((Bardic Inspiration dice can be used to add to a ability check, attack roll or saving throw. You can chose to use it after you've rolled your hit, if you don't think it's good enough, just that you cannot use it to add to hit after you learn the outcome.
So you could use it to make your first attack better, but, eh.
The +2 is on the hit with the Quarterstaff.))
EDIT: I don't even remember what I was responding to specifically with that last bit so...
Anyway, I would treat a critical fail and a nat 20 separately. It seems that's what is generally suggested, but... it could depend on the moment and whether I feel like making one of you die.))
| Like nature's breath you fly to your companion's side, quarterstaff in hand and ready to hammer some babes with the other.
You will save your mushroom loving friend even if he does smell like some of the wilder parts of nature. You spring forward, intent on bludgeoning the magical forces to your will.
The stick whiffs past the drake, it snapping towards you as the gnarled wood skitters past it. You lose your balance with the force of how you swung at it, sure you'd score the killing blow
again, but you falter. The world tilts as you roll on your toes and try to regain your footing, and your left hand flies out to your side.
The hammer in your grip, probably because you were trying to ferment an apple in the back of the group, collides with the eyeball of Fume Drake A and cracks the upper part of it's eye socket, however you crack smoke. It screeches and pulls back, beginning to lose it's strength and dissipate.
Fume Drake A takes 5 points of damage. Fume Drake A is defeated.
Do you want to finish it, or me? |
((Gave up on getting any great pictures to go with this so... Ye. ))