Flamestrike
Legend
I'm just going to let the wall drop so the rogue has an easier shot (with easy -sneak attack since I'm right next to the trolls).
Cool.
Ignore the wall of fire I so artistically added to the above map then!
I'm just going to let the wall drop so the rogue has an easier shot (with easy -sneak attack since I'm right next to the trolls).
Yeah sorry, I lost the bit of paper I was tracking HP on.
Ok, Troll 4 goes down.
Cleric, you're up.
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Assuming I have advantage from being hidden, I'll attack T5.
Attack rolls: 1411+ 10 = 24.
Weapon damage: 1 + 5 = 6 piercing.
Sneak attack: 24
Total damage: 30 piercing.
Is it still up?
Who's next?
Since T5 is still up, I'll use my bonus action to hide again.
Stealth rolls: 105+ 10 = 20.
I want to keep this ruling consistent before continuing on. RAW, the position I am in doesn't matter. Of course, its a bit silly but I'd rather err on the side of RAW for this experiment when needed.Technically the downed Trolls are prone (and incapacitated and unconscious), so you have disadvantage (due to making an attack while not being within 5' of them) which cancels out the advantage of unconscious and invisibility.
Yeah, if a target is prone ranged weapons have disadvantage against it. And since Advantage/disadvantage only applies once, It doesn't matter how many other circumstances give you advantage - everything just cancels out. At least it keeps it simple!I want to keep this ruling consistent before continuing on. RAW, the position I am in doesn't matter. Of course, its a bit silly but I'd rather err on the side of RAW for this experiment when needed.
I haven't forgotten it. It doesn't really apply in this case, though, since it wouldn't change the final number.Just to remind you about reliable talent.
And with that, the last two Trolls go down.I'll cast a 3rd-level scorching ray on T4, once one of them hits, the rest goes to T5.
Scorching Ray to-hit:
[12]+12=24 I assume that hits, so T5 who isn't prone:
[18][2]+12 =30
[17] [18] +12 =30
[20] [11] = 31 Crit!
Damage:
Ray 1 (probably doesn't matter): [1] + [3] = 4 fire damage
Ray 2: [1] + [2] = 3 fire damage
Ray 3: [5] + [3] = 8 fire damage
Ray 4: [4] + [4] + [6] + [1] + 5 = 20 fire damage
(You may have noticed that I added my CHA mod to the last damage roll, not the first. I looked and it doesn't say which damage roll the CHA mod applies to, so I assumed it was up to the player).