DL 25 – Doomthinga 2: Electric Bugaloo

Ted, Falor Trivaxith, Garrrk ("Garret"), Olu Sundre, Plopop,

2023-11-16


Dungeon Viewer:A golden scarab engraved with ornate markings defense against necromancy. 6 charges, (it has been used before).

If you or a party member fails a saving throw against a necromancy spell or harmful effect originating from an undead creature, you can use your reaction to expend 1 of the scarab’s charges and turn your failed save into a successful one.

When its last charge is expended, the scarab crumbles into powder and is destroyed.

Garrrk (Garrett) Trollblood Rogue:

6

PERCEPTION (3)
Garrk (“Garrett”)

Ted (Dustin):

5

INITIATIVE (-1)

Olu Sundre Plasmoid Druid[david]:

7

INITIATIVE (1)

Felor Trivaxith:

3

INITIATIVE (1)
Felor Trivaxith

Garrrk (Garrett) Trollblood Rogue:

22

INITIATIVE (3)
Garrk (“Garrett”)

14

short bow (+3)

Garrk (“Garrett”)

7

6

STEALTH (5)
Garrk (“Garrett”)

Olu Sundre Plasmoid Druid[david]:

Thunderwave
evocation 1
Casting Time:
1 action
Range: self (15 ft cube)
Target:
self (15ft cube)
Components:

V, S
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
SPELL SAVE DC: 13

Ted (Dustin):

15
Radiant

22

HISTORY (2)

Felor Trivaxith:

19

HISTORY (2)
Felor Trivaxith

Garrrk (Garrett) Trollblood Rogue:

9

HISTORY (0)
Garrk (“Garrett”)

Olu Sundre Plasmoid Druid[david]:

11

ARCANA (-1)

Garrrk (Garrett) Trollblood Rogue:

14

ACROBATICS (3)
Garrk (“Garrett”)

Felor Trivaxith:

12

ACROBATICS (0)
Felor Trivaxith

Olu Sundre Plasmoid Druid[david]:

4

ACROBATICS (1)

rolling 1d4
(

2

)

=

2

Ted (Dustin):

3

ACROBATICS (-1)

rolling 1d4
(

2

)

=

2
Guidance
divination cantrip
Components:

V, S,
M
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
SPELL SAVE DC: 16

Felor Trivaxith:

15

HISTORY (2)
Felor Trivaxith

4

HISTORY (2)
Felor Trivaxith

rolling d4
(

4

)

=

4

Ted (Dustin):

Aid
abjuration 2
Casting Time:
1 Action
Range: 30 Feet
Target:
Up to three creatures within range
Components:

V, S,
M (A tiny strip of white cloth)
Duration:
8 hours
Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.
SPELL SAVE DC: 16

Vigilant Blessing

Class: Twilight cleric/level 1
At 1st level, the night has taught you to be vigilant. As an action, you give one creature you touch (including possibly yourself) advantage on the next initiative roll the creature makes. This benefit ends immediately after the roll or if you use this feature again.

Olu Sundre Plasmoid Druid[david]:

rolling 1d4
(

1

)

=

1
7

DEXTERITY SAVE (1)

Ted (Dustin):

1

DEXTERITY SAVE (-1)

Garrrk (Garrett) Trollblood Rogue:

25

DEXTERITY SAVE (5)
Garrk (“Garrett”)

Felor Trivaxith:

19

DEXTERITY SAVE (1)
Felor Trivaxith

16

DEXTERITY SAVE (1)
Felor Trivaxith

2

INITIATIVE (1)
Felor Trivaxith

Ted (Dustin):

7

INITIATIVE (-1)

Olu Sundre Plasmoid Druid[david]:

17

INITIATIVE (1)

Ted (Dustin):

13

INITIATIVE (-1)

Garrrk (Garrett) Trollblood Rogue:

20

INITIATIVE (3)
Garrk (“Garrett”)

11

Garrk (“Garrett”)

18

Dagger 2 (+0)

Garrk (“Garrett”)

Weapon Mastery

:
NICK. Prerequisite: Light Property

When you make the extra attack of the Light property, you can make it as part of the Attack action, instead of as a Bonus Action. You can still make this extra attack only once per turn.

3

Olu Sundre Plasmoid Druid[david]:

12

5

Ted (Dustin):

For Description Only
Bless
abjuration 1

Casting Time: 1 action
Target: 30 Feet
Components:

V,
S,
M
Duration: Concentration 1 minute
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

SPELL SAVE DC: 14

Felor Trivaxith:

13 + 1

20/60
Felor Trivaxith


Range, Thrown, Versatile. Mastery – when you hit, creature prone on failed con save DC 8 + proficiency bonus + ability modifier of attack roll.
10
Piercing

Garrrk (Garrett) Trollblood Rogue:

Devour.

:
Devour. When a creature of size Medium or smaller dies within 10 feet of you, you may expend your reaction to devour it. If you do, you regain hit points equal to three times its CR. You can use this ability a number of times equal to your proficiency bonus and regain and can’t do so again until you complete a long rest
15

Garrk (“Garrett”)

9

rolling d6
(

5

)

=

5

Olu Sundre Plasmoid Druid[david]:

16

9

Ted (Dustin):

26 + 3

12
Nacrotic

Garrrk (Garrett) Trollblood Rogue:

9

INVESTIGATION (0)
Garrk (“Garrett”)

Olu Sundre Plasmoid Druid[david]:

11

PERCEPTION (5)

rolling d4
(

4

)

=

4

Felor Trivaxith:

8 + 2

DEXTERITY SAVE (1)
Felor Trivaxith

8

DEXTERITY (1)
Felor Trivaxith

Ted (Dustin):

16

HISTORY (2)

Garrrk (Garrett) Trollblood Rogue:

4

HISTORY (0)
Garrk (“Garrett”)

Felor Trivaxith:

19

HISTORY (2)
Felor Trivaxith

Plopop (tortle ranger):5

Olu Sundre Plasmoid Druid[david]:

12

HISTORY (-1)

rolling d4
(

4

)

=

4

Garrrk (Garrett) Trollblood Rogue:

12

Thieves Tools (5)
Garrk (“Garrett”)

Ted (Dustin):

Guidance
divination cantrip
Components:

V, S,
M
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
SPELL SAVE DC: 16

Garrrk (Garrett) Trollblood Rogue:

rolling d4
(

4

)

=

4

Olu Sundre Plasmoid Druid[david]:

9

PERCEPTION (5)

Ted (Dustin):

25

PERCEPTION (5)

Olu Sundre Plasmoid Druid[david]:

rolling 1d4
(

3

)

=

3

Felor Trivaxith:

Divine Sense

Class: Paladin
The presence of strong evil registers on your Senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an Action, you can open your awareness to detect such forces. Until the end of your next turn, you know the Location of any Celestial, fiend, or Undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity (the Vampire Count Strahd von Zarovich, for instance). Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the Hallow spell.

You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a Long Rest, you regain all expended uses.

Ted (Dustin):

For Description Only
Detect Magic
divination 1
(ritual)
Casting Time: 1 actuion
Components:

V,
S

Duration: Concentration 10 Minutes
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
SPELL SAVE DC: 16

Felor Trivaxith:

3 + 1

DEXTERITY SAVE (1)
Felor Trivaxith

2 + 2

DEXTERITY SAVE (1)
Felor Trivaxith

Dungeon Viewer:Dagger of Existential Dread ( has Nick proficiency)

– – 3 charges, use one to do 1d4 extra psychic damage

– – Recharges at nightfall 1d4-1 (min1) charges

Felor Trivaxith:

Divine Smite, Paladin
evocation 1
Components:

V, S
Starting at 2nd level, when you hit a creature with a melee weapon attack, you can expend one spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend, to a maximum of 6d8.

SPELL SAVE DC: 13


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