Difference between revisions of "Finn Wiki"

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(COMBAT CHEAT SHEET)
(COMBAT CHEAT SHEET)
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'''Damage Bonus (melee):''' +5 (str 3 + dueling 2)
 
'''Damage Bonus (melee):''' +5 (str 3 + dueling 2)
  
<u>'''Magics'''</u>
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'''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
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'''Second Wind:''' Bonus Action Heal 1d10+4
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 +
==Maneuvers==
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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
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'''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.
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 +
==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