(Am I reading it right that you have to use your reaction to give the advantage to an attack?)
OOC: Yeah, this is a kinda hokey feature of druids that I'm experimenting with. It appears I can only use it once per round (as Necyra's once-per-round reaction), which is pretty weak and dumb if you ask me. It sounds like we have to agree before one of you makes your roll that we'll use Necyra's reaction for this particular attack. I'm a little confused if you're allowed to use it for that characters entire attack (all rolls for multiple attacks) for that round? Or, do they get to use it for just a single attack roll?
I'm a little confused if you're allowed to use it for that characters entire attack (all rolls for multiple attacks) for that round? Or, do they get to use it for just a single attack roll?
[[ From the wording you posted I think the RAW answer is a single attack roll. ]]
Action:Synaptic Static @ BL1, BS1, BS2 Damage: 1+3+2+2+6+5+1+2 = 22 psychic Save DC INT 20 On a failed save, also have -1d6 to all attack rolls, ability checks, and saving throws for concentration a target may repeat the save at the end of its turn
BS1 Intelligence Save DC 20 vs 11 BS2 Intelligence Save DC 20 vs 2 BL1 Intelligence Save DC 20 vs 13
Potential Reaction:Silvery Barbs on successful saves Priority: Blade Lieutenant, then blade scouts would give advantage to Yurgojin
unmodified d20 roll 10 to replace a successful Save (BS Int+0, BL Int+6)
Bonus Action: Taunt @ Blade Lieutenant As a bonus action you can unleash a string of provoking words at a creature within 60 ft. of you that can hear and understand you. The target must succeed on a WIS saving throw (DC 18) or it has disadvantage on attack rolls against targets other than you until the start of your next turn. WIS Save DC 18 Has disadvantage on attack rolls against any target except Talorin until start of Talorin's next turn
Necyra, with a graceful movement, unfurled her wings and soared into the air, ascending to a height of thirty feet. From her aerial vantage point, she could see the battle unfold below. The Warforged, their metallic forms gleaming in the dim light, were formidable opponents. As the battle raged, Necyra called upon the power of nature, summoning a Hawk Spirit to watch over her allies. The ethereal creature, with its keen eyes and razor-sharp talons, hovered above Yurgojin and Trystane, granting them advantage on their attacks and improving their perception. With the Hawk Spirit's aid, the party would have a significant advantage in the battle.
Druid's Spirit Totem: Starting at 2nd level, you can call forth nature spirits to influence the world around you. As a bonus action, you can magically summon an incorporeal spirit to a point you can see within 60 feet of you. The spirit creates an aura in a 30-foot radius around that point. It counts as neither a creature nor an object, though it has the spectral appearance of the creature it represents.
As a bonus action, you can move the spirit up to 60 feet to a point you can see.
The spirit persists for 1 minute or until you’re incapacitated. Once you use this feature, you can’t use it again until you finish a short or long rest.
The effect of the spirit’s aura depends on the type of spirit you summon from the options below.
Hawk Spirit. The hawk spirit is a consummate hunter, aiding you and your allies with its keen sight. When a creature makes an attack roll against a target in the spirit’s aura, you can use your reaction to grant advantage to that attack roll. In addition, you and your allies have advantage on Wisdom (Perception) checks while in the aura.
Attack 1: 28 to hit (same if at advantage), 10 piercing damage plus 7 fire and 11 sneak Attack 2: 22 to hit, (26 if at advantage), 6 piercing (rerolled with feat) damage plus 6 fire
BS1 takes 10, 7, 11, 6, 6, total 40. BS1 (65/104) Yurgojin must succeed on an Investigation Check DC 17 to avoid a snare trap. If failed, roll a Dexterity Save DC 16 or take 21 piercing damage and get knocked prone.
(They also still take 22 psychic damage from Synaptic Static, right?)
Trystane invokes an ancient rite and his claws start to cackle with electric energy (3 damage to himself) and then continues to slice and dice away at the Lieutenant.
Bonus: Crimson Rite at his unarmed strikes. Action: two unarmed strike attacks against the Lieutenant 1st hit 28 for 17 slashing and 1 lightning damage 2nd hit 34 for 12 slashing and 7 lightning damage
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Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
(Not that it helped his AC at all but Yurgojin took the Shield Master feat at the latest level up so I just see him going crazy blocking the incoming attacks with his magic Shield, assisted by the synaptic static of course!)
As soon as the flurry of attacks slow momentarily Yurgojin throws his head back and let's out a yell/crackle in the thrill of fight, setting his feet (BA: Steady Aim) and he continues the fight:
Attack 1: 23 to hit, 12 piercing plus 8 fire and 15 sneak damage
Attack 2: 28 to hit (same if advantage), 8 piercing and 4 fire damage
Action:Synaptic Static @ BL1, BS1, BS2 Damage: 1+3+2+2+6+5+1+2 = 22 psychic Save DC INT 20 On a failed save, also have -1d6 to all attack rolls, ability checks, and saving throws for concentration a target may repeat the save at the end of its turn
BS1 Intelligence Save DC 20 vs 15 BS2 Intelligence Save DC 20 vs 10 BL1 Intelligence Save DC 20 vs 8
Potential Reaction:Silvery Barbs on successful saves Priority: Blade Lieutenant, then blade scouts would give advantage to Yurgojin
unmodified d20 roll 20 to replace a successful Save (BS Int+0, BL Int+6)
I just wasted a nat 20.
Bonus Action: Taunt @ Blade Lieutenant As a bonus action you can unleash a string of provoking words at a creature within 60 ft. of you that can hear and understand you. The target must succeed on a WIS saving throw (DC 18) or it has disadvantage on attack rolls against targets other than you until the start of your next turn. WIS Save DC 18 Has disadvantage on attack rolls against any target except Talorin until start of Talorin's next turn
BL1 Wisdom Save DC 18 vs 16
BL1 takes 22 damage. BL1 (99/153, synaptic static, taunted until start of next turn)
Yurgojin must succeed on an Investigation Check DC 17 to avoid a snare trap. If failed, roll a Dexterity Save DC 16 or take 17 piercing damage and get knocked prone.
Yurgojin, don't forget to roll for the Snare Trap.
Yurgojin must succeed on an Investigation Check DC 17 to avoid a snare trap. If failed, roll a Dexterity Save DC 16 or take 17 piercing damage and get knocked prone.
Yurgojin, don't forget to roll for the Snare Trap.
This post has potentially manipulated dice roll results.
Necyra, hovering above the battlefield, watched as Yurgojin took the brunt of the Warforged's attacks. Her heart ached for her wounded comrade, but she knew she had to act quickly. With a focused concentration, she channeled her divine energy, her hands glowing with a soft, ethereal light. She cast the Cure Wounds spell, a beam of healing energy arcing towards Yurgojin. The spell washed over him, mending his wounds and restoring his strength.
[Placeholder post: I'll figure out what level of Cure Wounds I need to cast, based off of how many HP Yurgojin is down (see my question in the group chat), and follow up with a later post of the results of that spell. For now, move on to the enemy's moves.]
[Never mind. Retcon that last move, as Yurgojin is an absolute TANK!]
Necyra watched in astonishment as Yurgojin, seemingly untouched, weathered the Warforged's attacks. Her eyes widened in disbelief, a flicker of amusement crossing her face. "Well, well," she murmured, "looks like someone's having a lucky day."
With a swift gesture, Necyra channeled her divine energy, a mote of radiant light forming at her fingertips. She unleashed a Sacred Flame at the Blade Lieutenant, aiming to deliver a crippling blow. The fiery bolt arced through the air, striking the creature with a searing intensity.
BL1 must pass a DC17 DEX Saving Throw vs. taking 14 damage.
Trystane rips through the Blade Lieutenant in abandon fury, and just stops in front of Yugojin on the other side of the warforged.
Bonus: unarmed strike @BL1, 26 for 17 slashing and 4 lightning damage Action: two unarmed strike attacks against the Lieutenant 1st hit 25 for 15 slashing and 1 lightning damage 2nd hit 35 (crit!) for 20 slashing and 3 lightning damage
Rollback Post to RevisionRollBack
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
Bonus: unarmed strike @BL1, 26 for 17 slashing and 4 lightning damage Action: two unarmed strike attacks against the Lieutenant 1st hit 25 for 15 slashing and 1 lightning damage 2nd hit 35 (crit!) for 20 slashing and 3 lightning damage
BL1 takes 17, 4, 15, 1, total 37 "in a row!" BL1 dies (0/153) Trystane lands his last hit against BS1... stepping into it's snare trap! BS1 takes a crit of 26 damage and dies. BS1 (-19/105) Trystane, you must succeed on an Investigation Check DC 17 to avoid a snare trap. If failed, roll a Dexterity Save DC 16 or take 26 piercing damage and get knocked prone.
Blade Scout and Lieutenant Rewards 5000 + 2900 + 2900 = 10800 XP (2,160 XP each)
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(Am I reading it right that you have to use your reaction to give the advantage to an attack?)
Yurgojin will run up to the one closest to him, activating the flame tongue (BA) and will start jabbing away at it.
Attack 1: 28 to hit (same if at advantage), 10 piercing damage plus 7 fire and 11 sneak
Attack 2: 22 to hit, (26 if at advantage), 6 piercing (rerolled with feat) damage plus 6 fire
OOC: Yeah, this is a kinda hokey feature of druids that I'm experimenting with. It appears I can only use it once per round (as Necyra's once-per-round reaction), which is pretty weak and dumb if you ask me. It sounds like we have to agree before one of you makes your roll that we'll use Necyra's reaction for this particular attack. I'm a little confused if you're allowed to use it for that characters entire attack (all rolls for multiple attacks) for that round? Or, do they get to use it for just a single attack roll?
Last to know and first to be blamed...
As a free action, can I regret my life choices?
[[ From the wording you posted I think the RAW answer is a single attack roll. ]]
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
BS1 Intelligence Save DC 20 vs 11
BS2 Intelligence Save DC 20 vs 2
BL1 Intelligence Save DC 20 vs 13
unmodified d20 roll 10 to replace a successful Save (BS Int+0, BL Int+6)
BL1 Wisdom Save DC 18 vs 17
BL1 takes 18, 14, total 32 damage. BL1 (121/153)
Hawk Twoallies gain adv.
BS1 takes 10, 7, 11, 6, 6, total 40. BS1 (65/104)
Yurgojin must succeed on an Investigation Check DC 17 to avoid a snare trap. If failed, roll a Dexterity Save DC 16 or take 21 piercing damage and get knocked prone.
BL1 targets Yurgojin, pack tactics adv, longsword1 Attack: 20 Damage: 23, (-3 synaptic static, adv 15 taunt fails)
BL1 targets Yurgojin, pack tactics adv, longsword2 Attack: 24 Damage: 15, (-5 synaptic static, adv 19 taunt fails)
BL1 targets Yurgojin, pack tactics adv, longsword3 Attack: 12 Damage: 17, (-3 synaptic static, adv 27 taunt fails)
Synaptic Static End of Turn Intelligence Save DC 20 vs 17
BS1 targets Yurgojin, pack tactics adv, armblade1 Attack: 22 Damage: 16, (-2 synaptic static)
BS1 targets Yurgojin, pack tactics adv, armblade2 Attack: 26 Damage: 15, (-3 synaptic static)
BS1 targets Yurgojin, pack tactics adv, armblade3 Attack: 26 Damage: 13, (-4 synaptic static)
Synaptic Static End of Turn Intelligence Save DC 20 vs 4
BS2 targets Yurgojin, pack tactics adv, armblade1 Attack: 26 Damage: 10, (-5 synaptic static)
BS2 targets Yurgojin, pack tactics adv, armblade2 Attack: 26 Damage: 16, (-5 synaptic static)
BS2 targets Yurgojin, pack tactics adv, armblade3 Attack: 17 Damage: 11, (-3 synaptic static)
Synaptic Static End of Turn Intelligence Save DC 20 vs 15
Round 2
Necyra, Bridgette (2), Trystane, Yurgojin, Talorin << your turn
Blade Scout
Blade Lieutenant
BS1 (104/104, synaptic static)
BS2 (65/104, synaptic static)
BL1 (121/153, synaptic static, taunt)
Because of Synaptic Static, this 27 becomes a 22 to-hit.
(They also still take 22 psychic damage from Synaptic Static, right?)
Trystane invokes an ancient rite and his claws start to cackle with electric energy (3 damage to himself) and then continues to slice and dice away at the Lieutenant.
Bonus: Crimson Rite at his unarmed strikes.
Action: two unarmed strike attacks against the Lieutenant
1st hit 28 for 17 slashing and 1 lightning damage
2nd hit 34 for 12 slashing and 7 lightning damage
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
(Not that it helped his AC at all but Yurgojin took the Shield Master feat at the latest level up so I just see him going crazy blocking the incoming attacks with his magic Shield, assisted by the synaptic static of course!)
As soon as the flurry of attacks slow momentarily Yurgojin throws his head back and let's out a yell/crackle in the thrill of fight, setting his feet (BA: Steady Aim) and he continues the fight:
Attack 1: 23 to hit, 12 piercing plus 8 fire and 15 sneak damage
Attack 2: 28 to hit (same if advantage), 8 piercing and 4 fire damage
BS1 takes 22 damage. BS1 (82/104, synaptic static)
BS2 takes 22 damage. BS2 (43/104, synaptic static)
BL1 takes 22 damage. BL1 (99/153, synaptic static)
I just wasted a nat 20.
BL1 takes 22 damage. BL1 (99/153, synaptic static, taunted until start of next turn)
BL1 takes 17, 1, 12, 7, total 37 damage. BL1 (62/153, synaptic static, taunted until start of next turn)
(I put damage on BS2 in the last round)
BS2 takes 12, 8, 15, 8, 4, total 47 damage and dies. BS2 (-4/104)
Yurgojin, don't forget to roll for the Snare Trap.
Round 2
Yurgojin, Trystane
Necyra, Bridgette (2), Talorin << your turn
Blade Scout
Blade Lieutenant
BS1 (82/104, synaptic static)
BS2 (dead)
BL1 (62/153, synaptic static, taunt)
Thanks, totally missed this:
Investigation: 14
Dex ST: 15 + 4 =19 (Shield Master feat with Shield +2)
(Sorry about posting a bit slowly... I've been crazy busy for the past few days)
Bridgette turn 1:
Bonus Action - hex
Action - eldritch blast at BS 1
Attack: 21; Damage: 7 (force) + 5 (necrotic)
Attack: 18; Damage: 9 (force) + 2 (necrotic)
Attack: 21; Damage: 10 (force) + 5 (necrotic)
Bridgette, turn 2:
Bonus action - deal 5 psychic damage to BS 1 with Maddening Hex
Action - eldritch blast vs. BS 1
Attack: 19; Damage: 11 (force) + 3 (necrotic)
Attack: 14; miss
Attack: 23; Damage: 12 (force) + 4 (necrotic)
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With the warforged falling quickly, Talorin channels the inner light and calls down radiant flames upon the blade lieutenant.
Sacred Flame @ BL1
Damage: 3+4+7 = 14 radiant damage
DEX Save DC 20 to avoid damage
This is a signature. It was a simple signature. But it has been upgraded.
Belolonandalogalo, Sunny | Draíocht, Kholias | Eggo Lass, 100 Dungeons
Talorin Tebedi, Vecna: Eve | Cherry, Stormwreck | Chipper, Strahd
We Are Modron
Get rickrolled here. Awesome music here. Track 48, 5/23/25, Immaculate Mary
Necyra, hovering above the battlefield, watched as Yurgojin took the brunt of the Warforged's attacks. Her heart ached for her wounded comrade, but she knew she had to act quickly. With a focused concentration, she channeled her divine energy, her hands glowing with a soft, ethereal light. She cast the Cure Wounds spell, a beam of healing energy arcing towards Yurgojin. The spell washed over him, mending his wounds and restoring his strength.[Placeholder post: I'll figure out what level of Cure Wounds I need to cast, based off of how many HP Yurgojin is down (see my question in the group chat), and follow up with a later post of the results of that spell. For now, move on to the enemy's moves.][Never mind. Retcon that last move, as Yurgojin is an absolute TANK!]
Necyra watched in astonishment as Yurgojin, seemingly untouched, weathered the Warforged's attacks. Her eyes widened in disbelief, a flicker of amusement crossing her face. "Well, well," she murmured, "looks like someone's having a lucky day."
With a swift gesture, Necyra channeled her divine energy, a mote of radiant light forming at her fingertips. She unleashed a Sacred Flame at the Blade Lieutenant, aiming to deliver a crippling blow. The fiery bolt arced through the air, striking the creature with a searing intensity.
BL1 must pass a DC17 DEX Saving Throw vs. taking 14 damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
BS1 takes 7, 5, 9, 2, 10, 5, 5, total 43. BS1 (39/104, synaptic static)
BS1 takes 11, 3, 12, 6 total 32. BS1 (7/104, synaptic static)
BL1 SF Dexterity Save DC 20 vs 13
BL1 SF Dexterity Save DC 17 vs 8
BL1 targets Yurgojin, pack tactics adv, longsword1 Attack: Unable to parse dice roll. Damage: 12, (-4 synaptic static)
BL1 targets Yurgojin, pack tactics adv, longsword2 Attack: Unable to parse dice roll. Damage: 24, (-4 synaptic static)
BL1 targets Yurgojin, pack tactics adv, longsword3 Attack: Unable to parse dice roll. Damage: 27, (-3 synaptic static)
Synaptic Static End of Turn Intelligence Save DC 20 vs 23
BS1 targets Yurgojin, pack tactics adv, armblade1 Attack: 24 Damage: 16, (-4 synaptic static)
BS1 targets Yurgojin, pack tactics adv, armblade2 Attack: 28 Damage: 14, (-1 synaptic static)
BS1 targets Yurgojin, pack tactics adv, armblade3 Attack: 21 Damage: 15, (-3 synaptic static)
Synaptic Static End of Turn Intelligence Save DC 20 vs 11
Round 3
Yurgojin, Trystane, Necyra, Bridgette (2), Talorin << your turn
Blade Scout
Blade Lieutenant
BS1 (7/104, synaptic static)
BS2 (dead)
BL1 (62/153, synaptic static, SF damage pending)
pack tactics adv, longsword1 26 (-5)
pack tactics adv, longsword2 24 (-1)
pack tactics adv, longsword3 25 (-6)
BL1 takes 14 damage. BL1 (48/153, ss)
BL1 takes 11 damage. BL1 (37/153, ss)
Round 3
Yurgojin, Trystane, Necyra, Bridgette, Talorin << your turn
Blade Scout
Blade Lieutenant
BS1 (7/104, synaptic static)
BL1 (37/153, synaptic static)
Trystane rips through the Blade Lieutenant in abandon fury, and just stops in front of Yugojin on the other side of the warforged.
Bonus: unarmed strike @BL1, 26 for 17 slashing and 4 lightning damage
Action: two unarmed strike attacks against the Lieutenant
1st hit 25 for 15 slashing and 1 lightning damage
2nd hit 35 (crit!) for 20 slashing and 3 lightning damage
Sorry, I'm beginning to enter a vacation period and while I will try to check-in at least daily, I cannot promise that I will always be able to do so. From September 1, I should be back to normal.
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Marasatra - Blood Mage - Avernus ||
BL1 takes 17, 4, 15, 1, total 37 "in a row!" BL1 dies (0/153)
Trystane lands his last hit against BS1... stepping into it's snare trap! BS1 takes a crit of 26 damage and dies. BS1 (-19/105)
Trystane, you must succeed on an Investigation Check DC 17 to avoid a snare trap. If failed, roll a Dexterity Save DC 16 or take 26 piercing damage and get knocked prone.
Blade Scout and Lieutenant Rewards
5000 + 2900 + 2900 = 10800 XP (2,160 XP each)