Difference between revisions of "Finn Wiki"
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* || Spell Slots '''3L1'''|| Spell Attack Mod: +6 || Spell Save DC: '''13''' || | * || Spell Slots '''3L1'''|| Spell Attack Mod: +6 || Spell Save DC: '''13''' || | ||
− | '''Spells''' | + | '''Spells, Cantrips''' |
− | * | + | * Thaumaturgy (Racial) - 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) || Darkness (Racial) || Arms of Hadar || Hex || Guiding Blase || Burning Hands || | ||
=COMBAT CHEAT SHEET= | =COMBAT CHEAT SHEET= |
Revision as of 19:10, 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
- || Duelist +2 damage || Second Wind || Action Surge || Extra Attack || Attack Modifier: +6 || Damage Modifier: +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; Immune to Crits
- || Weapon: Longsword || [1d20 + 6 to hit] || [id8 +5 damage] ||
Magic Stats
- || Spell Slots 3L1|| Spell Attack Mod: +6 || Spell Save DC: 13 ||
Spells, Cantrips
- Thaumaturgy (Racial) - 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) || Darkness (Racial) || Arms of Hadar || Hex || Guiding Blase || Burning Hands ||
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