You can easily get your targets in range of the spell (60 feet) but you need to get within 40 feet so your torch illuminates them and you can see them, otherwise you have disadvantage on the attack roll.
You know where the hobgoblins are, because the party members with darkvision (60 feet range) can see them.
You do not need to dash, but you will need to expend all of your movement to see the hobgoblins yourself.
That puts you way out in front of the party. Although I would expect Brumdal or Pagan might advance before the hobgoblins’ turn.
With all that info, do you want to change anything?
(Just confirming, because you might not have realized how far Amar needs to move because of the vision issue.)
Updated that last post, because I misinterpreted the rules. The TL;DR is you *can* attack a target you can’t see, you just have disadvantage on the attack.
(In an earlier version I said the attack would automatically miss. That was incorrect.)
Amar confidently strides forward through the ranks of the party and out in the open passageway. Toward the one of the new hobgoblins he points his torch with one hand and his magic rod with the other hand. Firelight lights the creature revealing a malevolent gaze and a scarred face. With an incantation a shard of ice ejects itself from the magic rod toward the foe. The hobgoblin once again deflects the projectile with his shield, bashing it up over the top of him. The magical ice shard explodes into hundreds of tiny crystals that pepper the this hobgoblin and all of his surround allies. Behind the hobgoblin one of the archers collapses in the shadows.
From Brumdal's vantage point and with his darkvision he thinks a second hobgoblin archer might also have been felled by the attack!
Okay - Brumdal will move up towards Amar. I don't think I can throw a javelin and then move, so I'll move, and we'll see what the hobgoblins do. If I can throw and then move, I'll do that instead. I believe I left two javelins behind in the previous skirmish (since we didn't really stop to pick anything up) - I'll have to remember to go back and get those. Can't make hobgoblin martinis without my skewers!
Okay - Brumdal will move up towards Amar. I don't think I can throw a javelin and then move, so I'll move, and we'll see what the hobgoblins do. If I can throw and then move, I'll do that instead. I believe I left two javelins behind in the previous skirmish (since we didn't really stop to pick anything up) - I'll have to remember to go back and get those. Can't make hobgoblin martinis without my skewers!
You can break up your movement however you like.
With your javelin you need to be within 30 feet of your target otherwise you have disadvantage on the attack, so the real issue is getting into better range. You need to be either alongside or in front of Amar to be in that optimal range ... and you have just enough movement to get there.
So ... move then attack this round would be the way to do it.
Pagan rushes forward to join Brumdal. He wishes he had rested so he could breathe Acid upon the wicked Hobgoblins. With his Shoto at the ready he waits for the enemy to advance. (Preparing an attack.) "Nice shot Wizard," he says to Amar.
Pagan rushes forward to join Brumdal. He wishes he had rested so he could breathe Acid upon the wicked Hobgoblins. With his Shoto at the ready he waits for the enemy to advance. (Preparing an attack.) "Nice shot Wizard," he says to Amar.
Pagan ends his turn next to Brumdal, 25 feet from the advancing hobgoblins. If they move within melee range, Pagan will attack with shoto and kung fu fighting.
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Zerys finds herself trapped in a horrible economy plus seat. DM please drive Zerys for this round.
Amar as well?
Zerys will delay her turn to go after Pagan.
@Markas, your turn.
Arrow!
Markas
Attack Roll: 13
@Amar, your turn.
Amar will move forward, thank fortune the Hobgoblins clustered, and launches Ice Knife.
You can easily get your targets in range of the spell (60 feet) but you need to get within 40 feet so your torch illuminates them and you can see them, otherwise you have disadvantage on the attack roll.
You know where the hobgoblins are, because the party members with darkvision (60 feet range) can see them.
You do not need to dash, but you will need to expend all of your movement to see the hobgoblins yourself.
That puts you way out in front of the party. Although I would expect Brumdal or Pagan might advance before the hobgoblins’ turn.
With all that info, do you want to change anything?
(Just confirming, because you might not have realized how far Amar needs to move because of the vision issue.)
Updated that last post, because I misinterpreted the rules. The TL;DR is you *can* attack a target you can’t see, you just have disadvantage on the attack.
(In an earlier version I said the attack would automatically miss. That was incorrect.)
Move forward and strike. I'm confident my party will avail themselves as additional targets.
Amar
Attack Roll vs. AC 18: 15
DEX Saves vs. DC 14
8
6
19
21
8
Damage from the Exploding Ice Shard:
6
5
4
4
3
@Brumdal, your turn!
Okay - Brumdal will move up towards Amar. I don't think I can throw a javelin and then move, so I'll move, and we'll see what the hobgoblins do. If I can throw and then move, I'll do that instead. I believe I left two javelins behind in the previous skirmish (since we didn't really stop to pick anything up) - I'll have to remember to go back and get those. Can't make hobgoblin martinis without my skewers!
Amar shouts in goblin, "Cold enough for ya?"
Brumdal
You can break up your movement however you like.
With your javelin you need to be within 30 feet of your target otherwise you have disadvantage on the attack, so the real issue is getting into better range. You need to be either alongside or in front of Amar to be in that optimal range ... and you have just enough movement to get there.
So ... move then attack this round would be the way to do it.
Brumdal’s attack roll vs. AC 18: 25 Damage (if hit): 10
@Pagan, it is the time of the dragon.
Pagan rushes forward to join Brumdal. He wishes he had rested so he could breathe Acid upon the wicked Hobgoblins. With his Shoto at the ready he waits for the enemy to advance. (Preparing an attack.) "Nice shot Wizard," he says to Amar.
Pagan
Pagan ends his turn next to Brumdal, 25 feet from the advancing hobgoblins. If they move within melee range, Pagan will attack with shoto and kung fu fighting.