Alduin: Difference between revisions

92 bytes removed ,  14:33, 11 August 2022
(Created page with "= Alduin = {| class="wikitable" |+ Quick Info |- | Class: Sorcerer || Subclass: Soul of the Storm |- | Race: Gold Metallic Dragowrought || Alignment: ? |- | Background: Sage || Game: Peril of the Fire Druid |} == Combat == {| class="wikitable" |+ Quick Combat Info |- | Armor Class (AC): 13 || Initiative Bonus: +0 |- | Max HP: 7 || Speed: 30ft |} {| class="wikitable" |+ Attacks |- ! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes |- | Eldrit...")
 
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|+ Quick Combat Info
|+ Quick Combat Info
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| Armor Class (AC): 13 || Initiative Bonus: +0
| Armor Class (AC): 14/11 || Initiative Bonus: +0
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| Max HP: 7 || Speed: 30ft
| Max HP: 7 || Speed: 30ft
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! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes
! Name !! Range !! Attack Roll !! Resources Expended !! Damage !! Notes
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|-
| Eldritch Blast || Ranged, 120ft || 1d20+6 || N/A || 1d10 Force Damage || N/A
| Firebolt || Ranged, 120ft || 1d20+6 || N/A || 1d10 Fire Damage || N/A
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| Chill Touch || Ranged, 60ft || 1d20+6 || N/A || 1d8 Necrotic Damage || Target cannot heal for one round, if it's an Undead, it has Disadvantage on attack rolls against you.
| Chaos Bolt || Ranged, 120ft || 1d20+6 || 1st Level Spell Slot || 1d6 + 2d8 Damage || Look at spell
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| Light Crossbow || Ranged, 80/320ft || 1d20+2 || 1 Bolt || 1d8 Piercing Damage || N/A
| Dagger || Melee, Thrown 20/60ft || 1d20+3 || N/A || 1d4+1 Piercing Damage || After attacking with a light hammer or dagger, you can attack again with the dagger, however you only deal 1d4 Piercing damage.
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| Dagger || Melee, Thrown 20/60ft || 1d20+3 || N/A || 1d4+1 Piercing Damage || After attacking with a dagger, you can attack again with the dagger, however you only deal 1d4 Piercing damage.
| Light Hammer || Melee, Thrown 20/60ft || 1d20+2 || N/A || 1d4 Bludgeoning Damage || After attacking with a light hammer or dagger, you can attack again with the light hammer.
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| Club || Melee || 1d20+3 || N/A || 1d4+1 Bludgeoning Damage || After attacking with a club, you can attack again with the club, however you only deal 1d4 Bludgeoning damage.
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! Name !! Range !! Saving Throw !! Resources Expended !! Damage !! Notes
! Name !! Range !! Saving Throw !! Resources Expended !! Damage !! Notes
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|-
| Hellish Rebuke || 60ft, when damage is taken || DC14 Dex || Level 1 Spell Slot || 2d10 Fire Damage, half if successful Save || N/A
| Mind Sliver || 60ft || DC14 Int || N/A || 1d6 Psychic Damage, none if successful Save || On failed save, target subtracts 1d4 from next save they make before end of your next turn.
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| Magnify Gravity || 60ft, 10ft-Radius Sphere || DC14 Strength || Level 1 Spell Slot || 2d8 Force Damage || Target's speed halved
| Shooting Star || 120ft, 5ft Square || N/A || N/A || 1d10 Radiant Damage || Start of your next turn targets in the area take the damage.
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