DL 9 – Feeling Sheepish

Ronni Souther, Ted, Sgt. Renanars Craw,
Deadventurer's League
2023-04-14


Ted (Dustin):

16 – Rolling 1d20+0[Mods] = (16)+0
1 – Rolling 1d20+0[Mods] = (1)+0
ARCANA (0)
2 – Rolling 1d20+-1[INIT] = (3)+-1
INITIATIVE (-1)

Ronni Souther:

7 – Rolling 1d20+1[INIT] = (6)+1
INITIATIVE (1)
Ronni Souther

Craw:

1 – Rolling 1d20+0[INIT] = (1)+0
INITIATIVE (0)

fireboner

Ronni Souther:

12 – Rolling 1d20+0[MOD] = (12)+0
DEATH SAVE (0)
Ronni Souther

Ted (Dustin):

rolling d4

(

2

)

=

2
5 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (2)+1+2
14 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (11)+1+2
Longsword (+3)

Craw:

19 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (13)+4+2
8 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (2)+4+2
Halberd (+6)
9 – Rolling 1d10 + 4[STR] = (5)+4 Slashing
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.

The first time you hit with a melee weapon attack during this spell’s duration, your weapon rings with thunder that is audible within 300 feet of you, and the attack deals an extra 2d6 thunder damage to the target. Additionally, if the target is a creature, it must succeed on a Strength saving throw or be pushed 10 feet away from you and knocked prone.

rolling 2d6

(

3

+

5

)

=

8

Relentless Endurance: When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.

Ronni Souther:

2 – Rolling 1d20+0[CHA] = (2)+0
SANITY (0)
Ronni Souther

Ted (Dustin):

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

Craw:

Lay on Hands
Class: Paladin
Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level × 5.
As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool.
Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one.
This feature has no effect on undead and constructs.

Ted (Dustin):

16 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (13)+1+2
20 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (17)+1+2
Longsword (+3)
7 – Rolling 1d8 + 1[STR] = (6)+1 Slashing

Craw:

9 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (3)+4+2
24 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (18)+4+2
Halberd (+6)
rolling d4

(

4

)

=

4
9 – Rolling 1d10 + 4[STR] = (5)+4 Slashing

Ronni Souther:

8 – Rolling 1d20cs>20 + 2[CHA] + 2[PROF] = (4)+2+2
Fire bolt (+4)
Ronni Souther
rolling d4

(

1

)

=

1

Ted (Dustin):

19 – Rolling 1d20+2[Proficiency]+1[charisma] = (16)+2+1
23 – Rolling 1d20+2[Proficiency]+1[charisma] = (20)+2+1
PERSUASION (3)
rolling d4

(

2

)

=

2
16 – Rolling 1d20cs>20 + 4[WIS] + 2[PROF] = (10)+4+2
7 – Rolling 1d20cs>20 + 4[WIS] + 2[PROF] = (1)+4+2
120 feet
rolling d4

(

4

)

=

4
13 – Rolling 4d6 = (4+2+5+2) Radiant

Craw:

7 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (1)+4+2
19 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (13)+4+2
Maul (+6)
rolling d100

(

42

)

=

42

Ronni Souther:

For Description Only
silent image
illusion 1
Casting Time: 1 action
Range: 60 ft
Target: a spot within range
Components: V, S, M
Duration: Concentration up to 10 mins
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
SPELL SAVE DC: 12
rolling d20

(

14

)

=

14
9 – Rolling 1d20+2[charisma] = (7)+2
INTIMIDATION (2)
Ronni Souther
rolling d4

(

1

)

=

1

Ted (Dustin):

21 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (18)+1+2
8 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (5)+1+2
Longsword (+3)
7 – Rolling 1d8 + 1[STR] = (6)+1 Slashing

Craw:

25 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (19)+4+2
11 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (5)+4+2
Maul (+6)
rolling d4

(

2

)

=

2
9 – Rolling 2d6 + 4[STR] = (1+4)+4 Bludgeoning
rolling 2d6

(

6

+

5

)

=

11

Ted (Dustin):

6 – Rolling 1d20+0[Mods] = (6)+0
8 – Rolling 1d20+0[Mods] = (8)+0
ARCANA (0)

Craw:

8 – Rolling 1d10+2[CON] = (6)+2
HIT DICE (D10+2) – Rolling 2[CON] = 2

Ronni Souther:

4 – Rolling 1d20+1[dexterity] = (3)+1
STEALTH (1)
Ronni Souther

Ted (Dustin):

7 – Rolling 1d20+-1[dexterity] = (8)+-1
15 – Rolling 1d20+-1[dexterity] = (16)+-1
STEALTH (-1)

Craw:

1 – Rolling 1d20+0[Mods] = (1)+0
8 – Rolling 1d20+0[Mods] = (8)+0
(Heavy Armor)
STEALTH (0)

Ted (Dustin):

6 – Rolling 1d20+2[Proficiency]+1[charisma] = (3)+2+1
15 – Rolling 1d20+2[Proficiency]+1[charisma] = (12)+2+1
PERSUASION (3)
rolling d4

(

2

)

=

2

Ronni Souther:

12 – Rolling 1d20+1[INIT] = (11)+1
INITIATIVE (1)
Ronni Souther

Craw:

13 – Rolling 1d20+0[INIT] = (13)+0
INITIATIVE (0)

Ted (Dustin):

3 – Rolling 1d20+-1[INIT] = (4)+-1
INITIATIVE (-1)
3 – Rolling 1d20+-1[INIT] = (4)+-1
INITIATIVE (-1)

Ronni Souther:

15 – Rolling 1d20cs>20 + 2[CHA] + 2[PROF] = (11)+2+2
Fire bolt (+4)
Ronni Souther
22 – Rolling 1d20cs>20 + 2[CHA] + 2[PROF] = (18)+2+2
Fire bolt (+4)
Ronni Souther
2 – Rolling 1d10 = (2)

Craw:

19 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (13)+4+2
26 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (20)+4+2
Maul (+6)
8 – Rolling 2d6 + 4[STR] = (1+3)+4 Bludgeoning
rolling 2d6

(

5

+

5

)

=

10

Ted (Dustin):

11 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (8)+1+2
13 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (10)+1+2
Longsword (+3)
rolling d4

(

4

)

=

4
7 – Rolling 1d8 + 1[STR] = (6)+1 Slashing

Craw:

14 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (8)+4+2
19 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (13)+4+2
Maul (+6)
rolling d4

(

4

)

=

4
7 – Rolling 2d6 + 4[STR] = (2+1)+4 Bludgeoning

Ronni Souther:

19 – Rolling 1d20cs>20 + 2[CHA] + 2[PROF] = (15)+2+2
Fire bolt (+4)
Ronni Souther
10 – Rolling 1d10 = (10)

Ted (Dustin):

Toll the Dead
necromancy
Range: 60 feet
Components: V, S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At Higher LevelsThe spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
SPELL SAVE DC: 14

Craw:

22 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (16)+4+2
11 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (5)+4+2
Maul (+6)
rolling d4

(

2

)

=

2
24 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (18)+4+2
15 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (9)+4+2
Maul (+6)
10 – Rolling 2d6 + 4[STR] = (3+3)+4 Bludgeoning

Ronni Souther:

For Description Only
True Strike
divination cantrip
Casting Time: 1 action
Range: 30 ft
Components: S
You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target’s defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn’t ended.
SPELL SAVE DC: 12

Ted (Dustin):

9 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (6)+1+2
22 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (19)+1+2
Longsword (+3)
rolling d4

(

1

)

=

1

Craw:

18 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (12)+4+2
20 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (14)+4+2
Maul (+6)
15 – Rolling 2d6 + 4[STR] = (6+5)+4 Bludgeoning

Ted (Dustin):

10 – Rolling 1d20+4[wisdom] = (6)+4
7 – Rolling 1d20+4[wisdom] = (3)+4
PERCEPTION (4)
rolling d4

(

2

)

=

2

Craw:

26 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (20)+4+2
14 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (8)+4+2
Maul (+6)
10 – Rolling 2d6 + 4[STR] = (3+3)+4 Bludgeoning
rolling d6

(

2

)

=

2

Ted (Dustin):

16 – Rolling 1d20+4[wisdom] = (12)+4
23 – Rolling 1d20+4[wisdom] = (19)+4
PERCEPTION (4)
rolling d4

(

2

)

=

2
10 – Rolling 1d20+2[Proficiency]+4[wisdom] = (4)+2+4
16 – Rolling 1d20+2[Proficiency]+4[wisdom] = (10)+2+4
INSIGHT (6)
rolling d4

(

4

)

=

4

Craw:

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.
8 – Rolling 1d20+0[INIT] = (8)+0
INITIATIVE (0)

Ted (Dustin):

15 – Rolling 1d20+-1[INIT] = (16)+-1
INITIATIVE (-1)

Ronni Souther:

16 – Rolling 1d20+1[INIT] = (15)+1
INITIATIVE (1)
Ronni Souther

Ted (Dustin):

18 – Rolling 1d20+-1[INIT] = (19)+-1
INITIATIVE (-1)
Channel Divinity: Twilight Sanctuary
Class: Twilight Cleric level 2

You can use your Channel Divinity to refresh your allies with soothing twilight.

As an action, you present your holy symbol, and a sphere of twilight emanates from you. The sphere is centered on you, has a 30-foot radius, and is filled with dim light. The sphere moves with you, and it lasts for 1 minute or until you are incapacitated or die. Whenever a creature (including you) ends its turn in the sphere, you can grant that creature one of these benefits:

— You grant it temporary hit points equal to 1d6 plus your cleric level.

— You end one effect on it causing it to be charmed or frightened.

rolling d6

(

4

)

=

4

Craw:

10 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (4)+4+2
24 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (18)+4+2
Maul (+6)
rolling d4

(

2

)

=

2
11 – Rolling 2d6 + 4[STR] = (6+1)+4 Bludgeoning
rolling d6

(

4

)

=

4
19 – Rolling 1d20+3 = (16)+3
4 – Rolling 1d20+3 = (1)+3
WISDOM SAVE (3)
rolling d4

(

4

)

=

4

Ted (Dustin):

rolling 5d8

(

6

+

8

+

7

+

1

+

1

)

=

23

Ronni Souther:

6 – Rolling 1d20cs>20 + 2[CHA] + 2[PROF] = (2)+2+2
Fire bolt (+4)
Ronni Souther
7 – Rolling 1d20cs>20 + 2[CHA] + 2[PROF] = (3)+2+2
Fire bolt (+4)
Ronni Souther
rolling d4

(

3

)

=

3

Craw:

16 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (10)+4+2
10 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (4)+4+2
Maul (+6)
7 – Rolling 2d6 + 4[STR] = (2+1)+4 Bludgeoning
22 – Rolling 1d20+2 = (20)+2
4 – Rolling 1d20+2 = (2)+2
CONSTITUTION SAVE (2)

Ted (Dustin):

15 – Rolling 1d20+2 = (13)+2
15 – Rolling 1d20+2 = (13)+2
CONSTITUTION SAVE (2)

Craw:

rolling d4

(

3

)

=

3

Ted (Dustin):

rolling d4

(

4

)

=

4

Craw:

1 – Rolling 1d20+0 = (1)+0
16 – Rolling 1d20+0 = (16)+0
DEXTERITY SAVE (0)

Ted (Dustin):

17 – Rolling 1d20+-1 = (18)+-1
3 – Rolling 1d20+-1 = (4)+-1
DEXTERITY SAVE (-1)
rolling d4

(

1

)

=

1

Craw:

rolling d4

(

4

)

=

4

Ted (Dustin):

20 – Rolling 1d20+0[MOD] = (20)+0
DEATH SAVE (0)

Ronni Souther:

14 – Rolling 1d20+0[Mods] = (14)+0
NATURE (0)
Ronni Souther
11 – Rolling 1d20cs>20 + 2[CHA] + 2[PROF] = (7)+2+2
Fire bolt (+4)
Ronni Souther

Craw:

rolling d100

(

44

)

=

44

Ted (Dustin):

17 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (14)+1+2
6 – Rolling 1d20cs>20 + 1[STR] + 2[PROF] = (3)+1+2
Longsword (+3)
8 – Rolling 1d8 + 1[STR] = (7)+1 Slashing

Craw:

14 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (8)+4+2
15 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (9)+4+2
Maul (+6)
rolling d4

(

1

)

=

1
11 – Rolling 1d10 + 4[STR] = (7)+4 Slashing
7 – Rolling 2d6 + 4[STR] = (2+1)+4 Bludgeoning

Ted (Dustin):

rolling d12

(

8

)

=

8

Ronni Souther:

6 – Rolling 1d20cs>20 + 2[CHA] + 2[PROF] = (2)+2+2
Fire bolt (+4)
Ronni Souther
16 – Rolling 1d20+1[INIT] = (15)+1
INITIATIVE (1)
Ronni Souther


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