Finn Wiki
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: +7 || Dmg Mod: +4(6) ||
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: +7 || Spell Save DC: 15 ||
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).
- Bend Luck: Reaction +/- 1d4 v attack/ability/save; line of sight. cost 2 sorcery points (regain w/ long rest)
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