I would have been content with levitate, 15 ft jump plus 20ft move to be face to face, close enough to touch for poison condition. I could have just kept firing off ranged purple worm poison sneak attack arrows at +10 to hit with advantage while invisible, but it sounded less fun.
Fury, a dark pink brickhouse of a tiefling, stepped far enough off to the side to peer around her barricade and summons a skeletal figure wreathed in black flames and bearing a golden mask beside her opponent. She then whips her other hand forward, flinging a bolt of white hot flames at her opponent as well, while also wreathing herself in a like white flames. Finally, she commands the spirit to slay her opponent.
Movement: 30ft into vision range of opponent.
Action: Cast (6th level)[Tooltip Not Found] within 5ft of opponent.
Bonus Action: Spending 2 Sorcerery Points to Quicken cast (Cantrip)Primal Flames. Attack: 18 Damage: Unable to parse dice roll. of Fire (Ignores Resistance due to Elemental Adept(Fire)).
The spirit forms a sword of flames and attacks relentlessly with a flame so hot it freezes all it touches. Worst yet, just by being in its presence, should its target survive, the lose vitality. (Weight of Ages effect, see spoiler)
Spirit's Action: Chilling Rend Multi-Attack. Rend #1 - Attack: 14 Damage: 24 of Cold. Rend #2 - Attack: 28 Damage: 23 of Cold. Rend #3 - Attack: 11 Damage: 22 of Cold.
Weight of Ages (Despair Only). Any beast or humanoid, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that beast or humanoid’s next turn.
Flames of Phlegethos.
When you roll fire damage for a spell you cast, you can reroll any roll of 1 on the fire damage dice, but you must use the new roll, even if it is another 1.
Whenever you cast a spell that deals fire damage, you can cause flames to wreathe you until the end of your next turn. The flames don’t harm you or your possessions, and they shed bright light out to 30 feet and dim light for an additional 30 feet. While the flames are present, any creature within 5 feet of you that hits you with a melee attack takes 1d4 fire damage.
Hi, I am building an arena style game for PvP. All encounters will be 1v1. All losses result in death. No character may be used twice.
Here are the rules: You start 90 feet apart in a circular arena with a 90 foot radius (This means you have 90 feet between you with 45 feet between you and the walls behind you.)
(@Me_Link: Even with me moving thirty feet closer, unless you can move 60ft in a turn after having your speed reduced by the spirit by 20ft, melee attacks won't reach her. I assume you are attacking the spirit, killing it with the second attack? Secondly, both entering a Rage and Casting Wrathful Smite takes a bonus action. So, you would not be able do both, so I assume you enter a rage this turn?)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Me_link: Both Rage and Divine Favor require a Bonus Action. Also, and I should've caught this sooner, but you cannot cast spells or maintain concentration on spells while raging.)
Rollback Post to RevisionRollBack
When you realize you're doing too much: Signature.
(@Me_Link: You had in regards to cast 2 leveled spells (ie. Two spells that both spend spellslots) within the same turn outside of action surge. But even applying the appropriate mods to the Spiritual Weapon, it doesn't matter much.)
Reaction(Fury): Spend 1 Sorcery Point to Subtle Cast (3rd level)Counterspell on Hold Person, canceling the spell.
Reaction(Spirit of Despair): Attack of Opportunity on Me_Link's Character. Rend - Attack: 23 Damage: 22 of Cold.
Fury doesn't even blink as the spell seems to unravel on its own, and the spirit strikes. For her part, she summons the primal essence of fire as wickerman consumed in flames that literally explodes into being near the enemy.
She then backs up, and snaps her fingers, causing the fire spirit to release a second greater explosion from its position. "Finish him, Crippling Depression. Show no mercy." She commands the thus far ignored spirit of despair.
Action: Summon Wild Fire Spirit within 10ft of Me_Link's Character. Dexterity Save(DC 16) or take 8 Fire damage.
Summon Wild Fire Spirit. You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.
Movement: 30ft further away from Me_Link's character.
Bonus Action: Spending 2 Sorcerery Points to Quicken cast (7th level)Wild Fire!, targeting point so it affects only Me_Link's character and Wild Fire Spirit. Dexterity Save(DC 17) for half of :54 plus 8 from Enhanced Bond of Fire Damage. (Resistance ignored due to Elemental Adept)
Enhanced Bond. The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled.
Spirit of Despair's Turn:
The spirit of burning despair follows after its prey and continues its vicious assault.
Spirit's Movement: Back into Melee with Me_Link's character.
Spirit's Action: Chilling Rend Multi-Attack. Rend #1 - Attack: 23 Damage: 22 of Cold. Rend #2 - Attack: 26 Damage: 20 of Cold. Rend #3 - Attack: 23 Damage: 14 of Cold.
If you're curious, here's the rule he is referring to:
Bonus Action
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
You could have won easily if I fail the first hold person save which could have happened...
I learned before playing higher level arena games...one of your magic items needs to be boots of flying...or a carpet.....
I would have been content with levitate, 15 ft jump plus 20ft move to be face to face, close enough to touch for poison condition. I could have just kept firing off ranged purple worm poison sneak attack arrows at +10 to hit with advantage while invisible, but it sounded less fun.
can i join? it has already started, but its still marked as recruiting.
I am an average mathematics enjoyer.
>Extended Signature<
Yeah so after each match we still need recruits for the next match but we havent had any lately
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
ok will send character sheet soon :)
I am an average mathematics enjoyer.
>Extended Signature<
https://www.dndbeyond.com/profile/Me_link/characters/35392190
I am an average mathematics enjoyer.
>Extended Signature<
Anybody else want to compete?
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
Ok me_link and orileo please roll initiative.
Cult of Sedge
Rangers are the best, and have always been the best
I love Homebrew
I hate paladins
Warrior Bovine
Initiative: 21.
When you realize you're doing too much: Signature.
6
I am an average mathematics enjoyer.
>Extended Signature<
Fury, a dark pink brickhouse of a tiefling, stepped far enough off to the side to peer around her barricade and summons a skeletal figure wreathed in black flames and bearing a golden mask beside her opponent. She then whips her other hand forward, flinging a bolt of white hot flames at her opponent as well, while also wreathing herself in a like white flames. Finally, she commands the spirit to slay her opponent.
Movement: 30ft into vision range of opponent.
Action: Cast (6th level)[Tooltip Not Found] within 5ft of opponent.
Bonus Action: Spending 2 Sorcerery Points to Quicken cast (Cantrip)Primal Flames.
Attack: 18 Damage: Unable to parse dice roll. of Fire (Ignores Resistance due to Elemental Adept(Fire)).
The spirit forms a sword of flames and attacks relentlessly with a flame so hot it freezes all it touches. Worst yet, just by being in its presence, should its target survive, the lose vitality. (Weight of Ages effect, see spoiler)
Spirit's Action: Chilling Rend Multi-Attack.
Rend #1 - Attack: 14 Damage: 24 of Cold.
Rend #2 - Attack: 28 Damage: 23 of Cold.
Rend #3 - Attack: 11 Damage: 22 of Cold.
Weight of Ages (Despair Only). Any beast or humanoid, other than you, that starts its turn within 5 feet of the spirit has its speed reduced by 20 feet until the start of that beast or humanoid’s next turn.
Flames of Phlegethos.
When you realize you're doing too much: Signature.
(@Me_Link: Even with me moving thirty feet closer, unless you can move 60ft in a turn after having your speed reduced by the spirit by 20ft, melee attacks won't reach her. I assume you are attacking the spirit, killing it with the second attack? Secondly, both entering a Rage and Casting Wrathful Smite takes a bonus action. So, you would not be able do both, so I assume you enter a rage this turn?)
When you realize you're doing too much: Signature.
revising my turn now
I am an average mathematics enjoyer.
>Extended Signature<
(@Me_link: Both Rage and Divine Favor require a Bonus Action. Also, and I should've caught this sooner, but you cannot cast spells or maintain concentration on spells while raging.)
When you realize you're doing too much: Signature.
oof, i should really read the rules, and i though divine favor was an action? guess not. sorry. i will revise my turn again later
I am an average mathematics enjoyer.
>Extended Signature<
i revised it, but it say i cheat becuase i changed the rolls, as i have different attacks this time.
I am an average mathematics enjoyer.
>Extended Signature<
ok now this is what i do:
i move my max speed toward you, cast hold person then i use my bonus action to cast spiritual weapon
Attack: 5 Damage: 10
i hope i did nothing wrong this time.
I am an average mathematics enjoyer.
>Extended Signature<
(@Me_Link: You had in regards to cast 2 leveled spells (ie. Two spells that both spend spellslots) within the same turn outside of action surge. But even applying the appropriate mods to the Spiritual Weapon, it doesn't matter much.)
Reaction(Fury): Spend 1 Sorcery Point to Subtle Cast (3rd level)Counterspell on Hold Person, canceling the spell.
Reaction(Spirit of Despair): Attack of Opportunity on Me_Link's Character.
Rend - Attack: 23 Damage: 22 of Cold.
Fury doesn't even blink as the spell seems to unravel on its own, and the spirit strikes. For her part, she summons the primal essence of fire as wickerman consumed in flames that literally explodes into being near the enemy.
She then backs up, and snaps her fingers, causing the fire spirit to release a second greater explosion from its position. "Finish him, Crippling Depression. Show no mercy." She commands the thus far ignored spirit of despair.
Action: Summon Wild Fire Spirit within 10ft of Me_Link's Character. Dexterity Save(DC 16) or take 8 Fire damage.
Summon Wild Fire Spirit. You can summon the primal spirit bound to your soul. As an action, you can expend one use of your Wild Shape feature to summon your wildfire spirit, rather than assuming a beast form.
The spirit appears in an unoccupied space of your choice you can see within 30 feet of you. Each creature within 10 feet of the spirit (other than you) when it appears must succeed on a Dexterity saving throw against your spell save DC or take 2d10 fire damage.
Movement: 30ft further away from Me_Link's character.
Bonus Action: Spending 2 Sorcerery Points to Quicken cast (7th level)Wild Fire!, targeting point so it affects only Me_Link's character and Wild Fire Spirit.
Dexterity Save(DC 17) for half of :54 plus 8 from Enhanced Bond of Fire Damage. (Resistance ignored due to Elemental Adept)
Enhanced Bond. The bond with your wildfire spirit enhances your destructive and restorative spells. Whenever you cast a spell that deals fire damage or restores hit points while your wildfire spirit is summoned, roll a d8, and you gain a bonus to one roll of the spell equal to the number rolled.
Spirit of Despair's Turn:
The spirit of burning despair follows after its prey and continues its vicious assault.
Spirit's Movement: Back into Melee with Me_Link's character.
Spirit's Action: Chilling Rend Multi-Attack.
Rend #1 - Attack: 23 Damage: 22 of Cold.
Rend #2 - Attack: 26 Damage: 20 of Cold.
Rend #3 - Attack: 23 Damage: 14 of Cold.
.
When you realize you're doing too much: Signature.
If you're curious, here's the rule he is referring to:
Bonus Action
A spell cast with a bonus action is especially swift. You must use a bonus action on your turn to cast the spell, provided that you haven't already taken a bonus action this turn. You can't cast another spell during the same turn, except for a cantrip with a casting time of 1 action.
so sorry. i guess i'll do the same thing but not cast weapon.
I am an average mathematics enjoyer.
>Extended Signature<