Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Last edited by secretID; Sep 5th, 2022 at 07:48 AM.
Initiative:19 Movement: Action: Readied Rapier attack Bonus Action: Reaction:Readied Rapier attack against any threat that approaches, 13 to hit for 14 damage Free Interaction:
As the clouds shift in the sky, the shadows continue to hide and reveal what—and who—is out in the field. Seeing multiple arrows streaking through the air all from the same direction sets a lump in Rhaegalt's stomach. They may be running right into mouth of the enemy, and we're just standing back and watching...
As Olin says he feels he can defend himself, it lifts some of the weight off the Half-Elf and gives him the assurance that was needed. "Stay safe," he says with a solemn face to the old man. But as he turns back toward the expanse where the action was, Rhaegalt catches the faintest sounds of footsteps quickly approaching from behind him. "Wait, does anyone else hear that?" Carefully making his way around the stony outcrop, the Paladin begins heading northwest and keeps his Rapier raised in case another threat should present itself.
Initiative:19 Movement: moving around the stony outcrop and heading northwest towards the footsteps, using all 30ft of movement Action: Ready action Bonus Action: Reaction:Readied Rapier attack, 17 to hit for 8 damage Free Interaction:
"Now we are properly split it seems best I stay put"
Settling into a more comfortable position on his heels the Barbarian scans the grass tops looking for any additional movement out to the sides. Relaxed but readied, his Javelin in hand, he knew first hand how exhausting the constant tension can be waiting for a fight to start.
Initiative: 14 Movement: Action: Bonus Action: Reaction: Javelin throw (Atk: 15, Dmg: 7) at an enemy Notes:
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taskling damage). Can end as bonus actionRage (2/2) | 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
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
"It is a lower lifeform, I do not think it even knows the meaning of surrender. Or self-preservation for that matter." Qijon calls out to Bill. Nonetheless, he lowers his crossbow and takes off at a dash towards the Orog, still quite a ways away from him.
Racial Abilities: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance | You have proficiency in the Perception skill.Keen senses | You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | An Aereni elf can choose one skill or tool proficiency (Perception). Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.Aereni Elf | You know one cantrip of your choice from the wizard spell list (Mind Spike). Intelligence is your spellcasting ability for it.Cantrip | You can speak, read, and write one extra language of your choice (Gnomish).Extra language
Class Abilities: 2 Cantrips: Firebolt, Guidance
3 Spells: Cure Wounds, Detect Magic, Purify Food & DrinkSpell Casting | At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering
The gnoll's howl rings out, carrying across the meadow, fading into the distance, then faintly echoing back from the distant mountains that border the highland meadow. Bill runs through the low grasses toward where it dived, calling "Surrender!" over and over in four different tongues, while Qijon approaches more cautiously with his bow at the ready. The hunters advance steadily, keeping to their line, and Bill Perception 14barely hears the gnoll snicker as seems to roll in the grass, while faint voices from the hunters carry from far past it. "Nice try.""Have they ever?". The gnoll archer rises again from the grass, now with a crude wooden shield on its left arm and a spear in its right hand, and advances directly toward the Orog.
Girgadan, Deamiss, and Rhaegalt hold their ground, listening as the howl fades. Olin speaks quietly from the shelter of the shield. "Gnolls know their strengths, and have some cleverness in crafting. But beyond that, my experience is that they're fairly stupid." Girgadan and Deamiss Perception of 14 and 9hear nothing, Deamiss Insight 13lost in thought over the meaning of the gnoll's actions. He poses the question to Fluffy and the spider returns a mental message conveying that perhaps the gnoll had underestimated the opposition.
Rhaegalt and Qijon nice perception rolls!catch the sound of faint footsteps padding through the heath from behind the outcrop at the last moment. The paladin rushes past Girgadan to the north end of the outcrop, the artificer spins to face the camp, Girgadan turns to look past the paladin. Rhaegalt nearly runs head-first into a second gnoll rounding the outcrop, also wielding a spear and shield. The paladin 17 to hit for 8 damageslashes past the gnoll's guard, Qijon snaps off a shot that misses with 14 to hit vs 15 ACthuds into its shield, and Girgadan heaves a javelin, hits with 15 for 7 damagepunching through the creature's crude leather armor. It thrusts back at Rhaegalt, a weak blow that he gnoll 2 misses with 7 to hiteasily dodges. Out across the meadow, three bowstrings twang again. One hunter one hit for 5 damage on gnoll 1finds the range and Bill sees the gnoll wince as it charges him.
Everyone is up! A little confusion with the perception rolls, I just took whatever came first if anything was duplicated between player and NPCed posts.
Gnoll 1 (the archer) looks slightly hurt, Gnoll 2 looks pretty bad after taking hits from Rhaegalt and Girgadan.
Bill is 45 feet from Gnoll 1, which used its action to don its shield. The hunters are still closing at 30 feet per turn and look to be a little under 300 feet past gnoll 1.
Qijon is 75 feet from the camp and Gnoll 2, 150 feet from Gnoll 1.
Rhaegalt is in melee with Gnoll 2, Girgadan is behind Rhaegalt and 10 feet from Gnoll 2, Deamiss and Olin are 15 feet from Gnoll 2.
The stench of the second Gnoll hits Rhaegalt a moment before he comes around the outcrop. Perhaps it tipped him off a split-second ahead of the assailant, as the Rapier lashed out before the Gnoll could act. It made a lazy attack with its Spear that the Half-Elf easily sidesteps.
Brandishing the Rapier above his head again, Rhaegalt thrusts out, shouting, "Die you dirty dog!"
Initiative:19 Movement: Action:Rapier attack, 22 to hit for 7 damage Bonus Action: Reaction: Free Interaction:
Sheet|AC: 17|HP: 13/13|+6/2d6+4|Status: Normal Heavy Armor Master | Interception Style | Second Wind 1/1|1/1 HD
A spear. Bill considers how this changes things. Bill has opted for javelins because in his experiments he had some difficulty controlling his throws of their longer cousins. Perhaps gnolls have the same trouble...and the hunters are on the job anyway...
Bill slows, then backpedals, before cocking his arm back again. The gnoll does not appear to be surrendering, so violence will probably be necessary.
During this maneuver, Bill becomes aware of some commotion back at the camp. "If there are others, I recommend capturing one," he calls back, "for questioning."
Relevant skills and statuses: Heavy Armor Master Initiative:10 Movement: To end 60' from gnoll 1 Action: Ready javelin on #1 for when it comes within 30' or ends its turn (without surrendering) - miss with an 8 Bonus Action: Free Action: Rolls:
Armor Class 17 Hit Points 13 Speed 30 Str 18 (+4) Dex 8 (-1) Con 16 (+3) Int 14 (+2) Wis 6 (-2) Cha 9 (-1) Saving throws STR +6, CON +5 Skills Arcana +4, Athletics +6, History +4, Investigation +4, Nature +4 Senses passive Perception 8 Languages Common, Giant, Goblin, Orc Abilities-3 to incoming non-magical slash/bludg/pierce damageHeavy Armor Master feat, [TT="Interception fighting style"]reaction, subtract 1d10+2 from damage to adjacent figure, requires weapon or shield, [TT="Second Wind"]action, +1d10+1 hp, once/short rest WEAPON Great axe or maul +6, 2d6+4; pike +6, 1d10+4, reach; javelins +6, 1d6+4
When in light, Bill carries a javelin in one hand, which he drops to draw a melee weapon. In darkness, he carries a javelin in one hand, and torch in the other, and his lantern around his neck.
Torn between assisting Bill and supporting the others, Qijon takes a moment to think whilst reloading his crossbow. He makes a decision, 18 to hit, 7 damagefires at the gnoll near the camp and turns around towards Bill. "None of us should stand completely alone right now." he says in a low voice to himself.
And we still have no clue where the loyalties of those other hunters lie, no telling if they will remain friendly after the gnoll dies. I just hope the other 3 will be enough if more reinforcements do show up at the camp. He starts to run towards the Orog. "Not like I could not run back, should it prove necessary."
Initiative: 4
Move Action: Moving 30ft towards Bill
Action: 18 to hit, 7 damageShot at gnoll nr. 2, link
Bonus Action:
Reaction:
Racial Abilities: You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.Trance | You have proficiency in the Perception skill.Keen senses | You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | An Aereni elf can choose one skill or tool proficiency (Perception). Your proficiency bonus is doubled for any ability check you make that uses this chosen proficiency.Aereni Elf | You know one cantrip of your choice from the wizard spell list (Mind Spike). Intelligence is your spellcasting ability for it.Cantrip | You can speak, read, and write one extra language of your choice (Gnomish).Extra language
Class Abilities: 2 Cantrips: Firebolt, Guidance
3 Spells: Cure Wounds, Detect Magic, Purify Food & DrinkSpell Casting | At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves’ tools or artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:
The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.
You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.Magical Tinkering
Deamiss take Fluffy in his hand putting his bow in his back, and grab his Battle ax with one hand
"Yeah I know fluffy... no scrambling death for us to do for now ... at least near our camp... But Bill maybe will need a little help if he continue to be out of reach of Deamiss... But Bill like to run ... it's how he keep death running behind him instead of facing her ... Deamiss learn that this is call tactic by MOTHER"
Initiative :18 Movement: move toward Bill Free manipulation object: grab ax and stow longbow Action: move dash toward Bill Bonus Action: Free Action: Reaction:
HP: 24/24 (+1d6+6 while Shift )| AC 16 base(+2 w/Shield) (+1 While shift)| PP 11| Spell slots: lvl1 : 2 | Hit Die: 1d12+1d6 STR 16(+3) (+5) DEX 15(+2) CON 19(+4) (+6) INT 13(+1) WIS 9(-1) CHA 9 (-1)
Cantrips: Message Casting Time: 1 Action Range: Touch Components: V,S Duration: 1min Cons or until use
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.
You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
* - (a short piece of copper wire) Message | Mage Hand Casting Time: 1 Action Range: 30' Components: V,S Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds. Mage Hand | Lightning lure Casting Time: 1 Action Range: Self (15-foot radius) Components: V Duration: Instantaneous
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Lightning lure
Spells Memories: Absorb Elements Casting Time: 1 Reaction Range: Self Components: S Duration: 1 Round
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.Absorb Elements*| Shield Casting Time: 1 Reaction Range: Self Components: V,S Duration: 1 Round
Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack. You also take no damage from Magic Missile. Shield*Spell Not Memories :Magic Missiles Casting Time: 1 Action Range: 120' Components: V,S Duration: Instant
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.Magic Missiles Spells Know with Ritual tags: Detect Magic 'Ritual' Casting Time: 1 Action Range: 120' Components: V,S,M (A short piece of copper wire) Duration: 10 Min / Conc
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, 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. Detect Magic 'Ritual' | Find Familiar 'Ritual' Casting Time: 1 hour Range: 10' Components: V S M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, Lizard, Octopus, owl, Poisonous Snake, fish (quipper), rat, raven, Sea Horse, Spider, or Weasel. Appearing in an unoccupied space within range, the familiar has the Statistics of the chosen form, though it is a Celestial, fey, or fiend (your choice) instead of a beast.
Your familiar acts independently of you, but it always obeys your commands. In Combat, it rolls its own Initiative and acts on its own turn. A familiar can't Attack, but it can take other Actions as normal.
When the familiar drops to 0 Hit Points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.
While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any Special Senses that the familiar has. During this time, you are deaf and blind with regard to your own Senses.
As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.
You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you Cast a Spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
Find Familiar 'Ritual' | Identify 'Ritual' Casting Time: 1 minute Range: Touch Components: V,S,M (a pearl worth at least 100 gp and an owl feather) Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Skills | Wind instrument PanFluteMusical instrument Proficiencies | You have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.Darkvision | As a bonus action, you can assume a more bestial appearance. This transformation lasts for 1 minute until you die, or until you revert to your normal appearance as a bonus action. When you shift, you gain temporary hit points equal to your level + your Constitution modifier (minimum of 1 temporary hit point). You also gain additional benefits that depend on your shifter subrace, described below. Once you shift, you can’t do so again until you finish a short or long rest. Shifting | Whenever you shift, you gain 1d6 additional temporary hit points, and while shifted, you have a +1 bonus to your AC. Shifting Feature for BeastHide | 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 all Strength checks and Strength saving throws.
When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
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 number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again. 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 |Starting at 2nd level, when you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on all melee weapon attack rolls using Strength during that turn, but attack rolls against you are rolled with advantage until the beginning of your next turnReckless Attack | At 2nd level, you have advantage on Dexterity saving throws against effects that you can see, such as traps or spells. You do not gain this benefit if you are blinded, deafened, or incapacitated. Danger Sense |
Fluffy 'Familiar'
Spider,Tiny beast, unaligned, Armor Class 12, Hit Points 1 (1d4-1), Speed 20 ft., climb 20 ft.
STR 2 (-4) DEX 14 (+2) CON 8 (-1) INT 1 (-5) WIS 10 (0) CHA 2 (-4)
Skills: Stealth +4 , darkvision 30 ft.
Challenge 0 (10 XP) Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web. Web Walker. The spider ignores movement restrictions caused by webbing.
_____________________ Actions _____________________
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 1 piercing damage, and the target must succeed on a DC 9 Constitution saving throw or take 2 (1d4) poison damage.
"Looks like you have this one Rhaegalt" satisfied that the Gnoll is no longer a serious danger Girgadan keeps his eyes looking around for any other of the Gnoll ambushers. Grabbing another Javelin he starts slowly turning, scanning across the top of the vegetation ready for any sign of another 'surprise'.
The Half-Orc catches some words from Bill but they are not clear at this distance, something about capture perhaps. Having been captured a few times himself the ex soldier had mixed feelings about that, yes you live but sometimes it feels like the worse alternative. Flexing his shoulders to get more set with his Javelin he looks back to the others in the camp "Any one in the mood for playing prison warden speak up but I'm a clumsy butcher"
Initiative: 14 Movement: Action: Bonus Action: Reaction: Javelin throw (Atk: 18, Dmg: 5) at an enemy Notes:
Racial abilities: Darkvision (60') | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can’t use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks
Class abilities:Twice per Long rest and not wearing Heavy armour. Adv on Str checks and saves. +2 melee damage. Resistance Bludgeoning/Piercing/slashing dmg. Lasts 1 min (ends if unconscious or turn ends without attacking or taking damage). Can end as bonus actionRage (2/2) | 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
Background:Infantry. War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during a recent war.Soldier
The gnoll at the camp pulls its spear back for another strike, leaving itself wide open. Rhaegalt takes advantage of of its carelessness to 22 to hit, 7 damage, gnoll 2 is downrun it through, his rapier barely slowing as it pierces leather armor. Qijon's bolt good shot Rhaegalt got it first by damage, but just barelythuds into the creature a fraction of a second later, finding an already-slain target. The gnoll's eyes roll up as it slides off Rhaegalt's blade.
Out in the meadow, the spear-carrying gnoll picks up speed toward Bill. The Orog stops his charge and pulls back, waiting on the gnoll with a javelin ready. Deamiss drops his bow in favor of an axe and rushes out after Bill as Girgadan draws another javelin. The gnoll seems undeterred by the forces ahead, easily Bill's javelin misses wih an 8sidestepping Bill's throw as it gnoll 1 Dashes 60 feet to melee range with Billcloses with him. The hunters fire again and miss, advancing slowly, apparently willing to keep their distance and let Bill do the hard work.
Rhaegalt finds Olin at his side, stooping over the fallen gnoll. The monk murmurs "One of Grivin's pack, I think."
Everyone is up! Gnoll 2 is dead.
Bill is in melee with gnoll 1. The hunters are still closing at 30 feet per turn and look to be around 320 feet past gnoll 1.
Qijon is 105 feet from the camp, 60 feet from Gnoll 1.
Rhaegalt and Girgadan are at the camp, 165 feet from Gnoll 1.
Deamiss is 60 feet from the camp, 105 feet from Gnoll 1.