D&D 5E Flamestrike and Stalker0's little adventure

The Cleric spams his channel divinity, healing 35, all on the Fighter (who had taken 56 damage).

The Bard wails on the HH in front of him and misses (yes, even with bless).

It's your turn. The HH in front of you and the Cleric has taken 10 damage, and the one in the front fighting the Bard and Fighter has taken 18.

What do you do?
I've been trying to find the cantrips I took. I think it was Mold Earth, Prestigiation, Firebolt...and Ray of Frost I think?

I will Ray of Frost the one that has taken 18, recognizing I have disadvantage for being in melee with a monster I will use my new inspiration to counter it.

Rolled: 10 + 7 = 17. Assuming a hit that is 9 cold damage, -10 ft speed.
 

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I've been trying to find the cantrips I took. I think it was Mold Earth, Prestigiation, Firebolt...and Ray of Frost I think?

I will Ray of Frost the one that has taken 18, recognizing I have disadvantage for being in melee with a monster I will use my new inspiration to counter it.

Rolled: 10 + 7 = 17. Assuming a hit that is 9 cold damage, -10 ft speed.

Roger.

The Fighter (finally) also gets a turn. He clobbers the one he is fighting that you just frosted (with GWM on) and hits it thanks to bless for 2d6+15 or 19 damage and kills it.

He then moves over to the one you're fighting and repeats this.... missing. He uses his Bardic inspiration die, and converts the miss into a hit. He spams a Sup dice on Maneuvering attack (allowing you to fall back up to half your speed with no AoO) and deals a further 26 damage.

As a bonus action, he swings a third time, with GWM 'off' and hits it again. He spams a second Die on maneuvering attack, permitting the Cleric to also fall back (the Cleric stays put) dealing 12 damage, and killing it also.

All three monsters are dead.

After the battle, the Fighter uses his Second wind, healing 17 damage. The Cleric uses his Divine channel again, healing the Bard for 22, you for 10 and the fighter for the remaining 3.

The Fighter used 2 x sup dice, second wind and took 1 damage
The Bard has used 1 BI die, and a 2nd.
The Cleric used 2 x 1sts, 2 x channel divinity, and took 7 damage
You took 5 damage. No slots used.
The Rogue... well is still unharmed!

The Bard has (in total) used a 1st, all 3 x 2nds and a 3rd.
The Cleric has used a 3 x 1sts and a 2nd.
You've used 2 x 1sts, a 2nd and a 3rd.
 

*NB @Stalker0 - see how you're adjusting to the rest meta? *

In many other campaigns you probably would have nova'd the past few encounters with 4th level slots, but instead have basically resorted to cantrips (dealing minimal damage compared to the other Martial PCs, barring the Cleric who has been busy healing and buffing as good clerics do).

In the last encounter for example, you did 9 damage - the Fighter did around 60 (and the Rogue 40).

I do note you're now being very cautious and still have your big boom 4th and 2 x 3rds remaining :)

See also howw it becomes a much more strategic and tactical game, and less button mashing, with every class contributing in its own niche?
 

Unless there is anything else you want to do (the party wishes to push on) you all descend the staircase, revealing an oddly square shaped 40 by 40 foot room, and 30' high that reeks of dog and brimstone as you descend.

A charred humanoid skeleton lies in the middle of the room, as do three metal bowls with writing on them too hard to make out in the dim light. A small badly gnawed doll, looking like an angelic figure with wings, and made of some kind of strange spongy material lies next to the skeleton and the bowls.

On the far side of the room is another staircase, this one also leading down.

Is there anything you want to do?
 

I'll let the rogue do an initial sweep if he wants to check for any traps. Assuming its clear, I will check the writing on the bowl and investigate the scene. My gut tells me this was simply where the hellhounds were kept, but I will look to see if there is more to see.
 

I'll let the rogue do an initial sweep if he wants to check for any traps. Assuming its clear, I will check the writing on the bowl and investigate the scene. My gut tells me this was simply where the hellhounds were kept, but I will look to see if there is more to see.

He Scouts ahead looking for traps. He finds none.

You push forward to the center off the room. The writing on the Bowls is in Infernal., which the Cleric speaks. He tells you it says:

'Rufus', 'Max' and 'Boris'.

The angelic doll figure is made of a soft material, and it squeaks when you squeeze it. It looks badly gnawed and partly melted.

There is nothing of note on the skeleton.

While you do this, the Fighter checks the walls, noting that while the tower was round, the room is oddly square. He spends a superiority dice and makes an Investigation check.

You can roll it. His bonus is 4+1d8.
 

He Scouts ahead looking for traps. He finds none.

You push forward to the center off the room. The writing on the Bowls is in Infernal., which the Cleric speaks. He tells you it says:

'Rufus', 'Max' and 'Boris'.

The angelic doll figure is made of a soft material, and it squeaks when you squeeze it. It looks badly gnawed and partly melted.

There is nothing of note on the skeleton.

While you do this, the Fighter checks the walls, noting that while the tower was round, the room is oddly square. He spends a superiority dice and makes an Investigation check.

You can roll it. His bonus is 4+1d8.
Total of 15
 




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