The Girallon Zombies move in, using their aggressive trait to get right in to where the grup is currently. #2 attacks Kellin... Bite. Melee Weapon Attack: 24 to hit, reach 5 ft., one target. Hit: 7 piercing damage. Claw. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 8 slashing damage. Claw. Melee Weapon Attack: 10 to hit, reach 5 ft., one target. Hit: 7 slashing damage. Claw. Melee Weapon Attack: 23 to hit, reach 5 ft., one target. Hit: 8 slashing damage. Claw. Melee Weapon Attack: 13 to hit, reach 5 ft., one target. Hit: 5 slashing damage.
#4 attacks Kyrah... Bite. Melee Weapon Attack: 24 to hit, reach 5 ft., one target. Hit: 9 piercing damage. Claw. Melee Weapon Attack: 24 to hit, reach 5 ft., one target. Hit: 7 slashing damage. Claw. Melee Weapon Attack: 14 to hit, reach 5 ft., one target. Hit: 5 slashing damage. Claw. Melee Weapon Attack: 23 to hit, reach 5 ft., one target. Hit: 7 slashing damage. Claw. Melee Weapon Attack: 19 to hit, reach 5 ft., one target. Hit: 7 slashing damage.
#4 attacks Pike... (Pike, I believe you get an attack of opportunity, if you choose to take it, s the zombie moves into your reach. If that is true, you can use it as well.) Bite. Melee Weapon Attack: 15 to hit, reach 5 ft., one target. Hit: 9 piercing damage. Claw. Melee Weapon Attack: 22 to hit, reach 5 ft., one target. Hit: 7 slashing damage. Claw. Melee Weapon Attack: 24 to hit, reach 5 ft., one target. Hit: 5 slashing damage. Claw. Melee Weapon Attack: 21 to hit, reach 5 ft., one target. Hit: 8 slashing damage. Claw. Melee Weapon Attack: 25 to hit, reach 5 ft., one target. Hit: 5 slashing damage.
#1 moves to attack Bennin... Bennin takes an attack of opportunity as it enters his reach... 23 damage: 7
The one moving towards Bennin is stopped in its tracks, unable to move further this round.
Pike takes his attack of opportunity on the first enemy to enter his reach.
Using GWM to Hit, no advantage or disadvantage: 13 If a hit magical piercing damage of: 18
You do hit, injuring the #4 zombie quite a bit. It is still up though.
Eldon lifts up off of the ground on his broom of flying. He angles away from banshee 1 and towards banshee 2, since he is frightened of basnshee 1. Casting a spell, he fills the back half of the area with a storm of sleet and ice.
(I tried a fill-effect for the area affected by sleet storm. Pretty much it is everything south of the line including the 3 phantom warriors. Ogguimash is just outside of it in his current position.)
The two ghosts fly to the pillar north of them. They both use Horrifying Visage.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Oguen, Flen Battlehammer, brocc, Harven, Udo, and Belrash all need to make 2 wis saves.
Failing his save against one of the ghosts, Flenn moves towards the direction of the other. He casts a spell, coating his body in ice, and then moves right up to threaten SW Warrior #4.
This post has potentially manipulated dice roll results.
Thea moves SW a bit, to have cover behind the pillar there. She steps out to send two arrows at deathlock2. The first her owl familiar flie sin to distract the deathlock for the strike. She ducks back behind the pillar after the shot.
Movement: just a bit SW. Bonus Action: none. Action: Attack. Familiar Action: help
This post has potentially manipulated dice roll results.
Vampire spawn dex save: 18
Easily able to keep its footing, the vampire spawn moves out of the area of the sleet storm, and to a spot threatening Ogguimash he cannot attack this round.
Bennin slices his spear's blade down his forearm, charging it with lightning energy. He then strikes at the zombie in front of Pike, lashin gout with two blade attacks.
Bennin slices his spear's blade down his forearm, charging it with lightning energy. He then strikes at the zombie in front of Pike, lashin gout with two blade attacks.
This post has potentially manipulated dice roll results.
WIS save 1: 11
WIS save 2: 3
Lucky smiles at the opportunity to slay more ghosts. He trots southwest, ending up north of Vampire Spawn (AF44). On the way, he draws his greatsword and runs the blade along the side of his neck, calling forth a short line of cursed blood to taint the sword (1 damage). Once in range, he swings the sword twice at the Vampire Spawn.
Bonus: Rite of the Dawn
Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
Your weapon sheds bright light out to a radius of 20 feet. You have resistance to necrotic damage. Your weapon deals one additional hemocraft die of rite damage when you hit an undead
Greatsword attack (with rite of the dawn) #1: 12, damage: 10 magical slashing damage + 5 radiant damage (extra die added in for undead)
Greatsword attack (with rite of the dawn) #2: 11, damage: 16 magical slashing damage + 6 radiant damage (extra di(c)e added in for undead)
Misread what GWF does. Thought it meant reroll 1s and 2s on ATTACK rolls, not DAMAGE. So ... ignore the extra code in the attack rolls; I've removed it from future use. Here're the rerolls for the damage rolls ... for the 1 in attack #1: 2 ... for the 1's in attack #2: 6. So the first attack yielded 25 magical slashing damage and 9 radiant damage, and the second attack yielded 12 magical slashing damage and 9 radiant damage.
Harven walks to the right until he has sight of the phantom warrior 2. Harven voice will echo as he tries to assert his influence and take the creature under his control. "Serve your true master, wretch!"
Action: Channel Divinity: Control Undead (Wisdom save DC 13 or he will be under my command)
Lucky smiles at the opportunity to slay more ghosts. He trots southwest, ending up north of Vampire Spawn (AF44). On the way, he draws his greatsword and runs the blade along the side of his neck, calling forth a short line of cursed blood to taint the sword (2 damage). Once in range, he swings the sword twice at the Vampire Spawn.
Bonus: Rite of the Dawn
Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
Your weapon sheds bright light out to a radius of 20 feet. You have resistance to necrotic damage. Your weapon deals one additional hemocraft die of rite damage when you hit an undead
Greatsword attack (with rite of the dawn) #1: 27, damage: 19 magical slashing damage + 9 radiant damage (extra die added in for undead)
Greatsword attack (with rite of the dawn) #2: 15, damage: 6 magical slashing damage + 9 radiant damage (extra di(c)e added in for undead)
Misread what GWF does. Thought it meant reroll 1s and 2s on ATTACK rolls, not DAMAGE. So ... ignore the extra code in the attack rolls; I've removed it from future use. Here're the rerolls for the damage rolls ... for the 1 in attack #1: 6 ... for the 1's in attack #2: 8. So the first attack yielded 25 magical slashing damage and 9 radiant damage, and the second attack yielded 12 magical slashing damage and 9 radiant damage.
Both of your strikes hit home, cleaving into the vampire spawn with bright flashes of radiant power that scorches the vampire's flesh.
Sword Wraith Warrior1 shoots two arrows at Brocc then moves behind the pillar just south of the group for cover. Longbow. Ranged Weapon Attack: 21 to hit, range 150/600 ft., one target. Hit: 6 piercing damage. Longbow. Ranged Weapon Attack: 10 to hit, range 150/600 ft., one target. Hit: 4 piercing damage. Sword Wraith Warrior2 shoots two arrows at Udo then moves behind the pillar just south of the group for cover. Longbow. Ranged Weapon Attack: 17 to hit, range 150/600 ft., one target. Hit: 6 piercing damage. Longbow. Ranged Weapon Attack: 10 to hit, range 150/600 ft., one target. Hit: 9 piercing damage. Sword Wraith Warrior3 moves in next to Belrash and strikes at him twice with his longsword. Longsword. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 10 slashing damage. Longsword. Melee Weapon Attack: 20 to hit, reach 5 ft., one target. Hit: 5 slashing damage. Sword Wraith Warrior4 strikes at Dain. Longsword. Melee Weapon Attack: 13 to hit, reach 5 ft., one target. Hit: 12 slashing damage. Longsword. Melee Weapon Attack: 25 to hit, reach 5 ft., one target. Hit: 8 slashing damage. (Attacks against all of the Sword Wraith Warriors has advantage until their next turn.)b
This post has potentially manipulated dice roll results.
Adding in disadvantage, due to Udo's cloak of displacement...
Sword Wraith Warrior2 shoots two arrows at Udo then moves behind the pillar just south of the group for cover. Longbow. Ranged Weapon Attack: 21 to hit, range 150/600 ft., one target. Hit: 8 piercing damage. (disadvantage roll: 5) Longbow. Ranged Weapon Attack: 20 to hit, range 150/600 ft., one target. Hit: 9 piercing damage. (disadvantage roll: 11)
This post has potentially manipulated dice roll results.
The Shadowghast moves and strikes at Korynn. Bite. Melee Weapon Attack: 9 to hit, reach 5 ft., one creature. Hit: 13 slashing damage plus 5 necrotic damage. Claws. Melee Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 11 slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
You do hit, injuring the #4 zombie quite a bit. It is still up though.
The blood drinker vampire stays put, ordering his minions to move to attack.
Eldon's wis saves...
1...22
2...18
Eldon lifts up off of the ground on his broom of flying. He angles away from banshee 1 and towards banshee 2, since he is frightened of basnshee 1. Casting a spell, he fills the back half of the area with a storm of sleet and ice.
Movement: up 25 feet.
Bonus Action: Activate broom.
Action: sleet storm
(I tried a fill-effect for the area affected by sleet storm. Pretty much it is everything south of the line including the 3 phantom warriors. Ogguimash is just outside of it in his current position.)
The two ghosts fly to the pillar north of them. They both use Horrifying Visage.
Horrifying Visage. Each non-undead creature within 60 feet of the ghost that can see it must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also ages 1d4 × 10 years. A frightened target can repeat the saving throw at the end of each of its turns, ending the frightened condition on itself on a success. If a target's saving throw is successful or the effect ends for it, the target is immune to this ghost's Horrifying Visage for the next 24 hours. The aging effect can be reversed with a greater restoration spell, but only within 24 hours of it occurring.
Oguen, Flen Battlehammer, brocc, Harven, Udo, and Belrash all need to make 2 wis saves.
Flen's wis saves...
1...4
2...4
Failing his save against one of the ghosts, Flenn moves towards the direction of the other. He casts a spell, coating his body in ice, and then moves right up to threaten SW Warrior #4.
Movement: 25 feet SW.
Bonus Action: None.
Action: armor of agathys
Thea moves SW a bit, to have cover behind the pillar there. She steps out to send two arrows at deathlock2. The first her owl familiar flie sin to distract the deathlock for the strike. She ducks back behind the pillar after the shot.
Movement: just a bit SW.
Bonus Action: none.
Action: Attack.
Familiar Action: help
Attack: 17 Damage: 20
Attack: 19 Damage: 22
Both of Thea's strikes hit home.
"And we have our first to take down an enemy..." The arena master says as the deathlock goes down from the two arrows.
I move 30 feet to the left. Kyrah pulls out her hunting rifle and casts hunter's mark the zombie which was attacking me. 11 8
Damage: 18 1 2nd attack (i get 2) 18 5 8
37 total damage.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
Vampire spawn dex save: 18
Easily able to keep its footing, the vampire spawn moves out of the area of the sleet storm, and to a spot threatening Ogguimash he cannot attack this round.
Bennin slices his spear's blade down his forearm, charging it with lightning energy. He then strikes at the zombie in front of Pike, lashin gout with two blade attacks.
Movement: none.
Bonus Action: Crimson Rite.
Action: Attack.
Rite damage: 4
Attack: 22 Damage: 9 Lightning Damage: 2
Attack: 21 Damage: 8 Lightning Damage: 1
Bennin's two strikes take down the Girallon Zombie near him and Pike.
"And our second kill is done..." The Arena Master announces.
(Just a head's up, hunter's mark is cast on a targeted enemy, not yourself.)
Udo wis saves: 17 11
WIS save 1: 11
WIS save 2: 3
Lucky smiles at the opportunity to slay more ghosts. He trots southwest, ending up north of Vampire Spawn (AF44). On the way, he draws his greatsword and runs the blade along the side of his neck, calling forth a short line of cursed blood to taint the sword (1 damage). Once in range, he swings the sword twice at the Vampire Spawn.
Bonus: Rite of the Dawn
Your rite damage is radiant damage. While the rite is active, you gain the following benefits:
Your weapon sheds bright light out to a radius of 20 feet.
You have resistance to necrotic damage.
Your weapon deals one additional hemocraft die of rite damage when you hit an undead
Greatsword attack (with rite of the dawn) #1: 12, damage: 10 magical slashing damage + 5 radiant damage (extra die added in for undead)
Greatsword attack (with rite of the dawn) #2: 11, damage: 16 magical slashing damage + 6 radiant damage (extra di(c)e added in for undead)
Misread what GWF does. Thought it meant reroll 1s and 2s on ATTACK rolls, not DAMAGE. So ... ignore the extra code in the attack rolls; I've removed it from future use. Here're the rerolls for the damage rolls ... for the 1 in attack #1: 2 ... for the 1's in attack #2: 6. So the first attack yielded 25 magical slashing damage and 9 radiant damage, and the second attack yielded 12 magical slashing damage and 9 radiant damage.
Harven walks to the right until he has sight of the phantom warrior 2. Harven voice will echo as he tries to assert his influence and take the creature under his control. "Serve your true master, wretch!"
Action: Channel Divinity: Control Undead (Wisdom save DC 13 or he will be under my command)
Move: 30 feet (O45)
Both of your strikes hit home, cleaving into the vampire spawn with bright flashes of radiant power that scorches the vampire's flesh.
Sword Wraith Warrior1 shoots two arrows at Brocc then moves behind the pillar just south of the group for cover.
Longbow. Ranged Weapon Attack: 21 to hit, range 150/600 ft., one target. Hit: 6 piercing damage.
Longbow. Ranged Weapon Attack: 10 to hit, range 150/600 ft., one target. Hit: 4 piercing damage.
Sword Wraith Warrior2 shoots two arrows at Udo then moves behind the pillar just south of the group for cover.
Longbow. Ranged Weapon Attack: 17 to hit, range 150/600 ft., one target. Hit: 6 piercing damage.
Longbow. Ranged Weapon Attack: 10 to hit, range 150/600 ft., one target. Hit: 9 piercing damage.
Sword Wraith Warrior3 moves in next to Belrash and strikes at him twice with his longsword.
Longsword. Melee Weapon Attack: 12 to hit, reach 5 ft., one target. Hit: 10 slashing damage.
Longsword. Melee Weapon Attack: 20 to hit, reach 5 ft., one target. Hit: 5 slashing damage.
Sword Wraith Warrior4 strikes at Dain.
Longsword. Melee Weapon Attack: 13 to hit, reach 5 ft., one target. Hit: 12 slashing damage.
Longsword. Melee Weapon Attack: 25 to hit, reach 5 ft., one target. Hit: 8 slashing damage.
(Attacks against all of the Sword Wraith Warriors has advantage until their next turn.)b
Adding in disadvantage, due to Udo's cloak of displacement...
Sword Wraith Warrior2 shoots two arrows at Udo then moves behind the pillar just south of the group for cover.
Longbow. Ranged Weapon Attack: 21 to hit, range 150/600 ft., one target. Hit: 8 piercing damage. (disadvantage roll: 5)
Longbow. Ranged Weapon Attack: 20 to hit, range 150/600 ft., one target. Hit: 9 piercing damage. (disadvantage roll: 11)
The Shadowghast moves and strikes at Korynn.
Bite. Melee Weapon Attack: 9 to hit, reach 5 ft., one creature. Hit: 13 slashing damage plus 5 necrotic damage.
Claws. Melee Weapon Attack: 18 to hit, reach 5 ft., one target. Hit: 11 slashing damage. If the target is a creature other than an undead, it must succeed on a DC 12 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.