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Flamestrike and Stalker0's little adventure
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<blockquote data-quote="Flamestrike" data-source="post: 8272120" data-attributes="member: 6788736"><p>After you goes the <strong>Fighter</strong>, who moves to the critically wounded Troll (No AoO as it used its reaction), attacks it with GWM toggled 'on', and hits (thanks to <em>bless</em>), dealing 23 damage and dropping it to 0HP.</p><p></p><p>He then moves back to the Troll he was originally fighting, and swings again with GWM on, needing to expend a superiority dice on Precision strike to hit, dealing 20 damage.</p><p></p><p>As a Bonus action (thanks to reducing one of the Trolls to 0HP) he swings again, with GWM 'on' and <em>Bless </em>and misses.</p><p></p><p>Then he uses Action surge.</p><p></p><p>He attacks the same Troll again, GWM on (and <em>bless</em>) and hits, adding 1d8 to the damage from Maneuvering strike, dealing a further 24 damage.</p><p></p><p>He then attacks the same Troll again, with GWM, and again hits, dealing 19 more damage, and dropping it to 0 HP.</p><p></p><p>We can assume the PCs now ready actions to attack the Troll as it regenerates, wailing on it until you manage to Firebolt it.</p><p></p><p>Combat over. The Fighter is wounded (and out of Action surge and all Sup dice) the Bard is out of Bardic inspiration and the Cleric is out of Divine Channels.</p><p></p><p>The Bard has used a 1st, 2 x 2nds and a 3rd.</p><p>You've used 2 x 1sts, 2 x 2nds, a 3rd</p><p>The Cleric has used a 1st and a 2nd.</p><p></p><p>The Rope is still over the bridge. The Fighter suggests short resting here, healing wounds, while the Rogue (who's totally fine) scouts the far bank for signs of any more monsters. The rest of the party agree.</p><p></p><p>During the short rest the Bard uses <em>song of rest </em>during the short rest, adding +1d6 to the HP you regain with any Hit Dice expenditure.</p><p></p><p>The Fighter uses his Second wind before the Rest, healing 9HP, and expends 2 Hit dice (plus the d6) heal all damage (he rolled really poorly but got there in the end).</p><p></p><p>I presume you want to recover slots via Arcane Recovery, and spend Hit Dice to heal?</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8272120, member: 6788736"] After you goes the [B]Fighter[/B], who moves to the critically wounded Troll (No AoO as it used its reaction), attacks it with GWM toggled 'on', and hits (thanks to [I]bless[/I]), dealing 23 damage and dropping it to 0HP. He then moves back to the Troll he was originally fighting, and swings again with GWM on, needing to expend a superiority dice on Precision strike to hit, dealing 20 damage. As a Bonus action (thanks to reducing one of the Trolls to 0HP) he swings again, with GWM 'on' and [I]Bless [/I]and misses. Then he uses Action surge. He attacks the same Troll again, GWM on (and [I]bless[/I]) and hits, adding 1d8 to the damage from Maneuvering strike, dealing a further 24 damage. He then attacks the same Troll again, with GWM, and again hits, dealing 19 more damage, and dropping it to 0 HP. We can assume the PCs now ready actions to attack the Troll as it regenerates, wailing on it until you manage to Firebolt it. Combat over. The Fighter is wounded (and out of Action surge and all Sup dice) the Bard is out of Bardic inspiration and the Cleric is out of Divine Channels. The Bard has used a 1st, 2 x 2nds and a 3rd. You've used 2 x 1sts, 2 x 2nds, a 3rd The Cleric has used a 1st and a 2nd. The Rope is still over the bridge. The Fighter suggests short resting here, healing wounds, while the Rogue (who's totally fine) scouts the far bank for signs of any more monsters. The rest of the party agree. During the short rest the Bard uses [I]song of rest [/I]during the short rest, adding +1d6 to the HP you regain with any Hit Dice expenditure. The Fighter uses his Second wind before the Rest, healing 9HP, and expends 2 Hit dice (plus the d6) heal all damage (he rolled really poorly but got there in the end). I presume you want to recover slots via Arcane Recovery, and spend Hit Dice to heal? [/QUOTE]
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