knock each other out as usual to still win the match.)
When you realize you're doing too much: Signature.
((Ah thanks for the explanation. I now have a plan))
Eldin stealths on his turn: 21
He Dashes as an Action and moves to 8J
(@Bdaddly: Belatedly, as you command oh giant floating head in sky!)
"Let a will of iron shield the soul worthy of his might and glory." Dreadwood intones, and with a raising of the shield, his body starts radiating a dim, grey tinged light. Then as he brings the shield back down he adds, "And may the light of the forge guide me in this darkest hour," summoning the miracle of Light upon his shield. With all that done, he marches forth through the maze, and straight on through the first set of hedges.
Bonus Action: Cast (1st level)Iron Viel on self. Wis Save(DC 14) if targeted by spell or attack.
Action: Cast Light on Shield.
Movement: To 9E.
When you realize you're doing too much: Signature.
(Round 2: Eldin is up.)
A B C D E F G H I J K L M N O P
14 . . . . . . . B.B . . . . . . .
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01 . . . . . . . A.A . . . . . . .
A B C D E F G H I J K L M N O P
Key: '#' Hedges, '=' High wall (8ft.), '€' Tree, '%' Door, '.' Grass, 'A-Z' Contestants
( E vs. D )
Eldin: E - 40/40 http://ddb.ac/characters/25716964/uMk1Wv
Dreadwood: D - 58/58 https://ddb.ac/characters/31875291/GnUgdu
A: 56/60
B: 42/60
Ancient Construct
Large construct, neutral
Armor Class 14 (Natural Armor)
Hit Points 60
Speed 15 ft. Burrow 5 ft.
STR - 16 (+3)
DEX - 3 (-4)
CON - 18 (+4)
INT - 5 (-1)
WIS - 14 (+2)
CHA - 3 (-4)
Damage Immunities Poison
Condition Immunities Blinded, Charmed, Deafened, Exhaustion, Freightened, Paralyzed, Petrified, Poisoned, Prone, Unconscious, Restrained, Stunned
Senses Darkvision 60 ft., Tremorsense 60 ft., Passive Perception 10
Languages primordial
Siege Monster. The ancient deals double damage to objects and structures.
Actions
Draw Upon the Earth: The earth shakes violently around the ancient. The ancient heals 1d4+3 hit points and all creatures within 10 feet must succeed on a DC 13 dexterity saving throw or take 1d6+2 bludgeoning damage or half on a success. (The ancient will always do this if it has taken damage in the last round and no enemies are within range.)
Multiattack. The ancient makes two slam attacks.
Slam. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 14 (1d8+3) bludgeoning damage.
Beam. Ranged Weapon Attack: +6 to hit reach 30 ft., one target. Hit 14 (1d8+3)
Extended Signature
Eldin Dashes (BA) He moves to L14, reaching what was Dreadwood's starting row. With the construct now in his sights he says, "Kong meh!" and pulls out his Wand of Magic Missiles. He aims it at the construct and unleashes a volley of 5 Darts at the construct.
Action: Magic Missile (Level 3): 17 Force
He then smiles and lets a sphere of magical darkness from the coin between his teeth envelop him. (Darkness: ON)
He then retreats back behind cover to M13 using his remaining movement
Upon hearing the destruction done to the construct, Dreadwood "hmms" aloud in thought, before nodding to himself. "To be expected. This operative will not be able to reach that one in time to stop the inevitable destruction... Must proceed with alternative." He then races southward, bursting through at least one section of hedges just get get within relative sight of his target.
From there a conjured hammered falls and divine bells rings to spell the constructs doom.
Movement: To G-5 (cutting through one section of Hedge only)
Bonus Action: Cast (2nd level)Celestial Armament(Hammer) in air at 3H and attack enemy construct.
Attack: 22 Damage: 4 Force.
Action: Cast (Cantrip)Divine Bell, inflicting 10(6 if injured) necrotic to construct on failed Wis Save(DC 14).
(S/N: If Dreadwood would need to Dash to say 4i to get within proper visual for either spell, then he'll do that before casting Spiritual weapon.)
When you realize you're doing too much: Signature.
Round 2:
Eldin and Dreadwood target their objectives. (Toll the Dead will require sight to target the construct)
Both ancients retaliate.
Eldin's fires a terrible beam of energy at Dreadwood, hitting 14 for 6 force.
Dreadwood's fires on Eldin through the hedge (+2 AC), hitting 20 for 9 force.
(Eldin is up)
(Sorry, I'm slacking. Feel free to control your Ancient's actions, [They won't move from their position except under circumstances I've yet to define.])
Extended Signature
Shield of Faith Concentration check: 16
Losing concentration, Eldin recasts Shield of Faith on himself as a Bonus Action. However, he has yet to be done. He continues his peek-a-boo shooting methods by popping out of cover one more time and throwing a javelin at the Construct. It's not a normal Javelin though. It surges with lightning as it flies through the air at the construct.
Javelin of Lighting: 21 Dmg: 10 + 15 Lightning Damage.
He then closes the distance between him and the construct, getting into melee range of it. (J14)
EDIT: Forgot to add... Once Eldin is hit by the attack, Eldin will point at it and cause flames to erupt all around it.
Reaction: Hellish Rebuke. Construct takes: 18 Fire damage. DEX 10 for half.
Dreadwood keeps up the pressure on Eldin's construct, as it was only a matter of time. So with a resolve only a living construct could muster, spectral hammer gets brought down again and the bells of the beyond rings at last for Eldin's construct doom.
Bonus Action: Attack with Celestial Armament(Hammer) enemy construct.
Attack: 12 Damage: 7 Force.
Action: Cast (Cantrip)Divine Bell, inflicting 6 necrotic to construct on failed Wis Save(DC 14).
When you realize you're doing too much: Signature.
Forgot the 'Feel Free to bot' note from DM. With that in mind:)
Dreadwood's Construct's Dex Save(DC 10): 1.
Dreadwood's Construct Action: Multiattack Slam on Eldin.
Slam #1 - Attack: 16 Damage: 8 bludgeoning.
Slam #2 - Attack: 17 Damage: 9 bludgeoning.
DW's Construct HP: 2/40
EC's Construct HP: 36(?)/40 - Damage Update pending Wisdom Save.
(Either way, that there is pretty much GG. And so, Dreadwood's losing streak continues~)
When you realize you're doing too much: Signature.