Finn Wiki
Contents
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] || [id8 +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
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.
+6 to hit melee/spell; +
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