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My RPGX Rules
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Aug 21st, 2017, 09:00 AM
neltymind
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Last Visit: Oct 21st, 2017
RPXP: 272
Posts: 543
My RPGX Rules
Attack Rolls
Please use the following style for your attack rolls:
[dice]1d20+4sch1 1d8+2g = 802522109 [/dice]
which looks like this:
Dice
Roll
:
1d20+4
sch1
(
16
)+4
✔
Total =
20
→ 1d8+2
g
(
4
)+2
Total =
6
Explanation: 1D20 is the normal attack roll. Then you add your attack modifier for the specific attack your character is executing, which is +4 in this case. The "sch" functions as a command to state that the roll must beat a certain number. In this case, the number is the armour class of the opponent, which is 1. Then follows the damage roll (in this case 1D8) and the character's damage modifier for that type of attack (in this case +2).
This will make sure that everyone can see at a glance if a character hit and it will also only roll damage if the attack hits.
Rolling of Dice
Please execute all dice rolling by describing your character's action associated with the roll and make the roll itself a link.
Example:
"They [TT="searched"][dice="Perception"]1D20+2[/dice][/TT] the whole place."
becomes
"They
Dice
*
Perception
:
1D20+2
(
4
)+2
Total =
6
searched
the whole place."
Also
never
delete a dice roll from one of your posts! There will be a message stating that you have deleted a dice roll from your post (see end of this thread for an example) and it will look like you're trying to cheat. If you make a mistake while rolling (like using the wrong modifier, for example) strike the roll trough and make the correct one additionally.
Stat Block
Please end all your posts in the Game Thread with a stat block and make sure it is up-to-date.
Please set up your statblock like the following example:
Vornin
Vornin
|
Rock Gnome
|
Wizard
|
Level 1
|
Diety:
HP:
8
/
8
|
AC:
10|
Speed:
25ft
Stats:
Str 8 (-1), Dex 10 (+0), Con 14 (+2), Int 17 (+3), Wis 14 (+2), Cha 12 (+1)
Skills:
Arcana+5, Investigation +5, Religion +5, Insight +4, History +3, Perception +2,
Languages:
Common, Gnomish, Elvish, Draconic
Currently wielding:
Attack: 1d20+1 Damage: 1d6
Quarterstaff
Spell Slots:
Level
Slots Left
Cantrips
N/A
Lvl 1
2/2
Spells Prepared=4
Level
Spell
Prepared
1
Magic Missile
X
1
Detect Magic
-
1
Color Spray
-
1
Mage Armor
X
1
Thunderwave
X
1
Sleep
X
Cantrip
Description
Firebolt
Range: 120ft,Range Spell attack,
Effect:
1d10 Fire Damage. Flammable object is ignited unless worn or carried.
Minor Illusion
Range:
30ft,
Duration:
1 minute,
Effect:
Create sound or image,
Sound:
Can be from a whisper to a scream, can be someone voice, your voice, lion, dumb etc, can be continues or in sections for duration
Image:
No large than 5ft cube, The image can’t create sound, light, smell, or any other sensory effect. Investigation/Int roll to see through it, touching the illusion reveals it as such.
Light
Range: Touch, Duration: 1 hour,
Effect:
Any item no large than 10ft in any dimension, shines bright light for 20ft, dim light for 20ft more. Targeting an object held by someone must succeed a DEX save to ignore.
Spell
Description
Magic Missile
Casting Time:
1 Action,
Range:
120ft,
Duraction:
Instant,
Effect:
3 Missiles auto hit dealing 1d4+1 each, Can be directed to hit multiple creatures.
At higher levels:
For each lvl spell slot used above 1, add an additional missile.
Detect Magic (Ritual)
Casting Time:
1 action,
Range:
Self,
Duration:
Concentration, up to 10 minutes,
Effect:
For duration, sense the presence of magic within 30 feet. If magic senses, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Color Spray
Casting Time:
1 action,
Range:
Self (15-foot cone),
Duration:
1 round,
Effect:
Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.
Mage Armor
Casting Time:
1 action,
Range:
Touch,
Duration:
8 hours,
Effect:
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Thunderwave
Casting Time:
1 action,
Range:
Self (15-foot cube),
Duration:
Instantaneous,
Effect:
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Sleep
Casting Time:
1 action,
Range
: 90 feet,
Duration:
1 minute,
Effect:
This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected., Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels:
When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
[FIELDSET="Vornin"][SIZE="2"][B][URL="https://www.rpgcrossing.com/profiler/view.php?id=69742"]Vornin[/URL][/B] |[B]Rock Gnome[/B]| [B]Wizard[/B] | [B]Level 1[/B]|[B]Diety:[/B]
[hr][/hr][B]HP:[/B] [COLOR="Green"]8[/COLOR]/[COLOR="green"]8[/COLOR] | [B]AC:[/B] 10| [B]Speed:[/B] 25ft
[hr][/hr][B]Stats:[/B] Str 8 (-1), Dex 10 (+0), Con 14 (+2), Int 17 (+3), Wis 14 (+2), Cha 12 (+1)
[hr][/hr][B]Skills:[/B] Arcana+5, Investigation +5, Religion +5, Insight +4, History +3, Perception +2,
[hr][/hr][B]Languages:[/B] Common, Gnomish, Elvish, Draconic
[hr][/hr][B]Currently wielding:[/B] [TT="Quarterstaff"]Attack: 1d20+1 Damage: 1d6[/TT]
[hr][/hr][b]Spell Slots:[/b]
[TABLE]Level|Slots Left
Cantrips|[CENTER]N/A
Lvl 1[/CENTER]|[CENTER]2/2[/CENTER][/TABLE]
[B]Spells Prepared=4[/B]
[TABLE]Level|Spell|Prepared
1|Magic Missile|X
1|Detect Magic|-
1|Color Spray|-
1|Mage Armor|X
1|Thunderwave|X
1|Sleep|X[/TABLE]
[SPOILERBUTTON="SpellBook"]
[SPOILERBUTTON="Cantrips"][TABLE][B]Cantrip[/B]|[B]Description[/B]
[B]Firebolt[/B]| Range: 120ft,Range Spell attack, [B]Effect:[/B] 1d10 Fire Damage. Flammable object is ignited unless worn or carried.[hr][/hr]
[B]Minor Illusion[/B]| [U]Range:[/U] 30ft, [U]Duration:[/U] 1 minute, [B]Effect:[/B] Create sound or image, [B]Sound:[/B] Can be from a whisper to a scream, can be someone voice, your voice, lion, dumb etc, can be continues or in sections for duration [B]Image:[/B] No large than 5ft cube, The image can’t create sound, light, smell, or any other sensory effect. Investigation/Int roll to see through it, touching the illusion reveals it as such.[hr][/hr]
[B]Light[/B]| Range: Touch, Duration: 1 hour, [B]Effect:[/B]Any item no large than 10ft in any dimension, shines bright light for 20ft, dim light for 20ft more. Targeting an object held by someone must succeed a DEX save to ignore.[hr][/hr][/TABLE][/SPOILERBUTTON][SPOILERBUTTON="Level 1 Spells"][TABLE]Spell|Description
Magic Missile|[B]Casting Time:[/B] 1 Action, [B]Range:[/B] 120ft, [B]Duraction:[/B]Instant, [B]Effect:[/B] 3 Missiles auto hit dealing 1d4+1 each, Can be directed to hit multiple creatures. [B]At higher levels:[/B] For each lvl spell slot used above 1, add an additional missile.[hr][/hr]
Detect Magic (Ritual)|[B]Casting Time:[/B] 1 action, [B]Range:[/B] Self, [B]Duration:[/B] Concentration, up to 10 minutes, [B]Effect:[/B] For duration, sense the presence of magic within 30 feet. If magic senses, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.[hr][/hr]
Color Spray|[B]Casting Time:[/B] 1 action, [B]Range:[/B] Self (15-foot cone), [B]Duration:[/B] 1 round, [B]Effect:[/B]Roll 6d10; the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can’t see). Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. [B]At Higher Levels:[/B] When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st.[hr][/hr]
Mage Armor|[B]Casting Time:[/B] 1 action, [B]Range:[/B] Touch, [B]Duration:[/B] 8 hours, [B]Effect:[/B] You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.[hr][/hr]
Thunderwave|[B]Casting Time:[/B] 1 action, [B]Range:[/B] Self (15-foot cube), [B]Duration:[/B] Instantaneous, [B]Effect:[/B] A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. [B]At Higher Levels:[/B] When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.[hr][/hr]
Sleep|[B]Casting Time:[/B] 1 action, [B]Range[/B]: 90 feet, [B]Duration:[/B] 1 minute, [B]Effect: [/B]This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected., Undead and creatures immune to being charmed aren’t affected by this spell. [B]At Higher Levels:[/B] When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.[hr][/hr][/TABLE][/SPOILERBUTTON][/SPOILERBUTTON][/fieldset][/size]
Warning: rolls have been deleted from this post.
__________________
Sworn the
Oath of Sangus
and
Graduate 850
of NPSG
Last edited by neltymind; Aug 30th, 2017 at
06:54 AM
.
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