Using a Higher-Level Spell Slot. The damage increases by 2d8 for each spell slot level above 5.
Level
Spirit Damage
5th
4d8
6th
6d8
7th
8d8
8th
10d8
Whenever a creature you can see enters the spirit’s space or starts its turn within 5 feet of the spirit, you can force that creature to make a Dexterity saving throw if the spirit has no creature Restrained. On failed save, the target takes 8d8 damage of the spirit’s type, and the target has the Restrained condition until the spell ends.
hense the 8d8 +6d8 so 14d8 was right.
At the start of each of its turns, the Restrained target repeats the save. On a failed save, the target takes 4d8 damage of the spirit’s type. On a successful save, the target isn’t Restrained by the spirit.
After the 1st round the damage drops to 4d8 +6d8. My bad.
DK1 will provoke an opportunity attack from the Water Elemental and move 10 feet away from it, then casts Hellfire Orb, catching everyone, including the elemental in the 20-foot-radius burst, Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Round 1 Bridgette (2), Talorin, Trystane, Necyra. Yurgojin<< your turn death knight DK1 (158/180)
Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Does this include the death knight?
Trystane Dex save 23 for 20 fire plus 17 necrotic damage.
Trystane easily dodges the undead's hell ball and readily lunges back at his enemy but seems to be having trouble penetrating their defenses.
Action: Attack for 2 unarmed strikes @DK1 Bonus: 1 unarmed strike @DK1 Attacks: Miss 19 Hit 21, for 13 magical slashing and 7 thunder damage Critical Miss 16
Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
DK1 will provoke an opportunity attack from the Water Elemental and move 10 feet away from it, then casts Hellfire Orb, catching everyone, including the elemental in the 20-foot-radius burst, Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
correction, DK1 moves 15 feet away and provokes opportunity attacks from both the Water Elemental and Yurgojin
DK1 will provoke an opportunity attack from the Water Elemental and move 10 feet away from it, then casts Hellfire Orb, catching everyone, including the elemental in the 20-foot-radius burst, Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
correction, DK1 moves 15 feet away and provokes opportunity attacks from both the Water Elemental and Yurgojin
corretion-correction, provoking from Yurgojin, Trystane, and the water elemental. It's a brutal fight, so I'll let people tell me where they are on the map and then I'll show a new map, Trystane is up front too, so there isn't much space for the water elemental. Also, there is plenty of range for the Hellfire Orb to catch everyone without DK1 moving, he just wanted to get out of the restrain ongoing effect. I'll fix the map and update entries as people post their locations.
This post has potentially manipulated dice roll results.
Bridgette Dex save: 21
She takes half damage (20 fire, 17 necrotic). However, she mitigates it further by casting absorb elements and gaining resistance to the fire damage. In addition, she has resistance to necrotic damage as a class feature. So in total, Bridgette takes 10 fire and 8 necrotic damage.
Bridgette Dex save: 21
She takes half damage (20 fire, 17 necrotic). However, she mitigates it further by casting absorb elements and gaining resistance to the fire damage. In addition, she has resistance to necrotic damage as a class feature. So in total, Bridgette takes 10 fire and 8 necrotic damage.
I... don't remember where her 22 temp HP came from and whether they should still be in play or not. Oops.
Anyway, for her first round, she just casts eldritch blast
For her second round, Bridgette is going to actually make use of the bonus damage from absorb elements and she'll get up in the death knight's face. She will run into melee with the death knight and cast true strike, using her +2 quarterstaff, using it two-handed. She'll use a charge from one of her clockwork amulets for a guaranteed hit (10+12 = 22. She smacks the death knight).
Bridgette will hit the death knight with 12 + 12 radiant damage, and an additional 6 fire damage.
With her bonus action, she uses a pact slot to cast armor of agathys.
Attack: 23 to hit for 11 (rerolled with feat) piercing plus 7 fire and 16 sneak plus 9 thunder damage, then by continuing to move takes another 16 thunder damage.
Orb damage: Dex save: 21 and with his reaction will use his Shield master feat ability to use his shield to block the damage from a successful dex save.
Edit: I was hoping that would work for thematic reasons but the opportunity attack was the reaction use so instead he will simply use Evasion ability to avoid the damage.
Talorin's concentration is knocked off from polymorph as Soth's orb blasts the party. While his beast form takes the blow he falls to the ground back as a Kender. "Ow..." he groans. He then rips off another stay from his cloak, sending starry beams of force at the death knight.
Magic Missile5th level (Robe of Stars) @ Soth Damage: 4+4+4+3+3+4+2+7 = 31 force
DK1 will provoke an opportunity attack from the Water Elemental and move 10 feet away from it, then casts Hellfire Orb, catching everyone, including the elemental in the 20-foot-radius burst, Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Necyra's DEX ST vs DC18 (she'll expend 1 luck point to roll @ advantage): 23
(NOTE: Tieflings are resistant to Fire, so fire damage on her is already halved)
Necyra quickly flutters away, bracing herself to take the onslought of the magic ball of fire, and manages to escape the brunt of the blast (suffering from 10 fire damage + 35 necrotic damage = 45 total damage).
Necyra's concentration check (@ advantage due to War Caster feat): 16
The Water Elemental moves (sloshes?) quickly over, following the death knight as it escaped its initial grasp. Once again, it enters the 5' space around the death knight, attempting to Grapple / Restrain the evil knight in its freezing embrace. The Death Knight must pass a DC17 DEX Saving Throw, or be Restrained and suffer from 50 cold damage.
Necyra, her eyes narrowed, watched with a mixture of amusement and irritation as the Death Knight retaliated. Ever vigilant, she had anticipated the attack and had already begun to weave the magic for her own counter-offensive. As the fiery blast erupted, she swiftly unleashed a Sacred Flame, a searing bolt of divine energy that arced towards the Death Knight, striking it with a punishing blow (DK1 to pass a DC17 DEX saving throw or suffer from 13 radiant damage).
Bonus Action: With a swift gesture, Necyra calls upon the power of nature, summoning a Bear Spirit to appear directly beneath her. The ethereal creature materialized with a soft whoosh, its spectral form shimmering with an aura of strength and resilience. Necyra felt a surge of power, her own strength and endurance bolstered by the presence of the Bear Spirit.
OOC: Everyone within that 30' orange circle that @Nathan drew on the map, please add 18 temp HP to your character sheet. Additionally, please roll all STR checks & saving throws at advantage, as long as you're staying within that orange circle.
Spirit Totem
Action Type: 1 Bonus Action
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.
Bear Spirit.The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
DK1 will provoke an opportunity attack from the Water Elemental and move 10 feet away from it, then casts Hellfire Orb, catching everyone, including the elemental in the 20-foot-radius burst, Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Round 1 Bridgette (2), Talorin, Trystane, Necyra. Yurgojin<< your turn death knight DK1 (158/180)
Correction, "Round 2"
I'm going through these posts really fast, sorry that there has been so many errors in this combat. I'm going to try to straighten everything out in this single post and then get back on track in Round 3.
Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Does this include the death knight?
Trystane Dex save 23 for 20 fire plus 17 necrotic damage.
Trystane easily dodges the undead's hell ball and readily lunges back at his enemy but seems to be having trouble penetrating their defenses.
Action: Attack for 2 unarmed strikes @DK1 Bonus: 1 unarmed strike @DK1 Attacks: Miss 19 Hit 21, for 13 magical slashing and 7 thunder damage Critical Miss 16
Trystane was the first to attack, so it only seems fair that the DK1 uses parry againts his "Hit 21" making AC 20 becomes AC 26, for that single attack only.
This post has potentially manipulated dice roll results.
Bridgette Dex save: 21
She takes half damage (20 fire, 17 necrotic). However, she mitigates it further by casting absorb elements and gaining resistance to the fire damage. In addition, she has resistance to necrotic damage as a class feature. So in total, Bridgette takes 10 fire and 8 necrotic damage.
Bridgette Dex save: 21
She takes half damage (20 fire, 17 necrotic). However, she mitigates it further by casting absorb elements and gaining resistance to the fire damage. In addition, she has resistance to necrotic damage as a class feature. So in total, Bridgette takes 10 fire and 8 necrotic damage.
I... don't remember where her 22 temp HP came from and whether they should still be in play or not. Oops.
Anyway, for her first round, she just casts eldritch blast
For her second round, Bridgette is going to actually make use of the bonus damage from absorb elements and she'll get up in the death knight's face. She will run into melee with the death knight and cast true strike, using her +2 quarterstaff, using it two-handed. She'll use a charge from one of her clockwork amulets for a guaranteed hit (10+12 = 22. She smacks the death knight).
Bridgette will hit the death knight with 12 + 2 radiant damage, and an additional 2 fire damage.
With her bonus action, she uses a pact slot to cast armor of agathys.
Attack: 23 to hit for 11 (rerolled with feat) piercing plus 7 fire and 16 sneak plus 9 thunder damage, then by continuing to move takes another 16 thunder damage.
Orb damage: Dex save: 21 and with his reaction will use his Shield master feat ability to use his shield to block the damage from a successful dex save.
Edit: I was hoping that would work for thematic reasons but the opportunity attack was the reaction use so instead he will simply use Evasion ability to avoid the damage.
Talorin's concentration is knocked off from polymorph as Soth's orb blasts the party. While his beast form takes the blow he falls to the ground back as a Kender. "Ow..." he groans. He then rips off another stay from his cloak, sending starry beams of force at the death knight.
Magic Missile5th level (Robe of Stars) @ Soth Damage: 4+4+4+3+3+4+2+7 = 31 force
DK1 will provoke an opportunity attack from the Water Elemental and move 10 feet away from it, then casts Hellfire Orb, catching everyone, including the elemental in the 20-foot-radius burst, Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Necyra's DEX ST vs DC18 (she'll expend 1 luck point to roll @ advantage): 23
(NOTE: Tieflings are resistant to Fire, so fire damage on her is already halved)
6+4+7+8+6+8+3+8+4+7
+4+7+2+5= 61DK1 starts it's turn making a Dexterity Save with Advantage DC 17 vs 22
Magic Resistance. The death knight has advantage on saving throws against spells and other magical effects.
hense the 8d8 +6d8 so 14d8 was right.
After the 1st round the damage drops to 4d8 +6d8. My bad.
DK1 will provoke an opportunity attack from the Water Elemental and move 10 feet away from it, then casts Hellfire Orb, catching everyone, including the elemental in the 20-foot-radius burst, Dexterity Save DC 18 to avoid 41 fire damage plus 35 necrotic damage, save for half
Hellfire Orb (1/Day). The death knight hurls a magical ball of fire that explodes at a point it can see within 120 feet of it. Each creature in a 20-foot-radius sphere centered on that point must make a DC 18 Dexterity saving throw. The sphere spreads around corners. A creature takes 35 (10d6) fire damage and 35 (10d6) necrotic damage on a failed save, or half as much damage on a successful one.
Round 1
Bridgette (2), Talorin, Trystane, Necyra. Yurgojin<< your turn
death knight DK1 (158/180)
Does this include the death knight?
Trystane Dex save 23 for 20 fire plus 17 necrotic damage.
Trystane easily dodges the undead's hell ball and readily lunges back at his enemy but seems to be having trouble penetrating their defenses.
Action: Attack for 2 unarmed strikes @DK1
Bonus: 1 unarmed strike @DK1
Attacks:
Miss 19
Hit 21, for 13 magical slashing and 7 thunder damage
Critical Miss 16
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
correction, DK1 moves 15 feet away and provokes opportunity attacks from both the Water Elemental and Yurgojin
corretion-correction, provoking from Yurgojin, Trystane, and the water elemental. It's a brutal fight, so I'll let people tell me where they are on the map and then I'll show a new map, Trystane is up front too, so there isn't much space for the water elemental. Also, there is plenty of range for the Hellfire Orb to catch everyone without DK1 moving, he just wanted to get out of the restrain ongoing effect. I'll fix the map and update entries as people post their locations.
Bridgette Dex save: 21
She takes half damage (20 fire, 17 necrotic). However, she mitigates it further by casting absorb elements and gaining resistance to the fire damage. In addition, she has resistance to necrotic damage as a class feature. So in total, Bridgette takes 10 fire and 8 necrotic damage.
Bridgette Dex save: 21
She takes half damage (20 fire, 17 necrotic). However, she mitigates it further by casting absorb elements and gaining resistance to the fire damage. In addition, she has resistance to necrotic damage as a class feature. So in total, Bridgette takes 10 fire and 8 necrotic damage.
I... don't remember where her 22 temp HP came from and whether they should still be in play or not. Oops.
Anyway, for her first round, she just casts eldritch blast
EB vs. DK1
Attack: 16 Damage: 13
Attack: 15 Damage: 15
Attack: 16 Damage: 15
For her second round, Bridgette is going to actually make use of the bonus damage from absorb elements and she'll get up in the death knight's face. She will run into melee with the death knight and cast true strike, using her +2 quarterstaff, using it two-handed. She'll use a charge from one of her clockwork amulets for a guaranteed hit (10+12 = 22. She smacks the death knight).
Bridgette will hit the death knight with 12 + 12 radiant damage, and an additional 6 fire damage.
With her bonus action, she uses a pact slot to cast armor of agathys.
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Yurgojin Opportunity attack: Booming blade
Attack: 23 to hit for 11 (rerolled with feat) piercing plus 7 fire and 16 sneak plus 9 thunder damage, then by continuing to move takes another 16 thunder damage.
Orb damage: Dex save: 21 and
with his reaction will use his Shield master feat ability to use his shield to block the damage from a successful dex save.Edit: I was hoping that would work for thematic reasons but the opportunity attack was the reaction use so instead he will simply use Evasion ability to avoid the damage.
I assume the knight will use its AC reaction to undue Yurgojin's opportunity hit. But it would have been great!
It would have been great, right? I think his reaction recharges at the beginning of his turn so yeah, he's got an effective AC 26 for one attack.
[[ I think Talorin would also get an opportunity attack on Soth due to the reach of Spinosaurus. So if so, ]]
Bite @ Soth
Attack: 27 Damage: 44 piercing
grappled and restrained on hit
That said, doubt he's about to stay polymorphed
DEX Save: 12
Concentration Save: 13
DC 38 or 17 depending on if he saves (DC 18) with the DEX
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
Talorin's concentration is knocked off from polymorph as Soth's orb blasts the party. While his beast form takes the blow he falls to the ground back as a Kender. "Ow..." he groans. He then rips off another stay from his cloak, sending starry beams of force at the death knight.
Magic Missile 5th level (Robe of Stars) @ Soth
Damage: 4+4+4+3+3+4+2+7 = 31 force
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
yeah, my map is all wrong. Go for AoO
Necyra's DEX ST vs DC18 (she'll expend 1 luck point to roll @ advantage): 23
(NOTE: Tieflings are resistant to Fire, so fire damage on her is already halved)
Water Elemental's Opportunity Attack:
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Necyra quickly flutters away, bracing herself to take the onslought of the magic ball of fire, and manages to escape the brunt of the blast (suffering from 10 fire damage + 35 necrotic damage = 45 total damage).
Necyra's concentration check (@ advantage due to War Caster feat): 16
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Water Elemental's DEX ST: 14
The Water Elemental moves (sloshes?) quickly over, following the death knight as it escaped its initial grasp. Once again, it enters the 5' space around the death knight, attempting to Grapple / Restrain the evil knight in its freezing embrace. The Death Knight must pass a DC17 DEX Saving Throw, or be Restrained and suffer from 50 cold damage.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Water Elemental takes 76 damage (current HP = 38/114)
Necyra, her eyes narrowed, watched with a mixture of amusement and irritation as the Death Knight retaliated. Ever vigilant, she had anticipated the attack and had already begun to weave the magic for her own counter-offensive. As the fiery blast erupted, she swiftly unleashed a Sacred Flame, a searing bolt of divine energy that arced towards the Death Knight, striking it with a punishing blow (DK1 to pass a DC17 DEX saving throw or suffer from 13 radiant damage).
Bonus Action: With a swift gesture, Necyra calls upon the power of nature, summoning a Bear Spirit to appear directly beneath her. The ethereal creature materialized with a soft whoosh, its spectral form shimmering with an aura of strength and resilience. Necyra felt a surge of power, her own strength and endurance bolstered by the presence of the Bear Spirit.
OOC: Everyone within that 30' orange circle that @Nathan drew on the map, please add 18 temp HP to your character sheet. Additionally, please roll all STR checks & saving throws at advantage, as long as you're staying within that orange circle.
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.
Bear Spirit. The bear spirit grants you and your allies its might and endurance. Each creature of your choice in the aura when the spirit appears gains temporary hit points equal to 5 + your druid level. In addition, you and your allies gain advantage on Strength checks and Strength saving throws while in the aura.
Last to know and first to be blamed...
As a free action, can I regret my life choices?
Trystanes AoO: Hits with 27 for 18 magical slashing and 3 thunder damage
|| Oriace - Halfling Bard - Dragon Heist || Valerian - Elf Rogue - Wildnis || b'Reh - Stig Cleric - Humblewood || Rowan - Halfling Giant - Runewarren || Khazela - Spiritfarer Dervish - Tribute || Arista - Frost Sorcerer - Old Keep || Zephirah - Demonic Bard - Sands || Merry - Gifted Surgeon - Short || Marasatra - Blood Mage - Avernus || Lan - Dwarf Dragon - Wuxian ||
Yurgojin moves up and keeps swinging:
Attack 1: 23 to hit, 9 piercing damage plus 8 fire and 19 sneak
Attack 2: 27 to hit, 6 piercing damage (rerolled) plus 8 fire
Correction, "Round 2"
I'm going through these posts really fast, sorry that there has been so many errors in this combat. I'm going to try to straighten everything out in this single post and then get back on track in Round 3.
Trystane was the first to attack, so it only seems fair that the DK1 uses parry againts his "Hit 21" making AC 20 becomes AC 26, for that single attack only.
DK1 takes 12, 2, 2, total 16. DK1 (142/180)
You hit, DK1 is using parry abainst Trystane instead.
DK1 takes 11, 7, 16, 9, 16, total 59. DK1 (83/180)
DK1 takes 44 damage. DK1 (39/180)
DK1 takes 31 damage. DK1 (8/180)
miss, miss
DK1 takes 18, 3, total 21. DK1 (-13/180)
DK1 takes 9, 8, 19, 6, 8, total 50. DK1 (-63/180)
Out of order, AoO's came first but didn't KO DK1 before the Hellfire Orb.
Death Knight Rewards
18,000 XP (each 3,600 XP)