Me, hearing a big secret dropped by a one player to another during roleplay, knowing it will have catastrophic consequences for the party but my character isn't in the room to hear it:
Viking by Jade on ArtStation
A typical Viking selfie, before going out to raid, rape and pillage. Happy hunting!
Darklashers use short bursts of invisibility and exceptional stealth to stalk potential prey, observing them from a distance to judge their potential usefulness to the Hunter Spiders. If selected, they report back to the rest of their team and prepare the ambush. They usually leave the majority of the actual attack to their companions, moving on to the next scouting mission, but against particularly tough looking targets they may be needed to weaken or eliminate large threats quickly with their powerful lashing darkness.
Originally from the 4e Monster Vault: Threats to the Nentir Vale. This post came out a week ago on my Patreon. If you want to get access to all my monster conversions early, as well as access to my premade adventures and other material I'm working on, consider backing me there!
Medium humanoid (elf), usually chaotic evil
Armor Class 17 (studded leather)
Hit Points 91 (14d8 + 28)
Speed 30 ft.
Str 13 (+1) Dex 20 (+5) Con 15 (+2) Int 17 (+3) Wis 14 (+2) Cha 13 (+1)
Saving Throws Dex +8, Int +6, Cha +4
Skills Acrobatics +8, Perception +5, Stealth +8
Senses darkvision 120 ft., passive Perception 15
Languages Common, Elvish, Undercommon
Challenge 6 (2300 XP)
Devil's Sight. Magical darkness doesn't impede the drow's darkvision.
Evasion. If the drow is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, the drow instead takes no damage if it succeeds on the saving throw and only half damage if it fails.
Fey Ancestry. The drow has advantage on saving throws against being charmed and magic can't put the drow to sleep.
Sneak Attack (1/Turn). The drow deals an extra 21 (6d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the drow that isn't incapacitated and the drow doesn't have disadvantage on the attack roll.
Sunlight Sensitivity. While in sunlight, the drow has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.
Multiattack. The drow makes two dagger attacks.
Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft., or range 20/60 ft., one target. Hit: 7 (1d4+5) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +8 to hit, range 30/120 ft., one target. Hit: 8 (1d6+5) piercing damage and the target must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the target is also unconscious while poisoned in this way. The target wakes up if it takes damage or if another creature takes an action to shake it awake.
Lashing Darkness. Ranged Spell Attack: +8 to hit, range 50 ft., one creature that can't see the drow. Hit: 38 (6d10+5) force damage and the target must succeed on a DC 16 Strength saving throw or be moved 5 feet in a direction of the drow's choice.
Shadow Levitation. The drow magically turns invisible and gains a fly speed of 20 feet until the end of its next turn, or until it attacks or casts a spell.
Spellcasting. The drow casts one of the following spells, requiring no material components and using Charisma as the spellcasting ability (spell save DC 12):
At will: dancing lights
1/day each: darkness, faerie fire
7th level wrecker [humanoid]
Dagger +12 vs. AC - 20 damage
Sneak Attack: If the target is engaged, confused, dazed, weakened, vulnerable, or can’t see the drow, this attack deals an extra 15 damage.
R: Lashing Darkness +12 vs. PD (one nearby enemy that can’t see the drow) - 40 force damage
Natural Even Hit: The target pops free from all enemies engaged with it.
Shadow Levitation: As a standard action, the drow pops free from all enemies, then turns invisible and gains the flight ability until the end of its next turn or until it makes an attack.
AC 23 PD 21 MD 16 HP 112
If you multiclass Dungeonkeep, Rook, and Empiric you can be the party's tank, healer, and the party itself!
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‘Knight in Blue’ by Jordan 88 on ArtStation
Ohhhh… shiny. (That would be my rogue saying that and getting the party in trouble). There’s also different kinds of ‘shiny’ going on here. And again a gorgeous rapier of course. Gold and blue always combine beautifully. Good choice by the artist.
dnd, but it’s a party entirely made up of different types of bards and they’re just a traveling band trying to get their name out there