Difference between revisions of "Finn Wiki"

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(RACE)
(ATTRIBUTES)
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=ATTRIBUTES=
 
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'''Stats'''
 
* || '''STR''' [17] || '''DEX''' [12] || '''CON''' [12] || '''INT''' [10] || '''WIS''' [12] || '''CHA''' [14] ||
 
* || '''STR''' [17] || '''DEX''' [12] || '''CON''' [12] || '''INT''' [10] || '''WIS''' [12] || '''CHA''' [14] ||
  
 +
'''Sub-Stats'''
 
* || Proficiency Bonus '''+3''' || Saves: STR '''[5] CON '''[3]''' || HD '''[8]''' HP '''[64]''' ||
 
* || Proficiency Bonus '''+3''' || Saves: STR '''[5] CON '''[3]''' || HD '''[8]''' HP '''[64]''' ||
  

Revision as of 18:27, 10 May 2017

ATTRIBUTES

Stats

  • || STR [17] || DEX [12] || CON [12] || INT [10] || WIS [12] || CHA [14] ||

Sub-Stats

  • || Proficiency Bonus +3 || Saves: STR [5] CON [3] || HD [8] HP [64] ||

RACE

  • || Tiefling Male [formerly Human Male] || Speed [30] || Size [M] || Darkvision [60] ||
  • || Hellish Resistance [Fire] || Hellish Rebuke [1x/day; 3d10 Fire] || Darkness [1x/day] || Thaumaturgy ||

CLASS

Fighter [L5]

  • || Eldritch Knight || Battle Master || Wild Magic Sorcerous Origins
  • || Armor: Chain || AC Unarmored/Armored [11/16] || Special: Disadvantage Stealth; Immune to Crits
  • || Weapon: Longsword || [1d20 + 6 to hit] || [id8 +4 damage] ||

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; 4d6 radiant

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