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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: +7 || Dmg Mod: +4(6) ||

Combat Superiority

|| 4 Superiority Dice ||

  • Arcanist Strike: When you hit a creature with a weapon attack, you may expend one superiority die to attempt to cast a spell that normally takes an attack action as a bonus action. The spell must be one that could normally be cast on the target of your weapon attack. Pick the spell you want to cast and roll the superiority die. If you roll higher than the level of the spell, you can immediately cast it as a bonus action on the creature you just hit with your weapon attack, or another creature within 5 feet of that creature. If the spell requires a spell attack roll, you must roll to hit as normal. However, if your weapon was a melee weapon, and the spell requires a ranged spell attack roll, your spell attack roll is not made at disadvantage due to using a ranged attack in melee. Spells cast this way only consume a spell slot if you roll a 1 on your superiority die, but you must have a spell slot available to use.
  • 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 another creature's attack/ability/save; line of sight; 1x/short 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

+7[9] to hit melee/spell; + 6[8] 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