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Combat with Nobles, and Assassins

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Stats

Audery

Audery Treloar

4 Level (0/6500 XP for level-up) Background Human Race / Species / Heritage Neutral Good Alignment
Ranger
Level 4
Hit Dice: 4/4
1d10+2 Class 1

STR
13
+1
DEX
18
+4
CON
14
+2
INT
11
+0
WIS
15
+2
CHA
9
-1
31
Hit Points
+7
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+4 Attack mod
WIS Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+9 Dexterity
+4 Constitution
+0 Intelligence
+4 Wisdom
-2 Charisma
saving throws
+7 Acrobatics DEX
+8 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
-2 Deception CHA
+0 History INT
+4 Insight WIS
-2 Intimidation CHA
+0 Investigation INT
skills
+4 Medicine WIS
+0 Nature INT
+4 Perception WIS
-2 Performance CHA
-2 Persuasion CHA
+0 Religion INT
+7 Sleight of Hand DEX
+11 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +11 DEX 1d8+4 Piercing
Shortsword +11 DEX 1d6+4 Slashing
Attacks

Spell Book

-Scalemail
-Longbow
-20 arrows
-longsword
-backpack
-potions
  • resins

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Frostbite

    Healing hands
    Spellcasting
    Languages:
    -Common
    -Faerie


    Proficiencies
    Armor: light/medium armor
    Weapons: Simple weapons, martial weapons

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
     

    Emrys

    Emrys Mildenhall

    4 Level (0/6500 XP for level-up) Background Human Race / Species / Heritage True Neutral Alignment
    Fighter
    Level 4
    Hit Dice: 4/4
    1d10+3 Class 1

    STR
    19
    +4
    DEX
    17
    +3
    CON
    17
    +3
    INT
    14
    +2
    WIS
    10
    +0
    CHA
    10
    +0
    35
    Hit Points
    +5
    Initiative (DEX)
    16
    Armor Class (AC)
    +2
    Prof. Bonus
    30 ft. | 60 ft. Jump
    Speed (walk/run/fly)
    +4 Expertise Bonus
    +2 Proficiency Bonus
    +9 Strength
    +6 Dexterity
    +8 Constitution
    +4 Intelligence
    +0 Wisdom
    +0 Charisma
    saving throws
    +10 Acrobatics DEX
    +0 Animal Handling WIS
    +4 Arcana INT
    +11 Athletics STR
    +0 Deception CHA
    +4 History INT
    +0 Insight WIS
    +4 Intimidation CHA
    +2 Investigation INT
    skills
    +0 Medicine WIS
    +4 Nature INT
    +4 Perception WIS
    +0 Performance CHA
    +0 Persuasion CHA
    +4 Religion INT
    +6 Sleight of Hand DEX
    +6 Stealth DEX
    +3 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Greatswords +6 STR 2d6+str+4 Slashing
    Dagger +6 STR 1d4+4 Piercing
    Dagger +6 STR 1d4+4 Piercing
    Attacks
    Fighting Style, Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    Second Wind: Bonus to regain d10+lvl usable once/rest

    Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Features & Traits
    Chain Mail
    Great sword

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 400, Platinum: 1000 Money
    Proficiencies:
    All armor/shields, simple/martial weapons

    Languages:
    Common

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
     

    Terence

    Terence Mildenhall

    3 Level (0/2700 XP for level-up) Background Human Race / Species / Heritage True Neutral Alignment
    Fighter
    Level 3
    Hit Dice: 3/3
    1d10+3 Class 1

    STR
    17
    +3
    DEX
    17
    +3
    CON
    17
    +3
    INT
    14
    +2
    WIS
    10
    +0
    CHA
    10
    +0
    31
    Hit Points
    +5
    Initiative (DEX)
    16
    Armor Class (AC)
    +2
    Prof. Bonus
    30
    Speed (walk/run/fly)
    Spellcasting ...
    +2 Attack mod
    CHA Ability
    +0 Abi Mod
    10 Save DC
    +4 Expertise Bonus
    +2 Proficiency Bonus
    +8 Strength
    +6 Dexterity
    +8 Constitution
    +4 Intelligence
    +0 Wisdom
    +0 Charisma
    saving throws
    +10 Acrobatics DEX
    +0 Animal Handling WIS
    +4 Arcana INT
    +10 Athletics STR
    +0 Deception CHA
    +4 History INT
    +0 Insight WIS
    +4 Intimidation CHA
    +2 Investigation INT
    skills
    +0 Medicine WIS
    +4 Nature INT
    +4 Perception WIS
    +0 Performance CHA
    +0 Persuasion CHA
    +4 Religion INT
    +6 Sleight of Hand DEX
    +6 Stealth DEX
    +3 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Greatsword +5 STR 2d6+STR+3 Slashing
    Attacks

    Spell Book

    Fighting Style, Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

    Second Wind: Bonus to regain d10+lvl usable once/rest

    Action Surge: On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Features & Traits
    Chain Mail
    Great sword

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 600, Platinum: 2000 Money
    Proficiencies:
    All armor/shields, simple/martial weapons

    Languages:
    Common


    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.
     

    Nobles

    Noble CR: 1/8

    Medium medium humanoid (any race), any alignment,
    Armor Class: 15
    Hit Points: 16
    Speed:

    STR

    11 +0

    DEX

    12 +1

    CON

    11 +0

    INT

    12 +1

    WIS

    14 +2

    CHA

    16 +3

    Skills: Deception +5, Insight +4, Persuasion +5
    Senses: passive Perception 12
    Languages: Any Two Languages
    Challenge Rating: 1/8

    Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: (1d8 + 1) piercing damage.

    Bonus Actions

    Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

     

    Assassins

    Assassins

    Medium medium humanoid (any race), any non-good alignment,
    Armor Class: 15
    Hit Points: 16
    Speed:

    STR

    11 +0

    DEX

    16 +3

    CON

    14 +2

    INT

    13 +1

    WIS

    11 +0

    CHA

    10 +0

    Skills: Acrobatics +6, Deception +3, Perception +3, Stealth +9
    Senses: passive Perception 13
    Languages: Thieves' Cant Plus Any Two Languages

    Actions

    Shortsword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: (1d6 + 3) piercing damage plus (7d6)poison damage. The target must make a DC 15 Constitution saving throw, taking the poison damage on a failed save, or half as much damage on a successful one.

    Bonus Actions

    Assassinate.   During its first turn, the assassin has advantage on attack rolls against any creature that hasn't taken a turn. Any hit the assassin scores against a surprised creature is a critical hit.   Evasion.   If the assassin is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the assassin instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.   Sneak Attack (1/Turn).   The assassin deals an extra 13 (4d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 ft. of an ally of the assassin that isn't incapacitated and the assassin doesn't have disadvantage on the attack roll.

      Assassins burst into the hall, glass is flying everywhere. The nobles are standing up abruptly, drawing their swords. This was no longer a nice meal, this was an attack.   The nobles are focusing on Audery    And the Assassins are focusing on the brothers.  

    Fight

     

    Round 1

    Audery attacks Duncan, and hits, he is wounded   Emrys attacks assassin number one, it hits, but his double attack misses   Assassin 2 attacks Terence but misses.    Noble 1 (Duncan Posner) attacks Audery but misses   Noble 2 (Lord Tretheway)attacks Audery but misses   Assassin 3 attacks Emrys, misses   Assassin 1 attacks Emrys, hits and he has suffered damage   Noble 3 (Lord Pinnick) attacks Audery, he hits, she suffers damage   Terence attacks assassin 2, hits      

    Round 2

    Audery attacks Duncan, hit and she knocks him out   Emrys attacks assassin 1 and 3, both of them are hits.    Assassin 2 attacks Terence, hits, gets a cut with a poison sword, roll 1-d8 saving throw by the next turn.   Noble 2 attacks Audery hit   Assassin 3 attacks Emrys, misses, but hits assassin 1 instead killing assassin 1   Noble 3 attacks Audery, misses   Terence attacks assassin 2, but misses, and suffers the effect of the poison      

    Round 3

    Audery attacks noble 2, hits    Emrys attack assassin 3, but misses   Assassin 2 attacks Terence, it hits, roll 2-d8 saving throw by the next turn.   Noble 2 attacks Audery, misses and falls.    Assassin 3 attacks Emrys, but misses   Noble 3 attacks Audery, misses falls also rapier hits noble 2, killing him, but he suffers from the fall.   Terence attacks assassin 2, it hits, and this time he those not suffer from the poison      

    Round 4

    Audery rushes towards assassin 3 and attacks hits   Emrys attacks assassin 3 and kills him, he rushes towards assassin 2 killing him as well   Noble 3 stands up, but is now faced with the three swords and surrenders.


    Cover image: by KELLEPICS

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