Difference between revisions of "Finn Wiki"
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'''Stats''' | '''Stats''' | ||
− | * || '''STR''' | + | * || '''STR''' 17 '''(+3)''' || '''DEX''' 12 '''(+1)''' || '''CON''' 12 '''(+1)''' || '''INT''' 10 '''(+0)''' || '''WIS''' 12 '''(+1)''' || '''CHA''' 14 '''(+2)''' || |
'''Sub-Stats''' | '''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]''' || |
=RACE= | =RACE= |
Revision as of 18:34, 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
- || 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