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(Combat)
(COMBAT CHEAT SHEET)
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=COMBAT CHEAT SHEET=
 
=COMBAT CHEAT SHEET=
Lead with Tides of Chaos (advantage on first att); Use Hex on first Hit (no save); Use Arcanist's Strike as often as possible (likely free spell)
+
+6 to hit melee/spell; + 5 damage melee
  
Hellish Rebuke as first reaction against big bads.
+
'''Lead with Tides of Chaos''' (advantage on first att)
  
+6 to hit melee/spell; +
+
'''Use Hex on first Hit''' (no save)
  
<u>'''Tides of Chaos:''' Grants Advantage on next Attack, Save, Check</u>
+
'''Use Arcanist's Strike''' as often as possible (likely free spell)
  
'''To Hit Bonus:''' +5 (str 3 + prof 2) for sword AND spells
+
'''Hellish Rebuke''' as first reaction against big bads.
  
'''Damage Bonus (melee):''' +5 (str 3 + dueling 2)
+
'''Burning Hands''' vs big slows
  
<u>'''Action Surge:''' Extra Action</u>
+
'''Arms of Hadar''' vs multiple smalls
  
'''Second Wind:''' Bonus Action Heal 1d10+4
 
  
==Maneuvers==
 
4 Superiority Dice
 
 
<u>'''Precision:''' add d8 to attack roll</u>
 
 
'''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==
 
 
<u>'''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.</u>
 
 
'''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
 

Revision as of 21:40, 10 May 2017

ATTRIBUTES

Stats

  • || STR 17 (+3) || DEX 12 (+1) || CON 12 (+1) || INT 10 (+0) || WIS 12 (+1) || CHA 14 (+2) ||

Sub-Stats

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



RACE

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

Fighter [L5]

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

Combat

Basics

  • || Duelist +2 dmg || Second Wind 1d10+5 || Action Surge || Extra Att || Att Mod: +6 || Dmg Mod: +3(5) ||

Combat Superiority

|| 4 Superiority Dice ||

  • Arcanist Strike: When you hit with a weapon attack spend a superiority die to cast an attack action spell as a bonus action. Must roll higher than spell level on die. Only expends slot on roll of 1.
  • Menacing: When you hit with a weapon attack spend a superiority die to frighten. Add die to damage. Target must make Wis save or be frightened until end of your next turn.
  • Parry: When you take melee damage spend one die to use reaction to reduce damage by die roll + Dex modifier.
  • Precision: Add die to attack roll.

Armor/Weapon Stats

  • || Armor: Chain || AC Unarmored/Armored [11/16] || Special: Disadvantage/Stealth; Immunity/Crits
  • || Weapon: Longsword || [1d20 + 6 to hit] || [1d8 +5 damage] || Bonded ||

Magic

Magic Stats

  • || Spell Slots 3L1 || Spell Attack Modifier: +6 || Spell Save DC: 13 ||

Spells, Cantrips

  • Thaumaturgy (Racial): Action/Create minor effects like booming voice, glowing eyes, tremmors
  • Eldrich Blast: Action/Ranged Attack/Range 120'/Instant/2 Beams 1d10 Force (each)
  • Sacred Flame: Action/Range 60'/Instant/2d8 Radiant (Dex save for half)

Spells, Level 1

  • Hellish Rebuke (Racial): Reaction/60'/Instant/3d10 Fire/Dex save for 1/2
  • Darkness (Racial): Action/60'/Concentration [Max 10 min]/15' radius
  • Arms of Hadar: Action/Self (10' radius)/1 hour/2d6 Necrotic to all creatures within 10' + no reactions til next turn on failed Str save. Save = 1/2 damage + no other effects.
  • Hex: Bonus/90'/Concentration [max 1 hr]/+1d6 Necrotic to all attacks vs 1 target/target at disadvantage on 1 ability chec
  • Guiding Bolt: Action/120'/Ranged Attack/4d6 Radiant/Next roll made against target has advantage
  • Burning Hands: Action/Self (15' cone)/Instant/3d6 Fire/Dex save for 1/2

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).

Non-Combat

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 0 || Silver 0 || Copper 0 || Electrum 0 || Platinum 0 || Gems 0 ||

Equipment

  • || Chain Mail || Longsword || Leafy Healing [6 doses] ||



COMBAT CHEAT SHEET

+6 to hit melee/spell; + 5 damage melee

Lead with Tides of Chaos (advantage on first att)

Use Hex on first Hit (no save)

Use Arcanist's Strike as often as possible (likely free spell)

Hellish Rebuke as first reaction against big bads.

Burning Hands vs big slows

Arms of Hadar vs multiple smalls