Wick picked her climbing pace up vehemently to keep in par with that of Theodore and Katia. There had been surprisingly no difficulties about the hiked journey. She had witnessed this routine many times before, and, now aided with magic, the stealthy ascent appeared effortless, in the comparative lieu of walking. Her eventual stance dappled into the sun and shade on the overcast rooftops, stepping between the parted boughs of her Beloved and the monster slayer. Under their impatient vantage, to the right of them, the ground heralded the surprise of shadows as the misty atmosphere was riddled with remnants and slivers of wood and door. The air seemed to kiss one's skin as a laudatory cry reared from an axe bearing knight not yet consumed by the darkness, emerging from the Hall. “Champions!” he yelled, thrusting Hela in the air, above his head to get their attention, “to me!” The warlock would be the second of the wardens of light to strike. From somewhere deeper in the heart of the pandemonium, came the enemies’ drones and moans, in consequence of the ranger’s initial attack. The façade of victory was a bit early, as a mage in a smoky mantle, below, commanded his inky flock, with libretto of damnation and a scythe of coal, to confront the company encircling their flanks. Presumably, the reincarnated cleric hoped and depended on fate, recognizing that not all lands would be lost to such obscurity, as the familiar bright sphere materialized again into her hand. Leaning on her staff as a fulcrum, the arm, bearing the luminosity, flung in a wide arc towards the fiends. [color=ec008c]“Under this new dawn, they will kneel and beg us for the sun’s perfection.”[/color] [hider=Effect] [url=https://imgur.com/a/YBfbQ][color=ec008c]Map with Wick's intentions labeled[/color][/url] As above, Wick will move forward by 5 feet and then cast: [hider=Globe of Light] 1st Level Conjuration Casting Time: 1 Action Range: 90 feet Duration: 1 Round You conjure a small orb of light and release it at a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d4 radiant damage. Hit or miss, the globe bursts into energy. The target and each creature within 5 feet of the point where the globe exploded must succeed on a Wisdom saving throw or take 2d6 radiant damage. Any creature that suffers this damage also gains vulnerability to radiant damage until the start of your next turn. [/hider] The spell attack for the [i]Globe of Light[/i] is [url=https://www.roleplayerguild.com/rolls/4368]17[/url]. If it hits, it deals 1d4 radiant damage at [url=https://www.roleplayerguild.com/rolls/4369]4[/url]. The DC for the WIS throw will be 14. If they fail this DC, they will take 2d6 radiant damage at [url= https://www.roleplayerguild.com/rolls/4370]10[/url]. [url=https://www.myth-weavers.com/sheet.html#id=1197066][color=ec008c]Wick[/color][/url] HP: 22/22 Temp HP: 6 AC: 17 (Breast Plate (14) + DEX Mod (1) + Shield (2)) Weapon: quarterstaff in dominant hand, others (sheathed) Arcane Focus: Fleece Necklace Concentration: Expeditious Retreat Spell Slots: Warlock (Level 2): 1/2 First Level used on Hex Full Spell Caster (Level 2): 1/3 First Level used on Expeditious Retreat Globe of Light Limit: 1/1 (used) Spell Attack/DC: Cleric: 3/11 Warlock: 6/14 Wizard: 4/12 Lesser Restoration: 1/Day after finishing a long rest (unused) Arcane Recovery: 1/Day after finishing a short rest (unused) Fey Presence: 1/short rest (unused) [/hider] [@Hekazu][@JBRam2002][@The Harbinger of Ferocity][@Cu Chulainn][@Rig]