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D&D 5E Elementalists (IC)


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JustinCase

the magical equivalent to the number zero
With a nod from Xobru, the octopus on his shoulders waves two tentacles to the alley across the street. A loud roar, as if from an angry sea lion, echoes through the city.

OOC: Casting Minor Illusion, hopefully scaring or attracting some of the creatures.
 

tglassy

Adventurer
About a quarter of the creatures break off from the group and head towards the sound of the sea lion.

To those who can count fast enough, there are now about 18 of the things left in the street, three of each kind.

Six of them, three made of steam and three made of smoke, head for Vimak. Of the rest (magma, mud, ice and dust) the three mud creatures and the three magma creatures see the people in the doorway to the tavern and alter their course towards it. The ice and dust continue for Nacay.

OOC: So six to Vimak, six to Nacay, and six to the tavern.

By some miracle, the party won initiative. We're in it now. Everyone gets an action and a move. Do your thing!



Sent from my iPhone using EN World mobile app
 

Greenmtn

Explorer
Aiming for one of these creatures near the center Vimak points his revolver, Clicking an cawing in a rhythmic chant for a moment before pulling the trigger. As soon as the spell is on it's way he turns again to move away from these creatures felling that at this point it is best to soften them up from a distance. He looks for a place down towards the ground again, an area where the buildings are close and these things would have to bunch up in order to follow him.

Revolver Attack [roll0]
Damage [roll1]
 

tglassy

Adventurer
OOC: Since you didn't specify which one you shot at, I rolled for it.


The bullet struck true, hitting a steam mephit dead center. It blew off its arm and part of its wing, sending it sprawling to the ground, not dead, but not flying anymore.
 
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Azurewraith

Explorer
Nacay gets a run up and hurls his javelin with all his might at one of these odd creatures made of swirling dust and debris, not entirely sure it will have any effect at all. Nacay then draws his greatsword and stares into it as he has done before every big battle, his face staring back at him unmoving.

OOC: to hit[roll0]
Dmg[roll1]
Move 10ft forward
Attack dust Mephistopheles
Draw greatsword
 
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JustinCase

the magical equivalent to the number zero
Xobru uses his telepathic communication to one of the magma mephits, the elf urges it to reconsider its current course. He adds a few words of eldritch power, hopefully scaring the creature off.

OOC: Casting Dissonant Whispers on one magma mephits. It makes a Wisdom saving throw (DC14); upon failure, takes [roll0] psychic damage and must use its reaction to move away from Xobru. Upon succeeding its save, it takes half damage and doesn't have to move away.
 

tglassy

Adventurer
Nacay's javalin hits a dust mephit dead center, destroying a good portion of it. It's still moving, but disoriented as it drops to the ground.

The Magma Mephit that Xobru spoke to writhed in pain for a moment, then shook off the discordant melody it heard, plowing forward and now heading straight to Xobru.

OOC: That's three. Still need Jord, Lola and the monk's moves!
 

Steve Gorak

Adventurer
Seeing that there will undoubtedly be a fight, Theremin takes to the sky, glad there is also an Aarakocra in the air with him. However, when the birdman fires his weapon, Theremin recoils in surprise. He had heard of such weapons, but never seen one, and upon seeing the damage it did to the mephit, he told himself that he needed to be very wary of those holding weapons.

Focusing on the situation at hand, Theremin does a flyby aerial attack focusing on the heavier earthbound mephit and flies away to keep some distance between him and any foes.

[sblock=ooc]Using Fist of broken air (initiated by unarmed strike, duration: inst. Your unarmed strikes are treated as 15-foot ranged attacks for that attack action, as well as the rest of the turn. If such an attack hits, you may spend 1 ki point to push the target back 10 feet and knock it prone.)

Theremin will remain 15ft away from any enemy and fly away afterwards (he basicaly will do a flyby attack loop)

2 unarmed attacks + 1 bonus action one:

Attack 1: [roll0]
damage [roll1]

Attack 2: [roll2]
damage [roll3]

Bonus action attack: [roll4]
damage [roll5]


Note 1 : Theremin will use deflect missile (reaction) if hit by a ranged weapon.
Note 2 : Theremin will cast absorb energy (reaction) if hit by an energy attack that does more than 8 hp damage.

AC: 18
HP: 45/45

Ki points remaining: 1
[/sblock]
 

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