If you want to use the "crit" shortcut (I use this for transparency on my cell phone), you should put it in parenthesis, because it's not applicable unless there is a crit, it shoudl be on another line or at the very end of the attack line, and it includes all damage dice. Most people use the dice button Attack: [roll.]1d20+7[/roll.] Damage: [roll.](if([.roll:-1:critical], =0, 1d8+1d6+1d6, 2{1d8+1d6+1d6}.expand()))+5[/roll.]
So damage dice need to be grouped all together on the same line that are part of the same attack. The way you are splitting it, reads like they are three sources. There is one source of the damage, that's the arrow. Hunter's mark imbues the arrow with magic and so does Infused Strike. It's all one source of damage, even if the timing or conditions are staggered.
So try this
Thalion, Move: no move, Bonus Action: Command Emberclaw to Attack, Emberclaw Reaction: Infused Strike, Concentration: Hunter's Mark Action: Attack Longbow To-Hit [.roll]1d20[/roll.]+7, Damage: [.roll]1d8+1d6+1d6[/roll.] (On Crit add: [.roll]1d8+1d6+1d6[/roll.])
Pippin, Move: no move, tries to hold agro as much as possible Action: Attack adv (pack tactics) Bite To-Hit: [.roll]1d20ad[/roll.]+5, Damage: [.roll]2d6[/roll.]+3 (crit [.roll]2d6[/roll.]) On hit, DC 13 Strength saving throw or be knocked prone. Bonus Action: Combat Wild Shape Heal: Expend one 2nd level spell slot to heal: [.roll]2d8[/roll.]
Hook Horror takes 15 damage and becomes bloodied (left over term from 4e to describe a monster who has taken at least 50% of their max hp in damage. As a DM you can give the player's an actual hp tally of the monster's or they will metagame and know exactly how many hp remain, but for imerssion, I try to only use "uninjured", "injured", "bloodied", "dead", three of the four conditions are strictly 5e, bloodied is a hint that's not supported by 5e RAW) Hook Horror (bloodied, -32, -15)
This post has potentially manipulated dice roll results.
The Hook Horror cries out in pain. The Dire Wolf and Drake Companion are both shielding well enough that it can't reach the Ranger. So after getting bloodied, it will target the Drake
Hook 1, against the Emberclaw, Attack: 18 Damage: 8 Hook 2, against the Emberclaw, Attack: 11 Damage: 9
This post has potentially manipulated dice roll results.
ok, let's see if this syntax is better, I prefer to have each thing on it's own row for now.
Thalion, Move: no move, Bonus Action: Command Emberclaw to Attack Concentration: Hunter's Mark Action:AttackLongbow To-Hit 18+7, Damage: 13 (on Crit add: 14)
Emberclaw, Move: no move Reaction: Infused Strikes 3 Fire Damage, occurs when another creature within 30 feet of the drake that it can see hits a target with a weapon attack Action: Attack: Bite To-Hit 11+3+2, Damage: 2+2 (on Crit add: 1)
Pippin, Move: no move, tries to hold agro as much as possible Action: Attack adv (Pack Tactics) Bite To-Hit: 11+5, Damage: 4+3 (crit 7) On hit, DC 13 Strength saving throw or be knocked prone Bonus Action: Combat Wild Shape Heal: Expend one 2nd level spell slot to heal: 11
is the Damage: 10 above right? I think it has an extra 1d6, maybe that's from Emberclaw's Infused Strikes? You want to track this under the main character, not the companion? I don't know how to make this conditional for Thalion only, as this 1d6 from Emberclaw's Infused Strike can apply if Pippin hits. I suggest we keep the Infused Strike damage tied to Emberclaw as shown above and I need to remove the extra 1d6 from Thalion's damage equation.
Darn, I was so focused on syntax, I missed that Emberclaw falls, with zero HP. (had 20) As such, everything relating to the drake does not work, and Pippin did not have advantage.
Pippin healing himself... Also, If you want me to burn that 2nd level spell slot I will honor your requirement, yet Pippin was not injured and would not have cast it, the sentence was there cause I'm copying and pasting these commands and focusing on syntax.
Darn, I was so focused on syntax, I missed that Emberclaw falls, with zero HP. (had 20) As such, everything relating to the drake does not work, and Pippin did not have advantage.
Pippin healing himself... Also, If you want me to burn that 2nd level spell slot I will honor your requirement, yet Pippin was not injured and would not have cast it, the sentence was there cause I'm copying and pasting these commands and focusing on syntax.
As the DM, I'll ret-con what I can and if I run into a problem, I'll ask you for clarification. This type of thing happens all the time, and it's fine.
You got a 10 by rolling 1d8+1d6+1d6, that's longbow arrow plus hunter's mark plus imbue strike. What you forgot to add was your Dexterity modifier plus bracers of archer, the static damage.
You got a 10 by rolling 1d8+1d6+1d6, that's longbow arrow plus hunter's mark plus imbue strike. What you forgot to add was your Dexterity modifier plus bracers of archer, the static damage.
Check. Since Thalion's attack missed, we are fine. I think it is Hook Horror turn.
I'm cooking dinner and putting kids to bed, I'll hop back online around 8pm tonight. I'm also flying to Charlotte NC tomorrow and I'll have limited access until Monday-Tuesday, so we can try to get through this round of combat tonight and then take a break this weekend.
Thanks for the head's up. No worries on play, yet I have gotten used to playing with you. Sounds like you might have a great weekend if the weather holds. If tonight does not play out, (see the pun?) that is okay too... hitting a stopping point is always best if we can. Just watching NCAA ball tonight.
Drake has been unsummoned, but you can use your Ranger's full action to bring him back and a bonus to let him attack in the same turn. This is a twice per day power, I have to double check.
Action: Attack adv (Pack Tactics) Bite To-Hit: 13+5, Damage: 6+3 (crit 4) On hit, DC 13 Strength saving throw or be knocked prone
Hook Horror (bloodied, -47, -9), Strength Save DC 13 vs 1+4
The Hook Horror looks confused as the arrow misses but the dire wolf deal him a painful blow. He pushes past the dire wolf, provoking an opportunity attack from the dire wolf. Opportunity attacks use your reaction to deal a basic attack. If the Dire Wolf does not bring him down, then he will engage into melee with the Ranger.
Hook 1, against the Thalion, Attack: 12 Damage: 11 Hook 2, against the Thalion, Attack: 9 Damage: 13
Because it got knocked prone, standing up takes half his movement. leaving him with 15 feet of movement and a 10 foot reach, so if the Ranger is past 20 feet away, his attacks go towards the Druid, otherwise, he will pursue the Ranger.
Top of Round 5 Thalion, Pippin << Your turn Hook Horror
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)
yes, I kept Thalion 25 feet away to reduce the chance that he would be able to engage with Thalion if he got past the tanks. I believe he is still engaging with Pippin. I'm not sure how many HP Thalion has lost, before we resumed, Pippin and Thalion both had full hit points.
I'm up so I will pursue this plan: Thalion will summon drake, Pippin will engage and try to draw agro back (he may need to heal, see next sentance), Thalion will move to keep range, Drake will combat, pippin will get advantage if Pippin attacks because he has a team member adjacent, drake does fire damage if either Thalion or Pippin hit.
When you have a sec, please tell me who is injured, I believe all parties (not the drake) have plenty of HP to get thru this round, without the need to heal. If however, Pippin is wounded to ~ 50% then he will heal, I will type the next text based on the HP he still has, I need him to stay alive. So simple: Thalion will summon Emberclaw who will attack, Pippin with attack (preferred) of heal himself if he is down on HP, Thalion moves away from HH.
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If you want to use the "crit" shortcut (I use this for transparency on my cell phone), you should put it in parenthesis, because it's not applicable unless there is a crit, it shoudl be on another line or at the very end of the attack line, and it includes all damage dice. Most people use the dice button Attack: [roll.]1d20+7[/roll.] Damage: [roll.](if([.roll:-1:critical], =0, 1d8+1d6+1d6, 2{1d8+1d6+1d6}.expand()))+5[/roll.]
So damage dice need to be grouped all together on the same line that are part of the same attack. The way you are splitting it, reads like they are three sources. There is one source of the damage, that's the arrow. Hunter's mark imbues the arrow with magic and so does Infused Strike. It's all one source of damage, even if the timing or conditions are staggered.
So try this
Thalion, Move: no move, Bonus Action: Command Emberclaw to Attack, Emberclaw Reaction: Infused Strike, Concentration: Hunter's Mark
Action: Attack Longbow To-Hit [.roll]1d20[/roll.]+7, Damage: [.roll]1d8+1d6+1d6[/roll.] (On Crit add: [.roll]1d8+1d6+1d6[/roll.])
Emberclaw, Move: no move, Reaction: Infused Strikes
Action: Attack: Bite To-Hit [.roll]1d20[/roll.]+3+2, Damage: [.roll]1d6[/roll.]+2 (crit [.roll]1d6[/roll.])
Pippin, Move: no move, tries to hold agro as much as possible
Action: Attack adv (pack tactics) Bite To-Hit: [.roll]1d20ad[/roll.]+5, Damage: [.roll]2d6[/roll.]+3 (crit [.roll]2d6[/roll.])
On hit, DC 13 Strength saving throw or be knocked prone.
Bonus Action: Combat Wild Shape Heal: Expend one 2nd level spell slot to heal: [.roll]2d8[/roll.]
Hook Horror takes 15 damage and becomes bloodied (left over term from 4e to describe a monster who has taken at least 50% of their max hp in damage. As a DM you can give the player's an actual hp tally of the monster's or they will metagame and know exactly how many hp remain, but for imerssion, I try to only use "uninjured", "injured", "bloodied", "dead", three of the four conditions are strictly 5e, bloodied is a hint that's not supported by 5e RAW)
Hook Horror (bloodied, -32, -15)
miss, your drake companion's bite damage is 1d6+2 not 1d6+5
miss
The Hook Horror cries out in pain. The Dire Wolf and Drake Companion are both shielding well enough that it can't reach the Ranger. So after getting bloodied, it will target the Drake

Hook 1, against the Emberclaw, Attack: 18 Damage: 8
Hook 2, against the Emberclaw, Attack: 11 Damage: 9
Top of Round 4
Thalion, Pippin << Your turn
Hook Horror
I prefer this, I could not get it to work, yes I'm replacing the period with nothing
I got this to work by replacing the period with a nul, yet not a sexy as the top one, if you can advise, I'll use the top one.
Attack: 22 Damage: 20
Use my formula from my post, that should remove all the syntax errors.
ok, let's see if this syntax is better, I prefer to have each thing on it's own row for now.
Thalion,
Move: no move,
Bonus Action: Command Emberclaw to Attack
Concentration: Hunter's Mark
Action: Attack Longbow To-Hit 18+7, Damage: 13 (on Crit add: 14)
Emberclaw,
Move: no move
Reaction: Infused Strikes 3 Fire Damage, occurs when another creature within 30 feet of the drake that it can see hits a target with a weapon attack
Action: Attack: Bite To-Hit 11+3+2, Damage: 2+2 (on Crit add: 1)
Pippin,
Move: no move, tries to hold agro as much as possible
Action: Attack adv (Pack Tactics) Bite To-Hit: 11+5, Damage: 4+3 (crit 7) On hit, DC 13 Strength saving throw or be knocked prone
Bonus Action: Combat Wild Shape Heal: Expend one 2nd level spell slot to heal: 11
is the Damage: 10 above right? I think it has an extra 1d6, maybe that's from Emberclaw's Infused Strikes? You want to track this under the main character, not the companion? I don't know how to make this conditional for Thalion only, as this 1d6 from Emberclaw's Infused Strike can apply if Pippin hits. I suggest we keep the Infused Strike damage tied to Emberclaw as shown above and I need to remove the extra 1d6 from Thalion's damage equation.
Darn, I was so focused on syntax, I missed that Emberclaw falls, with zero HP. (had 20) As such, everything relating to the drake does not work, and Pippin did not have advantage.
Pippin healing himself... Also, If you want me to burn that 2nd level spell slot I will honor your requirement, yet Pippin was not injured and would not have cast it, the sentence was there cause I'm copying and pasting these commands and focusing on syntax.
As the DM, I'll ret-con what I can and if I run into a problem, I'll ask you for clarification. This type of thing happens all the time, and it's fine.
You got a 10 by rolling 1d8+1d6+1d6, that's longbow arrow plus hunter's mark plus imbue strike. What you forgot to add was your Dexterity modifier plus bracers of archer, the static damage.
Check. Since Thalion's attack missed, we are fine. I think it is Hook Horror turn.
I'm cooking dinner and putting kids to bed, I'll hop back online around 8pm tonight. I'm also flying to Charlotte NC tomorrow and I'll have limited access until Monday-Tuesday, so we can try to get through this round of combat tonight and then take a break this weekend.
Thanks for the head's up. No worries on play, yet I have gotten used to playing with you. Sounds like you might have a great weekend if the weather holds. If tonight does not play out, (see the pun?) that is okay too... hitting a stopping point is always best if we can. Just watching NCAA ball tonight.
Miss
Drake has been unsummoned, but you can use your Ranger's full action to bring him back and a bonus to let him attack in the same turn. This is a twice per day power, I have to double check.
Hook Horror (bloodied, -47, -9), Strength Save DC 13 vs 1+4

The Hook Horror looks confused as the arrow misses but the dire wolf deal him a painful blow. He pushes past the dire wolf, provoking an opportunity attack from the dire wolf. Opportunity attacks use your reaction to deal a basic attack. If the Dire Wolf does not bring him down, then he will engage into melee with the Ranger.
Hook 1, against the Thalion, Attack: 12 Damage: 11
Hook 2, against the Thalion, Attack: 9 Damage: 13
Because it got knocked prone, standing up takes half his movement. leaving him with 15 feet of movement and a 10 foot reach, so if the Ranger is past 20 feet away, his attacks go towards the Druid, otherwise, he will pursue the Ranger.
Top of Round 5
Thalion, Pippin << Your turn
Hook Horror
Pippin Opportunity Attack: Bite To-Hit: 1+5, Damage: 4+3 (crit 6) On hit, DC 13 Strength saving throw or be knocked prone
Miss!
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)
yes, I kept Thalion 25 feet away to reduce the chance that he would be able to engage with Thalion if he got past the tanks. I believe he is still engaging with Pippin. I'm not sure how many HP Thalion has lost, before we resumed, Pippin and Thalion both had full hit points.
I'm up so I will pursue this plan: Thalion will summon drake, Pippin will engage and try to draw agro back (he may need to heal, see next sentance), Thalion will move to keep range, Drake will combat, pippin will get advantage if Pippin attacks because he has a team member adjacent, drake does fire damage if either Thalion or Pippin hit.
When you have a sec, please tell me who is injured, I believe all parties (not the drake) have plenty of HP to get thru this round, without the need to heal. If however, Pippin is wounded to ~ 50% then he will heal, I will type the next text based on the HP he still has, I need him to stay alive. So simple: Thalion will summon Emberclaw who will attack, Pippin with attack (preferred) of heal himself if he is down on HP, Thalion moves away from HH.