DL 4 – Smells Like Town Spirit

Ted, Sgt. Renanars Craw,
Deadventurer's League
2023-02-02


The group portals to Haaldberg, cleans up some stank, and obtains some land

Summary to come…

Craw:

3 – Rolling 1d20+2[Proficiency]-1[intelligence] = (2)+2-1
17 – Rolling 1d20+2[Proficiency]-1[intelligence] = (16)+2-1
RELIGION (1)
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.
3 – Rolling 1d20+2[CON] = (1)+2
21 – Rolling 1d20+2[CON] = (19)+2
CONSTITUTION (2)
rolling d100

(

7

)

=

7
9 – Rolling 1d20+2[Proficiency]-1[intelligence] = (8)+2-1
17 – Rolling 1d20+2[Proficiency]-1[intelligence] = (16)+2-1
RELIGION (1)

Ted (Dustin):

10 – Rolling 1d20+1 = (9)+1
17 – Rolling 1d20+1 = (16)+1
STRENGTH SAVE (1)

Craw:

8 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (2)+4+2
20 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (14)+4+2
Halberd (+6)
11 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (5)+4+2
26 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (20)+4+2
Halberd (+6)
11 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (5)+4+2
20 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (14)+4+2
Halberd (+6)

Ted (Dustin):

17 – Rolling 1d20+2 = (15)+2
12 – Rolling 1d20+2 = (10)+2
CONSTITUTION SAVE (2)

Buzzy Loo (GM):

17 – Rolling 1d20cs>20 + 3[STR] + 5[MOD] + 2[PROF] = (7)+3+5+2
17 – Rolling 1d20cs>20 + 3[STR] + 5[MOD] + 2[PROF] = (7)+3+5+2
reach 5ft
greatsword (+10)

Ted (Dustin):

16 – Rolling 1d20+2[Proficiency]+4[wisdom] = (10)+2+4
18 – Rolling 1d20+2[Proficiency]+4[wisdom] = (12)+2+4
INSIGHT (6)

Craw:

26 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (20)+4+2
23 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (17)+4+2
Halberd (+6)
15 – Rolling 1d20+0[INIT] = (15)+0
INITIATIVE (0)
rolling d4

(

4

)

=

4

Ted (Dustin):

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

Craw:

rolling d4

(

1

)

=

1
rolling d20

(

4

)

=

4
7 – Rolling 1d20+2[charisma] = (5)+2
3 – Rolling 1d20+2[charisma] = (1)+2
PERSUASION (2)
17 – Rolling 1d20+2 = (15)+2
21 – Rolling 1d20+2 = (19)+2
CONSTITUTION SAVE (2)

Ted (Dustin):

3 – Rolling 1d20+2 = (1)+2
6 – Rolling 1d20+2 = (4)+2
CONSTITUTION SAVE (2)
12 – Rolling 1d20+2[Proficiency]+1[charisma] = (9)+2+1
4 – Rolling 1d20+2[Proficiency]+1[charisma] = (1)+2+1
PERSUASION (3)
rolling d4

(

4

)

=

4
Eyes of Night
Class: Twilight cleric/level 1

Starting at 1st level, You can see through the deepest gloom. You have darkvision out to a range of 300 feet. In that radius, you can see in dim light as if it were bright light and in darkness as if it were dim light.

As an action, you can magically share the darkvision of this feature with willing creatures you can see within 10 feet of you, up to a number of creatures equal to your Wisdom modifier (minimum of one creature). The shared darkvision lasts for 1 hour. Once you share it, you can’t do so again until you finish a long rest, unless you expend a spell slot of any level to share it again.

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.

Craw:

19 – Rolling 1d20+4[STR] = (15)+4
18 – Rolling 1d20+4[STR] = (14)+4
STRENGTH (4)
rolling d4

(

4

)

=

4

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: 14
7 – Rolling 1d20+2 = (5)+2
14 – Rolling 1d20+2 = (12)+2
CONSTITUTION SAVE (2)

Craw:

7 – Rolling 1d20+2 = (5)+2
11 – Rolling 1d20+2 = (9)+2
CONSTITUTION SAVE (2)
2 – Rolling 1d20+0[INIT] = (2)+0
INITIATIVE (0)

Ted (Dustin):

10 – Rolling 1d20+-1[INIT] = (11)+-1
INITIATIVE (-1)

Craw:

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

Ted (Dustin):

For Description Only
Word of Radiance
evocation cantrip
Range: 5 feet
Components: V, M
You utter a divine word, and burning radiance erupts from you. Each creature of your choice that you can see within range must succeed on a Constitution saving throw or take 1d6 radiant damage.
SPELL SAVE DC: 14

Craw:

9 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (3)+4+2
11 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (5)+4+2
Halberd (+6)

Ted (Dustin):

rolling d6

(

5

)

=

5
rolling d6

(

4

)

=

4

Craw:

24 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (18)+4+2
11 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (5)+4+2
Maul (+6)
13 – Rolling 2d6 + 4[STR] = (3+6)+4 Bludgeoning
9 – Rolling 1d20+-1[intelligence] = (10)+-1
14 – Rolling 1d20+-1[intelligence] = (15)+-1
NATURE (-1)

Ted (Dustin):

12 – Rolling 1d20+0[Mods] = (12)+0
19 – Rolling 1d20+0[Mods] = (19)+0
NATURE (0)
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: 14

Craw:

3 – Rolling 1d20+2[CHA] = (1)+2
15 – Rolling 1d20+2[CHA] = (13)+2
CHARISMA (2)
rolling d4

(

3

)

=

3
15 – Rolling 1d20+2[charisma] = (13)+2
7 – Rolling 1d20+2[charisma] = (5)+2
PERSUASION (2)

Ted (Dustin):

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

(

1

)

=

1

Craw:

15 – Rolling 1d20+2[CHA] = (13)+2
8 – Rolling 1d20+2[CHA] = (6)+2
CHARISMA (2)

Ted (Dustin):

rolling d4

(

3

)

=

3

Craw:

rolling d4

(

4

)

=

4

Ted (Dustin):

12 – Rolling 1d20+4[wisdom] = (8)+4
24 – Rolling 1d20+4[wisdom] = (20)+4
PERCEPTION (4)
rolling d4

(

3

)

=

3

Craw:

21 – Rolling 1d20+1[wisdom] = (20)+1
4 – Rolling 1d20+1[wisdom] = (3)+1
MEDICINE (1)

Ted (Dustin):

16 – Rolling 1d20+2[Proficiency]+4[wisdom] = (10)+2+4
16 – Rolling 1d20+2[Proficiency]+4[wisdom] = (10)+2+4
MEDICINE (6)
8 – Rolling 1d20+2 = (6)+2
11 – Rolling 1d20+2 = (9)+2
CONSTITUTION SAVE (2)

Craw:

7 – Rolling 1d20+2 = (5)+2
20 – Rolling 1d20+2 = (18)+2
CONSTITUTION SAVE (2)

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
14 – Rolling 1d20+4[wisdom] = (10)+4
24 – Rolling 1d20+4[wisdom] = (20)+4
PERCEPTION (4)

Craw:

12 – Rolling 1d20+1[wisdom] = (11)+1
6 – Rolling 1d20+1[wisdom] = (5)+1
PERCEPTION (1)
18 – Rolling 1d20+0[INIT] = (18)+0
INITIATIVE (0)

Ted (Dustin):

10 – Rolling 1d20+-1[INIT] = (11)+-1
INITIATIVE (-1)
12 – Rolling 1d20+-1[INIT] = (13)+-1
INITIATIVE (-1)

Craw:

1 – Rolling 1d20+0[INIT] = (1)+0
INITIATIVE (0)
18 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (12)+4+2
22 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (16)+4+2
Halberd (+6)
9 – Rolling 1d10 + 4[STR] = (5)+4 Slashing

Ted (Dustin):

For Description Only
Toll the Dead
necromancy cantrip
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
rolling d12

(

3

)

=

3

Craw:

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

(

3

)

=

3
6 – Rolling 1d10 + 4[STR] = (2)+4 Slashing
10 – Rolling 2d6 + 4[STR] = (4+2)+4 Bludgeoning

Ted (Dustin):

For Description Only
Toll the Dead
necromancy cantrip
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:

20 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (14)+4+2
20 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (14)+4+2
Maul (+6)
11 – Rolling 2d6 + 4[STR] = (3+4)+4 Bludgeoning
10 – Rolling 1d20+1[wisdom] = (9)+1
3 – Rolling 1d20+1[wisdom] = (2)+1
PERCEPTION (1)

Ted (Dustin):

20 – Rolling 1d20+4[wisdom] = (16)+4
5 – Rolling 1d20+4[wisdom] = (1)+4
PERCEPTION (4)

Craw:

2 – Rolling 1d20+0[Mods] = (2)+0
10 – Rolling 1d20+0[Mods] = (10)+0
ACROBATICS (0)

Ted (Dustin):

13 – Rolling 1d20+-1[dexterity] = (14)+-1
19 – Rolling 1d20+-1[dexterity] = (20)+-1
ACROBATICS (-1)

Craw:

4 – Rolling 1d20+0[Mods] = (4)+0
1 – Rolling 1d20+0[Mods] = (1)+0
ACROBATICS (0)
Relentless Endurance
Racial: Half-Orc
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.

Ted (Dustin):

5 – Rolling 1d20+-1[INIT] = (6)+-1
INITIATIVE (-1)

Craw:

15 – Rolling 1d20+0[INIT] = (15)+0
INITIATIVE (0)

Ted (Dustin):

19 – Rolling 1d20+-1 = (20)+-1
7 – Rolling 1d20+-1 = (8)+-1
DEXTERITY SAVE (-1)

Craw:

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

Ted (Dustin):

20 – Rolling 1d20cs>20 + 2[PROF] = (18)+2
11 – Rolling 1d20cs>20 + 2[PROF] = (9)+2
120 feet
rolling 4d6

(

6

+

5

+

6

+

4

)

=

21
3 – Rolling 1d20+-1 = (4)+-1
14 – Rolling 1d20+-1 = (15)+-1
DEXTERITY SAVE (-1)

Craw:

26 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (20)+4+2
16 – Rolling 1d20cs>20 + 4[STR] + 2[PROF] = (10)+4+2
Maul (+6)
Savage Attacks
Racial: Half-Orc
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.

Ted (Dustin):

rolling 2d4

(

2

+

4

)

=

6

Buzzy Loo (GM):74 gp

37 sp

1 ruby worth 50 gp

a frayed blue ribbon

a magical piece of parchment


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