Oh my, got a lot of input this time. Guess everyone's rarin' for a fight!
Smoothly swoop our magical electric guitar from our back to our hand and play Purple Haze.
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
+1
Yes. Poison them ALL.
You begin to pluck out some notes on the strange instrument the strange man gave you. As you hit out the octaves, a bassline comes out of nowhere and begins harmonizing the tritone below what you're playing, before a snare and kick drum join in a couple bars later. As the minor pentatonic riff comes to your fingers unbidden, a
Purple Haze begins to seep out through the instrument's headstock, which drifts into the face of the nearest man [Constitution: 19+0], who coughs and sputters a bit but is quickly able to recover from the ill effects of the spell. The purple haze disperses harmlessly, and the humans around the table draw their weapons (three with clubs, one with a shortsword) and leap to their feet. The halfling does not move from his spot.
Roll initiative!
[Initiative: 3+0]
[Enemy Group Initiative: 2+0]
[Enemy Leader Initiative: 14+1]
The apparent leader of the enemy group, the one with the sword, charges toward you! [Shortsword Attack: 1+3] Their swing goes ridiculously wide as they slip a bit on some spilt ale.
Turn order:
Emerald Warrior Leader
Zekthush
Emerald Warriors x3
Level: 2
HP: 15/15
Inspiration: Yes
Proficiency Bonus: 2
AC: 11
Initiative Bonus: 0
Speed: 30 ft (walking)
Hit Dice: 1d6+1d8
Passive Perception: 10
Spell Save DC: 10
Equipment
The Guitar of Hendrix (improvised weapon: 1d8 fire damage)
Common clothes
Quarterstaff (1d6 bludgeoning, (versatile: 1d8 bludgeoning))
Belt pouch (15gp, 2 sp, 1 cp)
Component pouch (full)
Scholar's pack (full)
Your spellbook
Holy symbol (a rising sun)
Prayer wheel
Incense x5
Vestments
Second Harvest keyring
Attributes
Strength: +3 (16)
Dexterity: 0 (11)
Constitution: +2 (14)
Intelligence: 0 (11)
Wisdom: 0 (11)
Charisma: +2 (15)
Skills
Acrobatics: 0
Animal Handling: +2
Arcana: +2
Athletics: +3
Deception: +2
History: 0
Insight: +2
Intimidation: +2
Investigation: 0
Medicine: 0
Nature: 0
Perception: 0
Performance: +2
Persuasion: +2
Religion: +2
Sleight of Hand: +2
Stealth: 0
Survival: 0
Proficiencies
Languages: Common, Draconic, Dwarvish, Orc
Armour: Light
Weapons: Daggers, darts, slings, quarterstaves, light crossbows
Tools/Instruments: Guitar
Features and Traits
Acid Breath (2d6 acid damage in 5 by 30 foot line, DC 12 Dex save for half damage)
Damage Resistance (Acid)
Arcane Recovery
Bardic Inspiration
Shelter of the Faithful
Spells
1st Level Spell Slots: 2/3
Purple Haze (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft.)
Summon a purple toxic gas from the guitar. The target must succeed on a Constitution saving throw or take 2d6 poison damage.
This spell's damage increases by 2d6 when you reach 5th level (4d6), 11th level (6d6), and 17th level (8d6).
Stone Fell (V,S) (1st level Evocation) (1 Action, Instantaneous) (60 ft.)
Summon a bunch of rocks from the air and unto your intended target. You summon up to three rocks that deal 1d4+1 bludgeoning damage to up to three targets, or one large rock that deals 1d12+1 bludgeoning damage to a single target.
When you cast this spell using a spell slot of 2nd level or higher, the spell may create one additional small rock for each slot level above 1st.
Somewhere (V,S) (1st level Conjuration) (1 Action, Instantaneous) (30 ft, self)
You teleport up to 30 feet to a randomly-chosen unoccupied space.