D&D 5E 20th level Sorcerer vs the world


log in or register to remove this ad


Apparently I fail to see whatever triggered my combat senses, but I'm deeply suspicious. (I presume you can see the 2d20, for rolling with advantage.)

So ... The inclination is to teleport home.

It's clear there are failures to completely grok what's been going on.

The Assassin was searching for magical traps around the outside of the Sanctum Complex. The Simulacra were inside the Sanctum Complex, and they haven't had a turn yet (though I suppose they weren't surprised, and have been moving around inside the Sanctum Complex).

The whole Sanctum Complex is warded against scrying, but not all of it is warded against teleport/dimensional travel.

The Sorcerer is some distance (miles, maybe?) away, dancing with the wizard on the road.

Is this something like your understanding, @Galandris ?
 

I think it's fair enough (at least as far as this whole having a second character for the one on one fight goes). I just want a retraction of the longbow use being "obvious" given that it requires a rarely chosen feat to be possible.
That's fair. The Quantum Sorcerer (along with Quantum Companions) is ... vaguely exasperating.
 

So to sum it up, at the end of round 1.


ON THE ROAD

The Wizard is in the air, 300 ft up.
The Sorcerer is on the ground. The distance between them is 323 ft.

IN THE SANCTUM

The Simulacrum has lost 39 HP.
The Assassin is no longer hidden, having taken an attack action.

It's round 2, initiative count 22.

Prabe, what are you doing on the road, and what are your sim amry doing with the assassin invading the sanctum leagues away? Despite being so far apart, the three of you act on the same iniative count by RAW.
I guess your description of the action is correct.
 

Apparently I fail to see whatever triggered my combat senses, but I'm deeply suspicious. (I presume you can see the 2d20, for rolling with advantage.)

So ... The inclination is to teleport home.

It's clear there are failures to completely grok what's been going on.

The Assassin was searching for magical traps around the outside of the Sanctum Complex. The Simulacra were inside the Sanctum Complex, and they haven't had a turn yet (though I suppose they weren't sur
So to sum it up, at the end of round 1.


ON THE ROAD

The Wizard is in the air, 300 ft up.
The Sorcerer is on the ground. The distance between them is 323 ft.

IN THE SANCTUM

The Simulacrum has lost 39 HP.
The Assassin is no longer hidden, having taken an attack action.

It's round 2, initiative count 2.

Prabe, what are you doing on the road, and what are your sim amry doing with the assassin invading the sanctum leagues away?
I guess your description of the action is correct.

With Purple Worm Poison, as bonus action, he hiddes again.
No, The Sorcerer is destroying The Sanctum.


But, lets supose It.
The Wizard cant fly and cant see The Sorcerer.
The Sorcerer casts Subtle Horrid Wilding.
 

So to sum it up, at the end of round 1.


ON THE ROAD

The Wizard is in the air, 300 ft up.
The Sorcerer is on the ground. The distance between them is 323 ft.

IN THE SANCTUM

The Simulacrum has lost 39 HP.
The Assassin is no longer hidden, having taken an attack action.

It's round 2, initiative count 2.

Prabe, what are you doing on the road, and what are your sim amry doing with the assassin invading the sanctum leagues away?
There are only the two Sims, since I'm not building for total abusive cheese (unlike the sorcerer). If the Assassin is no longer hidden, though, and right outside the Sanctum Complex, it should be possible for one of the Sims to move to within 60' of him and upcast Dispel Magic at 7th level and make the Assassin go away. If that's not possible, the Sims will continue to bustle about inside the Sanctum Complex.

The Diviner is teleporting to a portion of the Sanctum Complex that is warded against scrying and visual observation but not teleportation/dimensional travel. If that is not an acceptable action/declaration, I will continue to drift earthward.
 

The assassin attacks The Wizard, not his Simulacrum.
With Purple Worm Poison, as bonus action, he hiddes again.
No The Wizard isnt 300ft on Air.
You persist in misunderstanding the situation, as well as the rules of the game.
 

Alert = No surprise = no death strike. Hell alert means unseen enemies don't even get advantage, so no sneak attack. Assassin needs initiative or no turn order. Assassin gets base weapon damage.
 

The assassin attacks The Wizard, not his Simulacrum.

He can't. The Wizard is on the road, miles away from the sanctum where you stated that the assassin was checking for magical trap. In the sanctum, there are only the Simulacrum and the Sim's Sim to attack.

With Purple Worm Poison, as bonus action, he hiddes again.

Purple worm availability is dependant on DM's fiat and was never mentionned being quested for beforehand. Noted from the bonus action of hiding again. The Assasssin can hide from one of the Sim. However, the one who was struck by an arrow is looking right in his direction and one can't hide in plain sight, so he can't be hidden from this one. Roll the Stealth check for the Assassin.

No The Wizard isnt 300ft on Air.

Yes he is.
 

Remove ads

Top