Difference between revisions of "Finn Wiki"
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'''Damage Bonus (melee):''' +5 (str 3 + dueling 2) | '''Damage Bonus (melee):''' +5 (str 3 + dueling 2) | ||
− | + | '''Action Surge:''' Extra Action | |
− | '''Hex [L1]:''' Bonus Action 90' No Save/No Hit - 1d6 Necro every time you damage the Hexed creature. Disadvantage on one attribute. Concentration Spell | + | '''Second Wind:''' Bonus Action Heal 1d10+4 |
+ | |||
+ | ==Maneuvers== | ||
+ | 4 Superiority Dice | ||
+ | |||
+ | '''Precision:''' add d8 to attack roll | ||
+ | |||
+ | '''Menacing:''' on a hit add d8 to damage Wis Save or target frightened of you til end of your next turn | ||
+ | |||
+ | '''Parry:''' use one superiority die to reduce damage taken | ||
+ | |||
+ | '''Arcanist's Strike:''' On successful weapon att cast spell if superiority die rolls higher than spell level (will always work with cantrip). Sacred Flame for 1d8 is ideal. | ||
+ | |||
+ | ==Magics== | ||
+ | |||
+ | '''Hex [L1]:''' Bonus Action 90' No Save/No Hit - 1d6 Necro every time you damage the Hexed creature. Disadvantage on one attribute. Concentration Spell. Dex is save vs most spells, so a good stat to target. | ||
'''Guiding Bolt [L1]:''' Action 120 Spell Att/No Save Advantage on Next Att if successful | '''Guiding Bolt [L1]:''' Action 120 Spell Att/No Save Advantage on Next Att if successful | ||
'''Burning Hands [L1]:''' Action 120 (cone) Dex Save/No Hit 3d6 Fire (save=half) | '''Burning Hands [L1]:''' Action 120 (cone) Dex Save/No Hit 3d6 Fire (save=half) | ||
+ | |||
+ | '''Arms of Hadar [L1]:''' Action Self/10'r Str Save/No Hit 2d5 Necro + no reaction that turn Save = Half | ||
+ | |||
+ | '''Hellish Rebuke [R]:''' Reaction/wounded Dex Save/No Hit 3d10 Save = Half | ||
'''Eldrich Blast [c]:''' Action 120' Spell Att/No Save 1d10 Force | '''Eldrich Blast [c]:''' Action 120' Spell Att/No Save 1d10 Force | ||
'''Sacred Flame [c]:''' Action 60' Dex Save/No Hit - 1d8 Radiant | '''Sacred Flame [c]:''' Action 60' Dex Save/No Hit - 1d8 Radiant | ||
+ | |||
+ | '''Thaumaturgy [c]:''' Stuff |
Revision as of 09:17, 14 February 2017
COMBAT CHEAT SHEET
Tides of Chaos: Grants Advantage on next Attack, Save, Check
To Hit Bonus: +5 (str 3 + prof 2) for sword AND spells
Damage Bonus (melee): +5 (str 3 + dueling 2)
Action Surge: Extra Action
Second Wind: Bonus Action Heal 1d10+4
Maneuvers
4 Superiority Dice
Precision: add d8 to attack roll
Menacing: on a hit add d8 to damage Wis Save or target frightened of you til end of your next turn
Parry: use one superiority die to reduce damage taken
Arcanist's Strike: On successful weapon att cast spell if superiority die rolls higher than spell level (will always work with cantrip). Sacred Flame for 1d8 is ideal.
Magics
Hex [L1]: Bonus Action 90' No Save/No Hit - 1d6 Necro every time you damage the Hexed creature. Disadvantage on one attribute. Concentration Spell. Dex is save vs most spells, so a good stat to target.
Guiding Bolt [L1]: Action 120 Spell Att/No Save Advantage on Next Att if successful
Burning Hands [L1]: Action 120 (cone) Dex Save/No Hit 3d6 Fire (save=half)
Arms of Hadar [L1]: Action Self/10'r Str Save/No Hit 2d5 Necro + no reaction that turn Save = Half
Hellish Rebuke [R]: Reaction/wounded Dex Save/No Hit 3d10 Save = Half
Eldrich Blast [c]: Action 120' Spell Att/No Save 1d10 Force
Sacred Flame [c]: Action 60' Dex Save/No Hit - 1d8 Radiant
Thaumaturgy [c]: Stuff