The rumbling sensation being produced by the pyramid charges up to the point where it can no longer be ignored. It launches something similar to a sonic boom towards the entrance you are all standing around. Those of you near enough to the door must succeed a CON saving throw {DC 14} or take 40 thunder damage. The four of you benefit from Graxximus' Aura of Protection:
Charles: 11 - takes the full 40 thunder damage;
Graxximus: 13 (I used the wrong modifier here. This roll is supposed to be a 10 in total.) - takes the full 40 thunder damage;
Nox: 30 - takes no damage;
Talon: 31 - takes no damage.
(Talon, Nox, Graxximus, Sigil, and Charles are up next.)
Sigil opens his palm as the thunderwave resounds throughout the cavern, slashing his longsword across the heavily scarred portions of his hand and activating the Rite of Dawn that sleeps dormant in his blood, taking 7 damage. Sword now glowing, he pushes his way forwards until he is within 5 feet of Charles, and keeps an eye on both him and the water, making him the ward of Vigilant Guardian.
This post has potentially manipulated dice roll results.
Talon will move to DA, -10 and then will use latent divine abilities to quickly cast Blink and will then call on his patron magic to Eldritch Blast the pyramid.
((So the wording of Lucky confuses me actually. Can I only use it if I roll a 1? If not, I'd like to use it for that saving throw: 21))
Charles will gasp in pain and will move to DB-12 to get away from the invisible creature.
((If I use the ready for a spell and the trigger never happens, does it use up the spell slot?))
If the answer to the above question is yes, Charles will ready a Fire Bolt aimed for whatever-the-hell this thing is once it appears. Attack: 19 Damage: Unable to parse dice roll.
If the answer to the above question is no, Charles will ready a Fireball aimed for whatever-the-hell this thing is once it appears. 27 fire damage (I will use Sculpt Spells [I can choose creatures of 1+spells level (this case 4) to automatically succeed the saving throw and take NO damage] on any of my allies if they're caught in the radius)
This post has potentially manipulated dice roll results.
(@Laserwhit: There is no space {DA,-10}. That's solid wall. Did you mean {DD,-10}? That's where I'll assume Talon moves until you say otherwise.)
Avoiding the sound blast, Talon springs into action both defensively and offensively. His first Eldritch Blast dislodges the pyramid, knocking it into the water. The others hit the supporting rod, to little effect. Talon then Blinks away.
Nox then Blesses the party (sansTalon) after entering the room {DD, -12} in preparation for whatever comes next (which god/goddess is blessing the party?). Graxximus flies as close to ceiling as he can {DH, -10} and looks for the invisible threat in the water. He identifies a Large section of water that shifts deep into the pool, a good 40 feet underneath the surface. Like Nox, Graxximus thinks he can hit the invisible being if he needs to (no disadvantage on the attack). The water that was at his feet lunges upward, attacking Graxximus as he flies away:
-> Slam (melee weapon attack of opportunity) vs. Graxximus: Attack: 11 Damage: 13 bludgeoning.
Sigil moves from the back of the line, stopping at the threshold {DC, -12}. Seeing Charles' bleeding ear from the thunderous blast, he prepares to protect him if needed. As Charles then tries to moves to the other side of Sigil and prepare to shoot a Fire Bolt as soon as he has a target, a section of magical water forms what resembles an arm and attacks the fleeing halfling. Sigil quickly takes Charles' place (reference):
-> Slam (melee weapon attack of opportunity) vs. Sigil: Attack: 8Damage: 15 bludgeoning.
This post has potentially manipulated dice roll results.
The water around Nox's and Sigil's ankles begins to surge upward quickly rising to cover even their heads. Both warrior try to swim out of danger:
STR saving throws {DC 15}:
Talon: 3 - takes 9 bludgeoning damage and becomes grappled, restrained, and must hold his breath;
Nox: 10 + 2 = 13 (Now accounting for Bless as per this reference) - takes 11 bludgeoning damage and becomes grappled, restrained, and must hold her breath, which she can do with no problem for a whole hour;
Sigil: 32 (already including Bless bonus) - the blood hunter manages to swim out of danger, stepping onto the only portion of the landing not currently taken over by murderous water.
From his past life, Sigil would recognize these two creatures as Water Elementals. Note that passage into the room is now blocked by one of the elementals.
As the arm reaches up to grab Charles, Sigil raises his arm and the glyph on his head glows. He and Charles switch places, and the watery arm breaks harmlessly against Sigil’s armor. Charles takes no additional damage (Vigilant Guardian: Reaction).
This post has potentially manipulated dice roll results.
(@Lerus: So to reiterate, Le'gal is blocked off from the rest of the party due to the elemental? Since she's on the other side of the door. If so, here's what she'll do...)
Le'gal steps up to proverbial plate to lay the smack down a both literal and verbal smackdown on orb(wall?) of seeming animate water. "By the Order of Erathis: Cease and DESIST!"She shouts, smacking it once with her mace, and deeper still as divine magic sparks and cascades as a fleeting wave of purple energy throughout the being. When it still stands up to her test, she reciting rules and regulation so mired with the detail and hope crushing words even the undead would be reticent to stick around to hear.
Action: Mace to the Face! Attack: 25 Damage: 5 Non-magical bludgeoning. Plus an additional 2 Psychic damage from Divine Strike. (Bless roll at bottom to avoid messing with rollers)
Bonus Action: Using the Order Domain Feature: Embodiment of the Law to cast Begone, Punk!!(1st level) to the blocking elemental, inflicting 11 psychic damage, or half as much on a success(Wis Save: DC 15). In addition, if failed the target must use its reaction to move as far as its movement allows away from Le'gal.
Relevant Feature Info:
Embodiment of Order: At 6th level, you become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
Divine Strike1d8 psychic damage
You infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.
Future Reaction: Cutting Words on the next attack roll that she can see that will hit a party member that she can see.(-d8)
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.
Str save Edit STR DC15 : Nox: 11+2bless Beside that the tortle immobile because of the water she isn't in a major discomfert. + Dunno who else it gonna be
Concentretion check on bless: CON DC 10: 10 + 4bless
Le'gal is the first to strike against the Water Elemental blocking the entrance into the pool room, after moving forward a bit {DC, -12}. The mace strike splashes some water around, and the bugbear cannot be sure how much actual damage that dealt. The holy psychic torment though, certainly bothers the creature. Le'gal then attempts to pile on the mental torment:
-> WaterElemental's WIS saving throw {DC 15}: 10 - the water splashes some more (Water Elemental#1 - CMD: 17).
In pain, the elemental swims away all the way to the far wall. Trapped within the fleeing elemental, Nox the tortle moves along with it (akin to someone moving at half-speed while dragging someone else).
This post has potentially manipulated dice roll results.
Another bulge of water surfaces from below, launching a water jet towards the door. Both Le'gal and Charles are in the way of the projectile. The wizard still manages to let loose a pre-prepared Fire Bolt, but the incoming water jet smothers the flames.
DEX saving throws {DC 16} (rolls already include the Bless bonus):
Charles: 18;
Le'gal: 13.
Charles and Le'gal each take 17 bludgeoning damage, fall prone, and are thrown against the wall. Because of the halfling's relative light weight, Charles even rolls a bit to the side upon hitting the wall.
In attacking the pair, the creature loses its Invisibility, revealing another form Sigil would be familiar with, a Marid. Both Talon and Le'gal have also recently seen a couple of these from their brief visit out of the material plane.
Le'gal's concentration check on Heroism {DC 15}: 16 + 1 = 22 - All good.
This post has potentially manipulated dice roll results.
((Would Charles know that there is a bad guy at DD-10? Also can he see Grandma Nox's embracer at DM-12?))
(A) If he WOULD know:
He will peek around the corner and launch a good ol' fashioned Fireball like wizards do centered on DD-12. DC 18 Dex Save. Damage roll: 27
He will use his Sculpt Spells feature to allow Talon (and anyone else that happens to end up in range) to automatically succeed the save and take no damage.
(B) If he WOULD NOT know, and if HE CAN see Nox's adversary:
((Does Animate Objects require me to throw 10 ball bearings out of my backpack? If not:))
He casts Animate Objects on his ball bearings sending them flying toward Nox's adversary:
Attack: 26 Damage: 7
Attack: 15 Damage: 6
Attack: 10 Damage: 8
Attack: 11 Damage: 5
Attack: 16 Damage: 5
Attack: 17 Damage: 7
Attack: 23 Damage: 8
Attack: 20 Damage: 6
Attack: 9 Damage: 8
Attack: 15 Damage: 8
((If it does then:))
He will cast Confusion on Nox's captor, requiring a DC 18 WIS save (from both Nox and the captor, I'd assume.)
(C) If he WOULD NOT know, and if HE CANNOT see Nox's adversary:
This post has potentially manipulated dice roll results.
Action: Nox cast Toll the Dead on the elemental holding him. WIS DC 18: 21 necrotic damage if it fails save. BA: He then dissepears from elemental for slight moment and appears back at DB-12 "That was intresting ride." (Druid hidden path, similar to misty step but 60 feet range)
This post has potentially manipulated dice roll results.
Sigil runs his sword across his hand again, casting an amplified Blood Curse of Mutual Suffering on the Marid, taking 4 damage. He then turns to the elemental engulfing Talon and slashes at it, invoking his Supernatual Surge to make a third swipe before fading to a spectral form.
Talon reappears at DD, -11 and will immediately use his patronage to curse the Marid. He will then cast his classic patron blasting spell.
BONUS ACTION: Hexblade's Curse
Hexblade’s Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus.
Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20.
If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (minimum of 1 hit point).
You can’t use this feature again until you finish a short or long rest.
Talon calls upon his innate divine magic to empower the blasts. ( 1 sorcery point to rolling all three damage dice: 1st blast originally 1 - now 2, 2nd blast originally 3 - now 2, 3rd blast originally 1 - now 2 )
(OOC: You must be kidding me!!! Sigh, six d10 rolls and my high is a 3??)
This post has potentially manipulated dice roll results.
Graxximus will fly down 10 ft to where it's like is he standing on the water remaining in the same space.
He will then tilt his head slightly exposing his neck. He will take his own short sword and lightly nick himself so that a drop of blood runs down his sword.
He will then hold out his sword into the air and proclaim, "TEMPUS IS YOUR BANE!". He will then target both water elementals and the Marid with Bane at third level. CHA SAVE: 17.
Graxximus will then fly to DK, -11 with remaining movement try to get to Nox.
Graxximus will use Bonus Action to try to shove the Marid Prone using his Shield Master Shove. 14
Graxximus will use Action Surge.
Graxximus will then Attack the Marid twice with his shortsword. (I will also roll 2 D20's at the end in case the Marid is shoved prone giving Graxximus advantage).
Attack: 21 Damage: 9
Attack: 13 Damage: 12
IF Advantage: 1518
Graxximus will then say, "Eyes on me water spitter!"
Graxximus will expend one superiority die to use Goading Attack
Goading Attack (Special)
When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 17). On failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
The rumbling sensation being produced by the pyramid charges up to the point where it can no longer be ignored. It launches something similar to a sonic boom towards the entrance you are all standing around. Those of you near enough to the door must succeed a CON saving throw {DC 14} or take 40 thunder damage. The four of you benefit from Graxximus' Aura of Protection:
(Talon, Nox, Graxximus, Sigil, and Charles are up next.)
Graxximus will stow his shortsword and draw one of his spear.
Graxximus will fly 10 feet into the air. Graxximus will then use remaining movement(15ft) to move to DH,-10.
Graxxmus will then use his action to search for movement in the water.
Perception: 23
IF Graxximus sees the foe in the water he will call it out pointing with his spear saying, "THERE IN WATER TO THE "INSERT DIRECTION HERE" OF ME!"
Bonus Action: Second Wind 6 Healing
Sigil opens his palm as the thunderwave resounds throughout the cavern, slashing his longsword across the heavily scarred portions of his hand and activating the Rite of Dawn that sleeps dormant in his blood, taking 7 damage. Sword now glowing, he pushes his way forwards until he is within 5 feet of Charles, and keeps an eye on both him and the water, making him the ward of Vigilant Guardian.
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Talon will move to DA, -10 and then will use latent divine abilities to quickly cast Blink and will then call on his patron magic to Eldritch Blast the pyramid.
BONUS ACTION: Blink for 2 sorcery points
ACTION: Eldritch Blast all force damage
#1 blast: Attack: 23 Damage: 8
#2 blast: Attack: 27 Damage: 11
#3 blast: Attack: 22 Damage: 14
Blink roll: 5 Talon disappears.
Lot's of stuff ...
((So the wording of Lucky confuses me actually. Can I only use it if I roll a 1? If not, I'd like to use it for that saving throw: 21))
Charles will gasp in pain and will move to DB-12 to get away from the invisible creature.
((If I use the ready for a spell and the trigger never happens, does it use up the spell slot?))
If the answer to the above question is yes, Charles will ready a Fire Bolt aimed for whatever-the-hell this thing is once it appears. Attack: 19 Damage: Unable to parse dice roll.
If the answer to the above question is no, Charles will ready a Fireball aimed for whatever-the-hell this thing is once it appears. 27 fire damage (I will use Sculpt Spells [I can choose creatures of 1+spells level (this case 4) to automatically succeed the saving throw and take NO damage] on any of my allies if they're caught in the radius)
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Nox drops detect magic and blesses (4th spell slot) everybody. (+1d4 per attack roll/saving throw). "Intresting the water seem to be magical to."
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
(@Laserwhit: There is no space {DA,-10}. That's solid wall. Did you mean {DD,-10}? That's where I'll assume Talon moves until you say otherwise.)
Avoiding the sound blast, Talon springs into action both defensively and offensively. His first Eldritch Blast dislodges the pyramid, knocking it into the water. The others hit the supporting rod, to little effect. Talon then Blinks away.
Nox then Blesses the party (sans Talon) after entering the room {DD, -12} in preparation for whatever comes next (which god/goddess is blessing the party?). Graxximus flies as close to ceiling as he can {DH, -10} and looks for the invisible threat in the water. He identifies a Large section of water that shifts deep into the pool, a good 40 feet underneath the surface. Like Nox, Graxximus thinks he can hit the invisible being if he needs to (no disadvantage on the attack). The water that was at his feet lunges upward, attacking Graxximus as he flies away:
-> Slam (melee weapon attack of opportunity) vs. Graxximus: Attack: 11 Damage: 13 bludgeoning.
Sigil moves from the back of the line, stopping at the threshold {DC, -12}. Seeing Charles' bleeding ear from the thunderous blast, he prepares to protect him if needed. As Charles then tries to moves to the other side of Sigil and prepare to shoot a Fire Bolt as soon as he has a target, a section of magical water forms what resembles an arm and attacks the fleeing halfling. Sigil quickly takes Charles' place (reference):
-> Slam (melee weapon attack of opportunity) vs. Sigil: Attack: 8
Damage: 15 bludgeoning.The water around Nox's and Sigil's ankles begins to surge upward quickly rising to cover even their heads. Both warrior try to swim out of danger:
STR saving throws {DC 15}:
From his past life, Sigil would recognize these two creatures as Water Elementals. Note that passage into the room is now blocked by one of the elementals.
Nox maintains concentration (reference).
(Le'gal is up next).
As the arm reaches up to grab Charles, Sigil raises his arm and the glyph on his head glows. He and Charles switch places, and the watery arm breaks harmlessly against Sigil’s armor. Charles takes no additional damage (Vigilant Guardian: Reaction).
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
(@Lerus: So to reiterate, Le'gal is blocked off from the rest of the party due to the elemental? Since she's on the other side of the door. If so, here's what she'll do...)
Le'gal steps up to proverbial plate to lay the smack down a both literal and verbal smackdown on orb(wall?) of seeming animate water. "By the Order of Erathis: Cease and DESIST!" She shouts, smacking it once with her mace, and deeper still as divine magic sparks and cascades as a fleeting wave of purple energy throughout the being. When it still stands up to her test, she reciting rules and regulation so mired with the detail and hope crushing words even the undead would be reticent to stick around to hear.
Action: Mace to the Face! Attack: 25 Damage: 5 Non-magical bludgeoning. Plus an additional 2 Psychic damage from Divine Strike.
(Bless roll at bottom to avoid messing with rollers)
Bonus Action: Using the Order Domain Feature: Embodiment of the Law to cast Begone, Punk!!(1st level) to the blocking elemental, inflicting 11 psychic damage, or half as much on a success(Wis Save: DC 15). In addition, if failed the target must use its reaction to move as far as its movement allows away from Le'gal.
Relevant Feature Info:
Embodiment of Order:
At 6th level, you become remarkably adept at channeling magical energy to compel others. If you cast a spell of the enchantment school using a spell slot of 1st level or higher, you can change the spell’s casting time to 1 bonus action for this casting, provided the spell’s casting time is normally 1 action.You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
You infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 psychic damage to the target.
Future Reaction: Cutting Words on the next attack roll that she can see that will hit a party member that she can see.(-d8)
Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage.
Song Inspiration for Whispers:
Plus Bless to above Divine Strike to hit: 1.
When you realize you're doing too much: Signature.
(@Lerus/super changed bless to third slot)
Str save Edit
STR DC15 :
Nox: 11+2 bless Beside that the tortle immobile because of the water she isn't in a major discomfert.
+ Dunno who else it gonna be
Concentretion check on bless: CON DC 10:
10 + 4 bless
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Le'gal is the first to strike against the Water Elemental blocking the entrance into the pool room, after moving forward a bit {DC, -12}. The mace strike splashes some water around, and the bugbear cannot be sure how much actual damage that dealt. The holy psychic torment though, certainly bothers the creature. Le'gal then attempts to pile on the mental torment:
-> Water Elemental's WIS saving throw {DC 15}: 10 - the water splashes some more (Water Elemental#1 - CMD: 17).
In pain, the elemental swims away all the way to the far wall. Trapped within the fleeing elemental, Nox the tortle moves along with it (akin to someone moving at half-speed while dragging someone else).
(Invisible Threat will go next.)
Another bulge of water surfaces from below, launching a water jet towards the door. Both Le'gal and Charles are in the way of the projectile. The wizard still manages to let loose a pre-prepared Fire Bolt, but the incoming water jet smothers the flames.
DEX saving throws {DC 16} (rolls already include the Bless bonus):
Charles and Le'gal each take 17 bludgeoning damage, fall prone, and are thrown against the wall. Because of the halfling's relative light weight, Charles even rolls a bit to the side upon hitting the wall.
In attacking the pair, the creature loses its Invisibility, revealing another form Sigil would be familiar with, a Marid. Both Talon and Le'gal have also recently seen a couple of these from their brief visit out of the material plane.
Le'gal's concentration check on Heroism {DC 15}: 16 + 1 = 22 - All good.
END OF INITIATIVE ROUND 1
POOL OF WATER MAP UPDATE:
(Rumbling Pyramid goes next.)
From above, Graxximus sees a ripple effect building up from the bottom of the pool of water. The ripples are gradually getting bigger.
(Talon, Nox, Graxximus, Sigil, and Charles are up next.)
((Would Charles know that there is a bad guy at DD-10? Also can he see Grandma Nox's embracer at DM-12?))
(A) If he WOULD know:
He will peek around the corner and launch a good ol' fashioned Fireball like wizards do centered on DD-12. DC 18 Dex Save. Damage roll: 27
He will use his Sculpt Spells feature to allow Talon (and anyone else that happens to end up in range) to automatically succeed the save and take no damage.
(B) If he WOULD NOT know, and if HE CAN see Nox's adversary:
((Does Animate Objects require me to throw 10 ball bearings out of my backpack? If not:))
He casts Animate Objects on his ball bearings sending them flying toward Nox's adversary:
Attack: 26 Damage: 7
Attack: 15 Damage: 6
Attack: 10 Damage: 8
Attack: 11 Damage: 5
Attack: 16 Damage: 5
Attack: 17 Damage: 7
Attack: 23 Damage: 8
Attack: 20 Damage: 6
Attack: 9 Damage: 8
Attack: 15 Damage: 8
((If it does then:))
He will cast Confusion on Nox's captor, requiring a DC 18 WIS save (from both Nox and the captor, I'd assume.)
(C) If he WOULD NOT know, and if HE CANNOT see Nox's adversary:
He will cry in a corner.
Kidding.
He will down a quick potion of healing: 6
Kandalou Dle'tan - Level 9 Githyanki Fighter (Champion) - Rrakkma PbP
Action: Nox cast Toll the Dead on the elemental holding him. WIS DC 18: 21 necrotic damage if it fails save.
BA: He then dissepears from elemental for slight moment and appears back at DB-12 "That was intresting ride." (Druid hidden path, similar to misty step but 60 feet range)
Nox - Adult Oblex - The Trials
Jartrin Ephok - Dragonborn - Zanoliv
Bunol - Grim Angel - The Floating Lands of Goriate
Sigil runs his sword across his hand again, casting an amplified Blood Curse of Mutual Suffering on the Marid, taking 4 damage. He then turns to the elemental engulfing Talon and slashes at it, invoking his Supernatual Surge to make a third swipe before fading to a spectral form.
First To Hit: 11
Damage: 14 Slashing + 5 Radiant
Second To Hit: 15
Damage: 8 Slashing + 6 Radiant
Third To Hit: 24
Damage: 11 Slashing + 4 Radiant
Officially Joined the Expanded Signature Club
Will be on Hiatus: Currently Clear
Talon reappears at DD, -11 and will immediately use his patronage to curse the Marid. He will then cast his classic patron blasting spell.
BONUS ACTION: Hexblade's Curse
Hexblade’s Curse
Starting at 1st level, you gain the ability to place a baleful curse on someone. As a bonus action, choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits:
You can’t use this feature again until you finish a short or long rest.
ACTION: Eldritch Blast
#1 Blast: Attack: 19 Damage: 11
#2 Blast: Attack: 23 Damage: 13
#3 Blast: Attack: 13 Damage: 11
Blink roll: 6 Talon does NOT disappear
Talon calls upon his innate divine magic to empower the blasts. ( 1 sorcery point to rolling all three damage dice: 1st blast originally 1 - now 2, 2nd blast originally 3 - now 2, 3rd blast originally 1 - now 2 )
(OOC: You must be kidding me!!! Sigh, six d10 rolls and my high is a 3??)
Lot's of stuff ...
Graxximus will fly down 10 ft to where it's like is he standing on the water remaining in the same space.
He will then tilt his head slightly exposing his neck. He will take his own short sword and lightly nick himself so that a drop of blood runs down his sword.
He will then hold out his sword into the air and proclaim, "TEMPUS IS YOUR BANE!". He will then target both water elementals and the Marid with Bane at third level. CHA SAVE: 17.
Graxximus will then fly to DK, -11 with remaining movement try to get to Nox.
Graxximus will use Bonus Action to try to shove the Marid Prone using his Shield Master Shove. 14
Graxximus will use Action Surge.
Graxximus will then Attack the Marid twice with his shortsword. (I will also roll 2 D20's at the end in case the Marid is shoved prone giving Graxximus advantage).
Attack: 21 Damage: 9
Attack: 13 Damage: 12
IF Advantage: 15 18
Graxximus will then say, "Eyes on me water spitter!"
Graxximus will expend one superiority die to use Goading Attack
When you hit with a weapon attack, you can expend one superiority die to add the total to the damage roll and the target must make a WIS saving throw (DC 17). On failure, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
Goading Attack Extra Damage: 8