Ongoing excerpt from the 5e game with ChatGPT today. First example of combat.
The storm thrashes harder through the chapel rafters. Lightning flashes, throwing stark light across the broken altar where the
Moonstone Shard rests. It pulses faintly now, no longer binding the child — but something else stirs.
From the shadows of the collapsed nave comes a
hollow scraping sound, like bone dragging over stone. A figure emerges —
skeletal, armored in rust, its eyes burning faint blue to match the shard. Behind it, two more shapes rise, skeletal sentries that had been buried in the rubble until your unbinding woke them.
Bram growls, hefting his axe.
“Finally! Something to hit.”
Maribel’s voice trembles but steadies as she grips her holy symbol.
“Saints preserve us… the shard’s ward held them too. They come for it!”
The lead skeleton points its corroded sword at you, jaw clacking in a silent challenge.
Combat Begins
Initiative order (rolled quickly):
- Fizzbang (you)
- Bram (Fighter)
- Skeletons (3)
- Maribel (Cleric)
You act
first.
The ruined chapel is about 30 feet wide. The skeletons are
20 feet away, approaching from the shadows. The shard lies on the altar just beside you.
Your turn, Fizzbang.
What do you do?
You said:
What are my prepared spells and cantrips?
ChatGPT said:
Here’s Fizzbang’s
spell setup as a level 3 wizard (rules-accurate):
Spell Slots
- 1st level: 4 slots
- 2nd level: 2 slots
You can prepare
6 spells each day (INT 16 → +3, plus wizard level 3 = 6).
Cantrips (known at level 3: 3 total)
- Fire Bolt (ranged attack cantrip, 1d10 fire damage, range 120 ft)
- Prestidigitation (minor magical effects, flavor/mischief utility)
- Mage Hand (spectral hand, utility spell)
Prepared Spells (6 total)
Here’s the loadout I set up earlier (balanced for offense, defense, utility):
1st level (4 slots):
- Mage Armor (already cast at the start of the day, AC = 13 + Dex = 15)
- Magic Missile (auto-hit force darts, 3 × 1d4+1 damage, split as you choose)
- Shield (reaction, +5 AC until start of next turn)
- Detect Magic (utility, concentration, sense magical auras)
2nd level (2 slots):
- Misty Step (bonus action, teleport 30 ft)
- Scorching Ray (3 rays, each ranged spell attack for 2d6 fire damage)
Summary
- Cantrips: Fire Bolt, Prestidigitation, Mage Hand
- Prepared Spells: Mage Armor, Magic Missile, Shield, Detect Magic, Misty Step, Scorching Ray
- Slots: 4 × 1st level, 2 × 2nd level

With skeletons closing in (20 ft away), Fizzbang can go
offensive (Fire Bolt, Magic Missile, Scorching Ray),
defensive (Shield if attacked, Misty Step for positioning), or
tactical (grab the shard, reposition, or command your allies).

Do you want to attack immediately, or do something clever with positioning/interaction before combat gets bloody?
You said:
I'm going to move toward the shard and cast Fire Bolt at the lead skeleton.
ChatGPT said:
Round 1 — Fizzbang’s Turn
You dart to the altar, the
Moonstone Shard glowing faintly at your side. The lead skeleton, its rusted armor scraping, raises its sword — but you’re quicker.
You hurl a searing
Fire Bolt.
Fire Bolt Attack
- Range: 120 ft (they’re only 20 ft away, so well in range).
- Attack roll: d20 + 5 (INT +3, proficiency +2).

d20 =
14
+5 =
19 total
Hit! (Skeleton AC = 13)
Fire Bolt Damage

d10 =
9
Result: The Fire Bolt slams into the lead skeleton’s ribcage, shattering bones in a burst of flame. The skeleton staggers but remains standing, its eyes burning brighter.
End of Fizzbang’s Turn
- Lead skeleton HP: Badly scorched, bones cracking (still active).
- Two skeleton allies: Unharmed, closing in.
Next in initiative: Bram (the fighter).
He charges forward with a roar, axe swinging.
Would you like me to fully control Bram’s combat actions (as DM), or do you want to give him tactical directions in battle?
You said:
Yes, please. Fully control both NPCs.
ChatGPT said:
Perfect — from here on out, I’ll fully run
Bram and
Maribel as NPCs under my DM control. You just play Fizzbang.
Round 1 — Bram’s Turn
Bram charges the
lead skeleton (the one you scorched). His war axe arcs down in a brutal chop.
- Attack: d20 + 5 →
17 + 5 = 22 (hit).
- Damage: 1d8 + 3 →
6 + 3 = 9 slashing.

The skeleton crumbles apart under Bram’s strike, bones scattering across the wet flagstones. One down.
Bram spits on the rubble.
“That’s how you deal with bone-rattlers!”
Round 1 — Skeletons’ Turn
Two skeletons remain. They charge forward, weapons raised.
- Skeleton #2 attacks Bram with a shortsword.
- Attack: d20 + 4 →
12 + 4 = 16 (Bram’s AC = 17). Miss! The rusted blade clangs off his shield.
- Skeleton #3 goes for you, Fizzbang! Its shortsword thrusts toward your chest.
- Attack: d20 + 4 →
18 + 4 = 22 (Fizzbang AC = 15 with Mage Armor). Hit.
- Damage: 1d6 + 2 →
4 + 2 = 6 piercing.

Fizzbang takes
6 damage (HP: 16 → 10).
Round 1 — Maribel’s Turn
Maribel raises her holy symbol, light flaring.
“Back to the grave with you!”
She uses
Turn Undead (Channel Divinity). Both skeletons must make Wisdom saves (DC 13).
- Skeleton #2:
7 (fail).
- Skeleton #3:
12 (fail).
Both skeletons screech soundlessly, drop their weapons, and
flee toward the far end of the chapel, compelled by radiant terror. They cannot willingly approach Maribel for 1 minute.
End of Round 1 Recap
- Skeleton #1: destroyed by Bram.
- Skeletons #2 and #3: fleeing (Turned).
- Fizzbang: wounded (10/16 HP).
- Shard: still glowing beside you on the altar.
Round 2 — Fizzbang’s turn.
The skeleton that struck you is retreating, back turned, weapon dropped. You have a chance to press the attack, grab the shard, or do something else entirely.
What does Fizzbang do?
You said:
Can I grab the shard and still manage to attack the skeleton nearest to me?
ChatGPT said:
Yes — that’s perfectly doable this round!
Here’s how it works rules-wise in 5e:
- Grab the shard: Picking something up from the altar is a free object interaction (doesn’t cost your action). You can scoop the shard into your hand or pouch without trouble.
- Attack: You still have your action to cast a spell or cantrip.
Round 2 Options for Fizzbang
- Grab shard + Fire Bolt → blast one of the fleeing skeletons (ranged spell attack).
- Grab shard + Magic Missile → guaranteed hits; could finish a fleeing skeleton outright.
- Grab shard + Scorching Ray (2nd-level) → risky overkill, but you could annihilate both.
- Grab shard + Defensive choice (Shield reaction if attacked, Misty Step reposition, or just hold action).
The shard pulses faintly in the rain as the skeletons scramble toward the broken nave.

Do you want Fizzbang to
attack while grabbing the shard, and if so, which spell do you use?
You said:
OK, I grab the shard and cast Fire Bolt at the nearest skeleton!
ChatGPT said:
Round 2 — Fizzbang’s Turn
You snatch the
Moonstone Shard from the altar. It feels cool in your hand, humming with faint lunar energy. The glow brightens slightly as you touch it, as if resonating with your presence.
Without hesitation, you spin and hurl a blazing
Fire Bolt at the nearest fleeing skeleton.
Fire Bolt Attack
- Attack roll: d20 + 5
d20 = 11
+5 = 16 total
Hit! (Skeleton AC = 13)
Damage
- Fire Bolt: 1d10
d10 = 8
Result
The bolt slams into the skeleton’s spine, sending shards of bone and fire scattering. The creature collapses in a heap of smoldering remains.
- Skeleton #2: Destroyed.
- Skeleton #3: Still fleeing, clattering toward the far end of the ruined chapel.
End of Round 2
- Bram roars with laughter:
“Nicely done, Fizzbang! Burned him to ash!”
- Maribel lowers her holy symbol, voice steady:
“One remains. Don’t let it escape — turned or not, it will return if not destroyed.”

Rain hammers down through the ruined roof. The shard pulses faintly in your hand.
Round 3 — Fizzbang’s turn.
Only one skeleton remains (fleeing, 30 feet away).
Do you:
- Pursue and finish it,
- Hold position with the shard, or
- Try something else with your magic or wits?
You said:
Shouting "Let's go after it!" I run after the last skeleton and cast Fire Bolt again.
ChatGPT said:
Round 3 — Fizzbang’s Turn
You clutch the shard tightly, shout,
“Let’s go after it!” and sprint across the slick flagstones, robes whipping in the storm. The last skeleton clatters away down the ruined nave, but you close the distance enough to fling another searing
Fire Bolt.
Fire Bolt Attack
- Attack roll: d20 + 5
d20 = 13
+5 = 18 total → Hit! (Skeleton AC = 13)
Damage
- Fire Bolt: 1d10
d10 = 10
Result
The bolt ignites the skeleton mid-stride, and it collapses into a blazing heap, bones scattering across the chapel floor. The last of the undead guardians is destroyed.
End of Combat
The storm begins to ease outside, thunder rolling farther away.
- Bram plants his axe in the rubble, breathing hard but grinning.
“Hah! That’s more like it. Fizzbang, you’ve got some fire in you—literally.”
- Maribel wipes rain from her brow, looking at the shard in your hand.
“That relic is not just a trinket. I fear it has drawn notice… and will draw more.”
The chapel grows unnervingly quiet. Only the shard pulses faintly, like a heartbeat, in your grasp.

Do you want to:
- Examine the shard immediately (Arcana check, no combat pressure now).
- Let Maribel consecrate it with a ritual.
- Pocket it and leave quickly before more danger arrives.
- Search the chapel ruins for anything the skeletons may have guarded.
What does Fizzbang do next?