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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; Immunity/Crits
  • || Weapon: Longsword || [1d20 + 6 to hit] || [id8 +5 damage] || Bonded ||

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).

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



EQUIPMENT/GEAR

Wealth

  • || Gold 0 || Silver 0 || Copper 0 || Electrum 0 || Platinum 0 || Gems 0 ||

Equipment

  • ||

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