The twin-souled gunslinger was distracted by the slash of paper and wood long enough to forget what it meant for the party. So it has come to violence. These spirit creatures are...well, maybe? She debated firing for far too long. After all, she wasn't sure of the effect her fire shot would have on them. But she did fire it, trying to clear a path for Tsuyui Kokoro to get into the building to help Meiji. Spirits know he needs it.
Meiji spits fire, and Shu Ten's form is illuminated.
Monstrous, yes, but strange. The daimyō is tall and long-limbed, but not hunched and twisted like his ghostly guard. Blood drips from its toothy maw, discolouring fabric embellishments that might otherwise have seemed elegant, and neither is its weapon some crude iron club, nor its armour cobbled together from the ruined corpses that Meiji now glimpses heaped in a corner of the room. Shu Ten's regalia is... outlandish. Antique.
The samurai's borrowed flame rushes over these strange details, crackling as it Shu Ten fails his Dex save and takes 9 points of fire damage.purifies otherworldly flesh and honoured dead alike. Meiji, of course, is already moving. He remembers cutting the ghostly oni at the shrine, and feels at first that same strange resistance... but as flames lick across the patinaed surface of the monster's armour, his strike suddenly Dealing the full 12 points of slashing damage.sinks home.
The smoke and flame begin to dissipate, and Shu Ten is still standing - snarling - raising a great blade the size of Meiji's in a single inhuman hand... when starlight shines into the room. The demon daimyō Magic Missile (always) hits, for 7 points of force damage.staggers back, and the fire smouldering weakly about the edges of the room suddenly seems to catch, twisting, turning, Control Flames - watch this space...leaping higher...
Outside, the monstrous senshi are taken by surprise. Sophie's own outlandish weapon barks, and the bakemono start in fright as fire and Shu Ten's fury begins to spill from the old farm house. Not to be outdone, Turushno reaches out with a glistening crescent of moisture that arcs through the air, gaining in strength as it rushes into one of the turning oni and forces him off his feet. Creatures of the underworld they may be, but it Senshi #2 fails its Dex save, taking 7 points of - uh - magical water damage and going Pronehits the ground as hard as any being of flesh and blood.
The bakemono scatter and the senshi raise their clubs... but Tsuyui Kokoro is already charging. His axe takes an oniInflicting 17 8 points of slashing damage!full in the chest, drawing forth a ringing screech as if he had struck a great hideous bell. The shadows close in... but a furious incandescent ape springs from the Mountain Man's shoulder, seemingly Two senshi fail their saves, taking 4 points of force damage!bursting with rage as the tattoos carved all across his body writhe and shift and glow.
Battle is joined in earnest.
OOC
Not a bad surprise round! Tsuyui Kokoro and Ikari beat the oni initiative roll, and so may take their turns immediately; there's one prone at our barbarian's feet, so I thought it appropriate to let him get another lick in. And another exploding spirit monkey, possibly.
Then Team Demon will respond, and then everyone can go! The bakemono have done a runner, and will not be participating in combat unless (until?) forced to do so. Although you may have noticed Kofun's presence on the battlemap... just let me know if you want to blast him with anything horrible, he's not off limits or anything.
Hopefully everything else is clear! There's some stuff going on with resistances which I can comment further on if anyone wants, but which I will otherwise continue to leave... obscure.
Battle was for Ikari a time of raging fire and boiling blood, a time of war cries and screams of anguish, but it had not always been so. A tiny part of him, a part even the Dragon remembered only faintly like something between a dream and a fantasy, perceived the battlefield very differently.
A perfect square divided into smaller ones, all of them identical, all of them unique. Nine times nine is the number of fate, the number where the future is decided.
Before his eyes appeared a wooden game similar to chessshōgi board and behind it sat a man dressed in a bright purple formal garb worn at courtsokutai with an elegant flower-like pattern. No, not a man, a being resembling a man with eyes as brilliant as the rising sun. The no-man seemed to be studying the wedge-shaped pentagonal pieces of various sizes placed upon the board, all of them inscribed with different names.
"You have my jeweled generalgyokushō cornered, honored older brotherani-ue. How will you proceed?"
Ikari‘s eyes -were they his eyes?- were instantly drawn to the piece mentioned by the no-man - the gyokushō, leader of the enemy army. If he was able to capture him, victory would be his. His own golden generalkinshō threatened the enemy leader, but in his rapid advance he had been separated from the rest of his forces. He was alone and vulnerable.
A hand, as slender as it was powerful, the skin covered by tiny translucent scales, reached for the dragon kingryūō. He could use him to support the kinshō, force the gyokushō to retreat further…
"Sometimes victory has to be snatched before the opponent can react." The voice seemed familiar, though Ikari couldn’t exactly place it. Had he heard it in Khoro? It felt warm and comforting like the heat coming from a lit brazier. "At other times one has to be patient and carefully shape the conditions so that victory can be achieved."
The hand picked up the ryūō, but instead of moving it next to the kinshō placed it between his incense chariotkyōsha and one of the enemy silver generalsginshō.
The no-man brought his hand to his lips, obviously evaluating the move.
"You abandon your kinshō, your most powerful piece? I could capture him, make him my own."
A faint smile formed upon Ikari’s lips and he gently shook his head.
"I do not abandon him. I trust him to hold his ground until I am able to break your line of defense. There is a difference. Perhaps, the difference between victory and defeat."
The no-man nodded, though it was clear that he had not been convinced.
"My turn."
The board disappeared but the pieces remained, now human sized or larger, wrapped in shadow, flame or moonlight. A line of senshi stood between Ikari and the dark daimyō, their skin as black as the depths of Yomi, their clubs raised, ready to strike. The demons seemed powerful, invincible even, but in truth it was not so. Tsuyui Kokoro’s great axemasakari and the magic of his people, along with Turushno’s mastery over water, had forced one of the oni to his knees. The yokāi was vulnerable, the wall was ready to crumble. Ikari had to take advantage of this weakness.
Once more raising his hand to the heavens, magic missile dealing 11 points of force damagethree more stars manifested inside his palm, three glowing arrows that unerringly flew towards the bleeding senshi, each blow making his unnatural body shake before hitting the ground and remaining still and unmoving, hopefully forever.
"Ishiguro-san", cried out Ikari, his voice more calm and controlled than it had ever been, "the gift of the Tenryuu can annihilate the senshi, leaving the daimyō surrounded. Trust in the flames to offer you protection."
Barely had Ikari finished speaking, the fire devouring the farmhouse moved, trying to form a wall between Meiji and the yokāi general.
The kinshō must be protected until he is able to capture the gyokushō.
Ikari was perplexed. What a strange thought for him to be having in the middle of battle. What a strange thought…
Actions: Ikari casts the 1st level spell Magic Missile, dealing 11 points of force damage and hopefully killing one of the senshi (Ni).
Reaction: Control flames (kabi) - the fire tries to interject itself between Meiji and Shu-Tan.
Bonus:
Move:
Effects: Concentration [Dragon’s Breath (Meiji)] - round 2/10
Ito Jun / „Ikari“ | Aasimar (Scourge) | Sorcerer (Draconic Bloodline) 3 Armor Class: 15 | Hit Points: 23/23 | Speed: 30 ft Melee Attack: +2 / 1d6 (quarterstaff) or +4 / 1d4+2 (dagger) Str 10 (+0) | Dex 14 (+2) | Con 14 (+2) | Int 10 (+0) | Wis 12 (+1) | Cha 16 (+3) Saving throws: Str +0 | Dex +2 | Con +4 | Int +0 | Wis +1 | Cha +5 Skills: Animal Handling +3 | *Persuasion +5 | Religion +2 | Survival +3 | Cook‘s utensils | Vehicles (Water) Passive Perception: 11 Initiative: +2 | Hit Dice: 3d6 Darkvision: 60 feet | Celestial resistances: radiant and necrotic damage Dragon Ancestry (gold) | Healing Hands: 3/3 HP/LR Radiant Consumption (1 min) 1/LR: level/2 (up) radiant damage within 10 feet, + level radiant damage/attack Flexible casting | Font of Magic: 3/3 Sorcery points Metamagic: Empower Spell (1), Extended Spell (1) Spells: 1st level – 1/4, 2nd level - 1/2 DC 13 Spells known: Light (0), Control Flames (0), Fire Bolt (0), Mending (0), Thunderclap (0), Magic Missile (1), Shield (1), Sleep (1), Dragon‘s Breath (2) Languages: Common | Celestial | Draconic Items:Kabi - 5 ft bright light/5 ft dim light, resistance to fire and cold, control flame as action or reaction, affects normal as well as magical flame.
As flames exploded inside the cottage, Tsuyui Kokoro's concern for their ronin friend increased but there was still little he could do to help Meiji with three oni still standing between him and the house. Fallen stars whizzed passed the mountain man's head and felled the oni in the center and now there were only two. Taking advantage of the gap in their line created by the fallen enemy, Tsuyui shifted his position to put his back to the hut, edging closer to being able to help Meiji as he brought his great axe to bear again.
The light from the fire behind him caught the flat of the weapon, giving it a soft orange glow. As the axe descended toward the oni, an explosion rocked out from the edge as a kitsune leaped onto the oni, its nine tails all lashing out at the creature as its teeth nipped at its armor. Tsuyui's axe bit through the oni's defenses to find the cursed flesh beneath causing a spray of blood to spurt out into the night air. The image of the kitsune vanished as the cloud of blood fell to the ground.
Movement: to N18 Action: Great Axe attack Ichi Bonus Action: Summon Wild Surge Spirit to O16, explosion to harm Ichi (DC13 DEX save) Reaction: Depending on how much damage he takes in response, maybe use Stone's Endurance Free Action: Conditions: Rage, Wild Surge Rolls:
Weapons:+5 to attack, 1d12+3, S, heavy, two-handedGreat Axe, +5 to attack, 1d6+3, S, light, thrown, 20/60Hand Axe, +5 to attack, 1d6+3, P, thrown, 30/120Javelin
Features:You have proficiency in the Athletics skill.Natural Athlete, You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.Stone's Endurance, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build, You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.Mountain Born, Light Armor, Medium Armor, ShieldsArmor Prof., Simple Weapons, MartialWeapon Prof., In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength Checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have Resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast Spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.
Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.Rage, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.Unarmored Defense, A gladiator as more an entertainer background 5e like any minstrel or else the circus performer trained to make the arts of combat into the spectacle the crowd able to enjoy. Like this type of flashy combat is your 5e entertainer routine. though you may have some skills like the tumbler or actor.
Using by popular demand feature you have capability to find a place which is helped to perform in any place that features combat for entertainment-perhaps a gladiator either arena or secret pit fighting club. You can easily replace the your wishing musical instrument in your equipment package with an inexpensive but unusual weapon like a trident or net.By Popular Demand, At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.Danger Sense, Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack, When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness, Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1
Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2
You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3
An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4
Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5
Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6
Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7
Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8
A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
Always one to press the advantage, Meiji seized the opportunity provided by Shu Ten's sudden lack of kilter to, again, dispense borrowed fire — pain, agony, and purifying suffering, too — from the very deepest depths of his heart. Unlike before, the tawny wave of divinity does not manifest from his snarling mouth; instead, it has become an extension of his very being; the ashen samurai now embodies hate, fury.
Successful or not, it meant more fuel for the fire (or, perhaps, in this case vise versa). Which fire was the real question: Meiji's or that now collecting on the walls all around him?
"Don't tell me you've lost your appetite already" the Lord of Ochima goaded, his voice eerily hush and malevolent. "Come, demon!" Closer, oh yes! May your unholy mettle be put to the test.
It was strange... but the youth was not being facetious at all when he said, sternly,
Events move quickly. No sooner has Turushno felled one of the oni than it is hammered with magic and lays still. Tsuyui Kokoro shifts his assault to the leftmost oni, even if the axe doesn't seem as stinging as it should be. And is that ... a macaque? He's heard about the animalistic bonds of Tsuyui's kin, but has never encountered this form of conjuration with his own eyes. The Mae-Nichi have their own animalistic bonds, but that wasn't his forte, and the cultural traditions of those ceremonies are of little weight in these stretches of Tenka.
So that's two oni accounted for. The third ... is clear, surging forward, and has a direct line to Sophie. He can't have that. Knowing he risks finding the limitations of his endurance, he springs forward, cutting off the lone demon. He jabs at it, keeping its attention more than hurting it as he considers his next move. For now, it's occupied and blocked from assaulting other members of his group. Even an old man worn out form a long hike can do his part in the end.
Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action; Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn; Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.Ki Points
Shooting stars cross the old farm's courtyard, taking the middlemost senshi - only just rising to its feet once more, after the furious crashing torrent unleashed by Turushno - full in the chest. The first two leave pale glowing craters in its shadowy flesh, and the third punches straight through: with barely a sound, the oni unravels into shadow.
Usui gasps. The other monsters are moving, now, one squaring up to Tsuyui Kokoro while the other strides towards Sophie. The Mountain Man circles his opponent - the looming figure scarcely taller than himself - then lashes out with his axe. The senshiMaking its Dex save - with a natural 20, no less.rears back as the weapon Inflicting 12 6 slashing damage.bites into him: its toothy grimace betrays no emotion, but its reaction to the ghostly ninetails that follows Tsuyui Kokoro's attack almost seems one of panic. It flails with its club, landing Hits on a 19, for 7 3 points of bludgeoning damage (two can play at this Resistances game!)a glancing blow with the brutal weapon.
Turushno intercepts the third oni. It is the largest of the trio, and stands in marked contrast to the weary, bent old Mae-Nichi. Turushno ducks and dives, narrowly avoiding the worst of the creature's onslaught, but a heavy overhand swing throws up a splinter of stone that Hit on a 23 for 6 points of bludgeoning damageslices across his thigh. The thing laughs cruelly, steps forwards to press its advantage... then crashes to ground as its right leg goes out from under it. Has the path turned to mud after Turushno's trick with the paddy water? A stroke of luck!
Crackling flames Shu Ten fails his save, taking the full 14 points of fire damage.bathe the monster's leader as he faces off against Meiji. They writhe and twist, catching now in several places about the smoke-filled charnel house; indeed, they seem almost to gather together between Meiji and the demon daimyō, as if to contrive a bulwark for the young warrior's protection.
His swordwork is simple, Meiji sees at once, but not brutish. Shu Ten ignores the flames lapping at his armour and with his first blow knocks the samurai's guard aside. He reverses his swing - his great body assuming for a moment a form familiar to Meiji from hours upon hours of childhood instruction - and then the great jagged blade Shu Ten hits, on an appropriately unnatural 20, and inflicts 10 points of slashing damage.slices into human flesh.
He does not press his advantage. The bestial snarl belies the delicacy of Shu Ten's footwork as he steps around Meiji, guard high, and slips out into the night. The others see him clearly now: lit by the moonlight, and by the gathering flames within the farmhouse...
OOC
There have already been a number of wild visual effects in this battle that really bring it to life in my mind's eye. Keep up the good work everyone!
@Ermine, Sophie can take two turns now if she likes - I've simplified the initiative order box, apologies for any confusion.
Shu Ten has pulled the same trick as Tsuyui Kokoro and circled around Meiji without leaving his reach. The little house is rapidly progressing to 'Status: On Fire', but there's not enough light escaping to make much impact this round. I'm simultaneously a fan of living battle maps and really bad at image editing so curse you Meiji and Ikari for making this happen (but also well played).
HotsuSama your three consecutive sevens activated a bonus effect Thought this was more fun than a bit of extra damage, and I also wanted to use the little Water Whip graphic that I made again.
Meiji was caught unaware by a sudden pang of nostalgia and, though bittersweet it may have been, he failed to see the forest through the trees — or, in this case, the Oni through the flames — and was caught by surprise as a consequence. Shu Ten's mighty blade scored a direct hit across the samurai's breastplate. The Lord of Ochima barely had time to brace for impact.
"Sensei," Meiji snarled as he pushed from the brace, having narrowly avoided the creeping fire which caught on not a moment thereafter. "Is it you? I these techniques; I know them well..." He paced forward, guard on high just like the otherworldly opponent's.
"It must be you..."
Forward, never back. Inch by inch, as he was taught, through sure-footing and precise motion, Meiji encroached upon the moonlit Oni.
"Sensei Ogawa."
That cruel old man with hair a frightened white; he, the spitting image of frailty and a reminder of one's own mortality; he, who defied the nature of this realm's divine hierarchy and took by his peasant's blade the lives of many more honorable and distinguished.
Could this really be him? What could turn a man into a monster like this?
There was no more time to think, to dwell, on these burning questions. Meiji stepped inside the demon's guard (as he was taught), struck quick and hard overheard (as he was taught) — only, unlike during his many past lessons, whereby a young(er) heir was often subject to the heel of Ogawa's katana through a masterful counter, this assault was naught more than a feint.
What followed — the true threat — was a quick and diagonal slash made possible by a last minute shuffle to the right.
Turushno is fast despite his fatigue, but not quite fast enough. The collateral damage from the huge oni's swings drives rubble into his leg, and he goes to ground with a grunt. The oni grins, prepares for a more direct shot, and finds itself laid low by traitorous terrain.
Turushno shifts his weight off his injured leg. Had he meant to weaken the soft soil underneath the oni? Not deliberately. "Thank you," he whispers, in case a benevolent kami is responsible for this turn in fortune.
And he pounces.
There is little he can do in a fight like this aside from interfere with the monsters' capability to reach his allies. Raiders and minor water demons are one thing, but an oni is beyond the disciplined fortitude of the Mae-Nichi, except where their shamans are concerned. He can only do so much. But this is a golden opportunity to make the most of of his limited usefulness.
He grabs the oni by the throat and pummels its face with hard jabs. It keens unnaturally and reaches for him, and he pivots to twirl past the grasping claw and lay another flurry of blows into the chest. These attacks will only soften the beast, not injure it. But he's warming up.
The oni tries to get up, and Turushno delays its recovery by kicking aside its grasping arm and lunging across the thing's long, tar-black body to grab at one of the oni's horns. It's surprisingly warm to the touch, when he expected it to feel like cold bone. The oni jerks and growls, and Turushno plants his feet against the oni's chest ... and pulls.
The horn does not rip away cleanly. But rip away it does.
Attack + Flurry of blows gives 3 hits: 5, 5, and 6 base damage respectively.
Flurry of Blows: Immediately after you take the Attack action on your turn, you can spend 1 ki point to make two unarmed strikes as a bonus action; Patient Defense: You can spend 1 ki point to take the Dodge action as a bonus action on your turn; Step of the Wind: You can spend 1 ki point to take the Disengage or Dash action as a bonus action on your turn, and your jump distance is doubled for the turn.Ki Points
Trading blows with the oni, Tsuyui Kokoro's certainty only grew that this was an enemy he could best in time. It would wear down before he would, but he could not only focus on his own battle with the oni while Meiji was battling the demon daimyo within the cottage. With this in mind, Tsuyui had pivoted his stance to close ground toward the small house. He had been prepared to possibly take an axe in the back to help the brave ronin when the pair burst forth from the hut with flame and blood.
Forgetting about the oni that he had been fighting against, Tsuyui Kokoro spun about with his axe to aid his ally, the brave Meiji.
Movement: stay at N18 Action: Great Axe attack Shu Ten Bonus Action: Summon Wild Surge Spirit to M22, explosion to harm Shu Ten (DC13 DEX save) Reaction: Depending on how much damage he takes in response, maybe use Stone's Endurance Free Action: Conditions: Rage, Wild Surge Rolls:
Weapons:+5 to attack, 1d12+3, S, heavy, two-handedGreat Axe, +5 to attack, 1d6+3, S, light, thrown, 20/60Hand Axe, +5 to attack, 1d6+3, P, thrown, 30/120Javelin
Features:You have proficiency in the Athletics skill.Natural Athlete, You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled, and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.Stone's Endurance, You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build, You’re acclimated to high altitude, including elevations above 20,000 feet. You’re also naturally adapted to cold climates, as described in chapter 5 of the Dungeon Master’s Guide.Mountain Born, Light Armor, Medium Armor, ShieldsArmor Prof., Simple Weapons, MartialWeapon Prof., In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.
While raging, you gain the following benefits if you aren't wearing heavy armor:
• You have advantage on Strength Checks and Strength Saving Throws.
• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.
• You have Resistance to bludgeoning, piercing, and slashing damage.
If you are able to cast Spells, you can't cast them or concentrate on them while raging.
Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.
Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.Rage, While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.Unarmored Defense, A gladiator as more an entertainer background 5e like any minstrel or else the circus performer trained to make the arts of combat into the spectacle the crowd able to enjoy. Like this type of flashy combat is your 5e entertainer routine. though you may have some skills like the tumbler or actor.
Using by popular demand feature you have capability to find a place which is helped to perform in any place that features combat for entertainment-perhaps a gladiator either arena or secret pit fighting club. You can easily replace the your wishing musical instrument in your equipment package with an inexpensive but unusual weapon like a trident or net.By Popular Demand, At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.Danger Sense, Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.Reckless Attack, When you choose this path at 3rd level, as an action, you can open your awareness to the presence of concentrated magic. Until the end of your next turn, you know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.Magic Awareness, Also at 3rd level, the magical energy roiling inside you sometimes erupts from you. When you enter your rage, roll on the Wild Magic table to determine the magical effect produced.
If the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Constitution modifier.
1
Each creature of your choice that you can see within 30 feet of you must succeed on a Constitution saving throw or take 1d12 necrotic damage. You also gain temporary hit points equal to 1d12 plus your barbarian level.
2
You teleport up to 30 feet to an unoccupied space you can see. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
3
An intangible spirit, which looks like a flumph or a pixie (your choice), appears within 5 feet of one creature of your choice that you can see within 30 feet of you. At the end of the current turn, the spirit explodes, and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 1d6 force damage. Until your rage ends, you can use this effect again, summoning another spirit, on each of your turns as a bonus action.
4
Magic infuses one weapon of your choice that you are holding. Until your rage ends, the weapon's damage type changes to force, and it gains the light and thrown properties, with a normal range of 20 feet and a long range of 60 feet. If the weapon leaves your hand, the weapon reappears in your hand at the end of the current turn.
5
Whenever a creature hits you with an attack roll before your rage ends, that creature takes 1d6 force damage, as magic lashes out in retribution.
6
Until your rage ends, you are surrounded by multicolored, protective lights; you gain a +1 bonus to AC, and while within 10 feet of you, your allies gain the same bonus.
7
Flowers and vines temporarily grow around you; until your rage ends, the ground within 15 feet of you is difficult terrain for your enemies.
8
A bolt of light shoots from your chest. Another creature of your choice that you can see within 30 feet of you rust succeed on a Constitution Saving throw or take 1d6 radiant damage and be blinded until the start of your next turn. Until your rage ends, you can use this effect again on each of your turns as a bonus action.
With incredible clarity Ikari saw the figures in front of him being moved by the invisible hands of fate. The dark daimyō burst through the wall of fire, the flames proving unable to harm him, and crossed swords with Meiji, black or crimson blood staining each combatant‘s blade. His two remaining oni bodyguards attacked the Kyojin and the Mae-Nichi with their gigantic clubs in order to stop Ikari’s companions from supporting the noble samurai in his attempt to cut down their master. Both failed, one unable to stop Tsuyui Kokoro, who proved as fast as he was strong and resilient, the other brought down by the trickery of the monk’s chosen element. Turushno immediately took advantage of his opponent‘s weakness, striking with hands and feet, and keeping his enemy from rising from the ground. Slightly turning his head to the right, the man-dragon saw Ermine aiming with her strange weapon, trying to decide where her missiles would do the most damage, while Usui seemed petrified by the sight of Tenka‘s mortal champions bravely fighting against the horrendous yokāi.
And Ikari? What was he meant to do?
The dragon inside the man reclaimed the gift he had given Meiji, who no longer had need of it, now relying upon his deadly blade and his years of experience of using sharp steel to shape the world around him like a painter might use his brush. As he felt the fire‘s heat rise within his chest, Ikari swiftly moved toward the senshi without hesitation. The dark daimyō was his true goal, but he could do the more good by unleashing the fury of the Tenryuu against the demon‘s servants. Flesh, metal and wood might not be able to deeply penetrate their hard skin, protected as it was by dark magic, but Ikari was certain that fire would have no trouble cleansing their corruption.
Ikari’s bright eyes met the demons‘ pitch-black ones, twin pits leading all the way to Yomi‘s depths that had never witnessed the sun‘s glory, but only for a moment. The pits widened as if to swallow him whole, but in truth it was the fear of the dragon‘s wrath that forced them to do so just before being engulfed by the fire spreading out of his mouth.
As if seeking to outdo the radiance of the dragon‘s breath, the living fire in the form of the kabi in Ikari’s hand shone as brightly as the stars and the flames in the burning farmhouse immediately responded, keeping their distance from Meiji and choosing wood over flesh to satisfy their hunger.
The ancient youth turned his head to witness the dark master‘s dance between Ishiguro Meiji and Tsuyui Kokoro, a dance of blood and steel where one false step might mean the dancer‘s death.
Your turn, he thought calmly.
Actions: Ikari „activates“ the dragon‘s breath (cone of fire). Both oni are dealt 14 points of fire damage - 7 if they save successfully against DC 13 (Dex - San might save with disadvantage due to being prone). Ikari spends 1 sorcery point to cast the spell as „empowered“. Reaction: Control flames (kabi) - the fire keeps its distance from Meiji. Bonus: Cast the 2nd level spell Dragon’s Breath on himself. Move: He moves to S18. Effects: Concentration [Dragon’s Breath (Ikari)] - round 1/10
Ito Jun / „Ikari“ | Aasimar (Scourge) | Sorcerer (Draconic Bloodline) 3 Armor Class: 15 | Hit Points: 23/23 | Speed: 30 ft Melee Attack: +2 / 1d6 (quarterstaff) or +4 / 1d4+2 (dagger) Str 10 (+0) | Dex 14 (+2) | Con 14 (+2) | Int 10 (+0) | Wis 12 (+1) | Cha 16 (+3) Saving throws: Str +0 | Dex +2 | Con +4 | Int +0 | Wis +1 | Cha +5 Skills: Animal Handling +3 | *Persuasion +5 | Religion +2 | Survival +3 | Cook‘s utensils | Vehicles (Water) Passive Perception: 11 Initiative: +2 | Hit Dice: 3d6 Darkvision: 60 feet | Celestial resistances: radiant and necrotic damage Dragon Ancestry (gold) | Healing Hands: 3/3 HP/LR Radiant Consumption (1 min) 1/LR: level/2 (up) radiant damage within 10 feet, + level radiant damage/attack Flexible casting | Font of Magic: 2/3 Sorcery points Metamagic: Empower Spell (1), Extended Spell (1) Spells: 1st level – 1/4, 2nd level - 0/2 DC 13 Spells known: Light (0), Control Flames (0), Fire Bolt (0), Mending (0), Thunderclap (0), Magic Missile (1), Shield (1), Sleep (1), Dragon‘s Breath (2) Languages: Common | Celestial | Draconic Items:Kabi - 5 ft bright light/5 ft dim light, resistance to fire and cold, control flame as action or reaction, affects normal as well as magical flame.
Sophie had missed her first shot, adding to the flames the attractive samurai had created with the aid of Ikari. She had little hope that another round of fire would do much good. She drew another round, this one filled with a Ray of Frost cantripcrystalline liquid. It stuck to her fingers briefly due to the cold it produced, but she loaded it without issue. Flicking her wrist to move the cylinder back in place, she took aim at the remaining oni and fired.
Dice Attack Roll (please hit please hit):
1d20+4
(2)+4
Total = 6
Dice Damage if it hits:
1d8
7
If it hits, and the oni survives, or is alive in the first place, the oni is slowed by 10 feet (not that it'll probably matter).
With Meiji this close, Shu Ten's size works against him. The great blade bites into his side, slipping up under an antiquated breastplate and Meiji hits for 13 6 points of slashing damage.skidding off the shadowy flesh beneath. Does the creature feel pain?
It studies Meiji for a moment, face half-hidden by flickering shadows thrown from the fire picking up strength within the farmhouse.
"I am not your master, boy," Shu Ten intones. The figure steps forward, blade held horizontal across its body (and this form, too, is too familiar).
"But... there was a boy named Ogawa. Once..."
The monster strikes... and Tsuyui Kokoro's axe Natural 1 for Shu Ten; Tsuyui Kokoro hits for 16 8 points of slashing damage.sends it staggering. A flickering spirit creature darts in for the follow-up, but the daimyō Passes his Dex. save, on a 19slips past it with a snarl and Shu Ten hits on a 22, for 11 points of slashing damage that goes right through Tsuyui Kokoro's resistance!lashes out at this new attacker.
The looming foe at the Wong Gunung's back doesn't hesitate, but as it raises its club flame washes over it. Both senshi are bathed in the dragon's fire, their obscure forms suddenly clear against its biting radiance, and both Each fails their Dex. save, eating the full 14 points of fire damage, and both miss with their respective attacks, on a 12 and a 10.seem to shrink from it. Turushno does not miss his opening: he darts forwards, pummeling the oni before him until shock and pain are clear upon even its monstrous visage. Another shot from Sophie rings out, and the sound is echoed by a sickening crunch as the mild-mannered Mae-Nichi tears the beast's horn OUCH. It takes the full 16 points of beatdown damage (for reasons), and wants to go home.halfway off its head.
Shu Ten may be holding his own, but the fearsome senshi are beginning to look outmatched. If the flow of battle does not change, they will soon unravel - like their comrade here, and back at the shrine the night before - and become one with the shadow...
...but Usui, unnoticed, has slipped away from the group. She stands now at the bridge over the little stream that feeds into the rice paddies, spear held out before her. Her great masked head tosses and turns, nervously, and she shoots a glance back over her shoulder at the rest of you.
I know he's a flesh-eating monster but I kinda feel bad for San. @Ermine! I rolled again for that last attack, Advantage-style, as you had an Action in hand. I also rolled a 2
@Everyone!Is the battle map at all legible, or should I upload a high-res version? That was a silly question: here is a link to a high-res version, just in case. I also just made the lower-res battlemap below itself a link to a higher-res version of itself. I am inordinately pleased with myself for this.
The inside of the farmhouse is pretty much on fire right now, it'll be lighting up the whole courtyard area before too long. Not currently dangerous unless you go inside.
Ikari’s first reaction was to ignore the Mae-Nichi. Even if more of the dark daimyō‘s servants appeared, probably bakemono, they would be unable to turn the tide of battle. The yokāi were being routed. The fire of the Tenryuu would soon kill the badly wounded oni and once Ikari focused the divine wrath that was housed within his heart on the monster general…
Beware, a battle is not won until the enemy is fully vanquished. Listen to the girl‘s words. Seek the truth in them. Thwart your opponent‘s plans.
The boiling blood in the man-dragon’s veins cared little for tactics and countermeasures. It cared only to see the fear and despair in the eyes of the dragons‘ enemies as purifying fire blackened their flesh and turned their dreams of conquest to ash. It wanted only to feel the flames‘ heat on his face and arms, comforting, pleasant, invigorating. But the voice had a weight the anger could not ignore. There was wisdom in it. There was… familiarity.
With great difficulty Ikari forced the fire inside him to calm down. He listened more carefully to Usui and he remembered. He remembered how the bakemono soldiers they had faced in front of the forest shrine had returned as spirits bound by invisible chains to the daimyō‘s will. Who said that the oni too could not be affected by the dark general‘s fell magic? That must have been what Usui meant. The senshi that had been already killed was returning. She would see it, when the rest would not. The Mae-Nichi‘s mystical mask allowed her to see the world of the spirits.
Neither Ikari nor the Tenryuu spirit in its current state Arcana check 9knew how to counter the dark power of Yomi. The sun goddess would know, her holy power protecting the people of Tenka from the netherworld‘s shadows, but Ikari did not have the means to ask her. She would not recognize her legacy in his lowly mortal body even if he had. But perhaps there was another way. Perhaps the senshi‘s body served as a gateway between Yomi and the land of the living, as a sort of anchor for the spirit not to drift away purposelessly. A body, whether breathing or not, was mere flesh and bones. This Ikari understood, this his fire could affect.
Closing his eyes and taking a deep breath, the scion of flame held the kabi tightly in both hands, his mind touching the mysterious essence of the fire seed, talking to it.
Now is the time for your true power to be revealed. Draw from my power as I draw from yours. Wake, shine and counter the dark magic that makes slaves out of the spirits of the dead.
Ikari’s eyelids fluttered open, revealing twin orbs of gold wreathed in light and flame. Out of his mouth a stream of fire appeared and engulfed all three oni, bringing death to the living and the freedom of oblivion to the dead. Or at least Ikari hoped he would.
Actions: Ikari „activates“ the dragon‘s breath (cone of fire). Both oni are dealt 10 points of fire damage - 5 if they save successfully against DC 13.
Reaction: Control flames (kabi) - Ikari tries to influence the magical flames so that they will burn the senshi‘s bodies, hopefully stopping Shu Ten from raising them as spirits.
Bonus: Arcana check 9.
Move:
Effects: Concentration [Dragon’s Breath (Ikari)] - round 2/10
Ito Jun / „Ikari“ | Aasimar (Scourge) | Sorcerer (Draconic Bloodline) 3 Armor Class: 15 | Hit Points: 23/23 | Speed: 30 ft Melee Attack: +2 / 1d6 (quarterstaff) or +4 / 1d4+2 (dagger) Str 10 (+0) | Dex 14 (+2) | Con 14 (+2) | Int 10 (+0) | Wis 12 (+1) | Cha 16 (+3) Saving throws: Str +0 | Dex +2 | Con +4 | Int +0 | Wis +1 | Cha +5 Skills: Animal Handling +3 | *Persuasion +5 | Religion +2 | Survival +3 | Cook‘s utensils | Vehicles (Water) Passive Perception: 11 Initiative: +2 | Hit Dice: 3d6 Darkvision: 60 feet | Celestial resistances: radiant and necrotic damage Dragon Ancestry (gold) | Healing Hands: 3/3 HP/LR Radiant Consumption (1 min) 1/LR: level/2 (up) radiant damage within 10 feet, + level radiant damage/attack Flexible casting | Font of Magic: 2/3 Sorcery points Metamagic: Empower Spell (1), Extended Spell (1) Spells: 1st level – 1/4, 2nd level - 0/2 DC 13 Spells known: Light (0), Control Flames (0), Fire Bolt (0), Mending (0), Thunderclap (0), Magic Missile (1), Shield (1), Sleep (1), Dragon‘s Breath (2) Languages: Common | Celestial | Draconic Items:Kabi - 5 ft bright light/5 ft dim light, resistance to fire and cold, control flame as action or reaction, affects normal as well as magical flame.