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Michael "Finn" Finnegan[edit]

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ATTRIBUTES[edit]

Stats

  • || STR 19 (+4) || DEX 12 (+1) || CON 12 (+1) || INT 10 (+0) || WIS 12 (+1) || CHA 14 (+2) ||

Sub-Stats

  • || Proficiency Bonus +3 || Saves: STR [7] CON [4] || HD [10] HP [78] ||



RACE[edit]

Physical

  • || Tiefling Male [formerly Human Male] || 6'0"/185 Lbs || Speed [30] || Size [M] || Darkvision [60] ||

Magical

  • || Hellish Resistance [Fire] || Hellish Rebuke [1x/day; 3d10 Fire] || Darkness [1x/day] || Thaumaturgy ||



CLASS[edit]

Fighter [L7]

  • || Eldritch Knight || Battle Master || Wild Magic Sorcerous Origins

Combat[edit]

Basics

  • || Duelist +2 dmg || Second Wind 1d10+7 || Action Surge || Extra Att || Att Mod: +7 || Dmg Mod: +4 (6 Duelist) ||

Combat Superiority

|| 5 Superiority Dice ||

  • Arcanist Strike: When you hit a creature with a weapon attack, you may expend one superiority die to attempt to cast a spell that normally takes an attack action as a bonus action. The spell must be one that could normally be cast on the target of your weapon attack. Pick the spell you want to cast and roll the superiority die. If you roll higher than the level of the spell, you can immediately cast it as a bonus action on the creature you just hit with your weapon attack, or another creature within 5 feet of that creature. If the spell requires a spell attack roll, you must roll to hit as normal. However, if your weapon was a melee weapon, and the spell requires a ranged spell attack roll, your spell attack roll is not made at disadvantage due to using a ranged attack in melee. Spells cast this way only consume a spell slot if you roll a 1 on your superiority die, but you must have a spell slot available to use.
  • Menacing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack's damage roll, and the target must make a wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
  • Parry: When another creature damages you with a melee attack, you can use your reation and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
  • Precision Attack: When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this maneuver before any effects of the attack are applied.
  • Disarming Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it is holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
  • Pushing Attack: When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.

Know Your Enemy

Spend at least one minute observing or interacting with another creature outside combat. You can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to TWO of the following characteristics of your choice.

  • Strength score
  • Dexterity score
  • Constitution score
  • Armor Class
  • Current Hit Points
  • Total class levels (if any)
  • Fighter class levels (if any)

War Magic

When you use your action to cast a cantrip, you can make one weapon attack as a bonus action.

Armor/Weapon Stats

  • || Armor: Chain || AC Unarmored/Armored [11/16] || Special: Disadvantage/Stealth; Immunity/Crits
  • || Weapon: Sunsword (long) +2 || [1d20 + 9 to hit] || [1d8 + 8 damage] || Bonded ||
  • || Weapon: Longsword || [1d20 + 7 to hit] || [1d8 + 6 damage] || Bonded ||

Magic[edit]

Magic Stats

  • || Spell Slots 4L1, 2L2 || Spell Attack Modifier: +7 || Spell Save DC: 15 ||

Spells, Cantrips

  • Thaumaturgy (Racial): Action/Create minor effects like booming voice, glowing eyes, tremmors
  • Fire Bolt: Action/Ranged Attack/Range 120'/Instant/You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 2d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
  • Poison Spray: Action/Range 10'/Instant/You extend your hand toward a creature you can see within range and project a puff of noxious gass from your palm. The creature must succeed on a Constitution saving throw or take 2d12 poison damage.

Spells, Level 1

  • Hellish Rebuke (Racial): Reaction/60'/Instant/You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much damage on a successful one.
  • Darkness (Racial): Action/60'/Concentration [Max 10 min]. Magical Darkness spreads from a point you choose within range to fill a 15 foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness and nonmagical light can't illuminate it. If the point you choose is an object you are holding or one that isn't being worn or carried the darkness emanates from the object and moves with it. Completely covering the source of darkness with an opaque object such as a bowl or helm blocks the darkness. If any area of this spell overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
  • Burning Hands: Action/Self (15' cone)/Instant/As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from you outstretched fingertips. Each creature in a 15 foot cone must make a Dexterity save. A creature takes 3d6 fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
  • Chromatic Orb: Action/90'/instant/You hurl a 4" diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target, if the attack hits, the creature takes 3d8 damage of the type your chose.
  • Feather Fall: Reaction/60'/1 minute/Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet , and the spell ends for that creature.
  • Magic Missile: Action/120'/Instant/You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Spells, Level 2

  • Misty Step: Bonus Action/Self/Instant/Briefly surrounded by a silvery mist, you telport up to 30 feet to an unoccupied space that you can see.

Wild Magic

  • Wild Magic Surge: If you roll a 1 on a d20 after casting a 1st level spell or higher, roll on the Wild Magic Surge table.
  • Tides of Chaos: Gain advantage on 1 Attack Roll, Ability Check, or Saving Throw. Regain after long rest OR after the DM forces a roll on the Wild Magic Surge table (immediately after casting a 1st level spell or higher).
  • Bend Luck: Reaction +/- 1d4 v another creature's attack/ability/save; line of sight; 1x/short rest

Non-Combat[edit]

Skills

  • || Athletics [Background] || Intimidation || Perception || Survival [Background] ||

Proficiencies

  • || Weapon: Simple/Martial || Armor: All/Shield || Tool: Guitar [Background]; Alchemy [Battle Master] ||

Languages

  • || Common || Infernal || Beastfolk || English || Binary[ish] ||

Background

  • Outlander [Other Worlds Origin] Wanderer Feature

Wealth

  • || Gold 50 || Silver 0 || Copper 0 || Electrum 0 || Platinum 0 || Gems 0 ||

Equipment

  • Chain Mail v crits
  • Longsword
  • Sunsword +2
  • Ring of Free action: Difficult terrain doesn't cost you extra movement. Magic can not reduce your speed or cause you to be paralyzed or restrained.
  • Charm of Healing 7hp [3]
  • Potion of Healing 14hp [5]
  • Potion of Healing 28hp [1]