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ATTRIBUTES

Stats

  • || STR 19 (+4) || DEX 12 (+1) || CON 12 (+1) || INT 10 (+0) || WIS 12 (+1) || CHA 14 (+2) ||

Sub-Stats

  • || Proficiency Bonus +3 || Saves: STR [7] CON [4] || HD [9] HP [71] ||



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 [L6]

  • || 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: Sunsword (long) || [1d20 + 2 to hit] || [1d8 + 2 damage] || Bonded ||

Magic

Magic Stats

  • || Spell Slots 3L1 || Spell Attack Modifier: +6 || Spell Save DC: 14 ||

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)/instant/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 50 || 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