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character:decota:teostra:stats [2020/08/18 17:45] Cindercharacter:decota:teostra:stats [2022/10/13 17:21] – external edit (Unknown date) 127.0.0.1
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 ====== Teostra Decota ====== ====== Teostra Decota ======
  
-[[character:decota:teostra|Back to Teo's Page]]+[[character:teostra|{{:wiki:media:back.png?65|}}]]
  
 ==== Passive Abilities ==== ==== Passive Abilities ====
  
-Expertise  +**Rouge LV1: Expertise** \\ 
-Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.  +two skill proficiencies, or one skill proficiencies proficiency with thieves' tools. \\ 
-At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.+proficiency bonus is doubled for those proficiencies checks\\ 
 +6th level, choose two more proficiencies (in skills or with thieves' tools).
  
-Sneak Attack  +**Rouge LV1: Thieves' Cant** \\ 
-Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.  +you learned thieves' cant, It allows you to hide messages in seemingly normal conversation. \\ 
-You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.  +Only another creature that knows thieves' cant understands such messages. \\ 
-The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table. Level 1 = 1 D6  +It takes four times longer to convey such a message than it does to speak the same idea plainly. \\
-Level 3 = 2 D6  +
-Level 5 = 3 D6  +
-Level 7 = 4 D6  +
-Level 9 = 5 D6  +
-Level 11 = 6 D6  +
-Level 13 = 7 D6  +
- +
-Thieves' Cant  +
-During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. +
 In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
  
-Cunning Action  +**Rouge LV2: Cunning Action** \\ 
-You can use your Bonus Action to take the Dash, Disengage, or Hide action.+Bonus Action to take the Dash, Disengage, or Hide action.
  
-Ear for Deceit  +**Rouge LV3: Ear for Deceit** \\ 
-Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.+Insight checks to determine whether a creature is lying of 7 or lower is treated as an 8.
  
-Uncanny Dodge  +**Rouge LV5: Uncanny Dodge** \\ 
-Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.+when you can see an attacker that hits you can use reactionhalve the attack's damage.
  
-Evasion  +**Rouge LV7: Evasion** \\ 
-Beginning at 7th level, when you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.+when you make a Dexterity saving throw to take half damage, instead take no damage if you succeed on the saving throw, and only half damage if you fail.
  
-Steady Eye  +**Rouge LV9: Steady Eye** \\ 
-Starting at 9th level, you have advantage on any Wisdom (Perceptionor Intelligence (Investigationcheck if you move no more than half your speed on the same turn.+you have advantage on any Perception or Investigation check if you move less than half speed on the same turn.
  
-Reliable Talent  +**Wizard LV1: Arcane Recovery** \\ 
-By 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat d20 roll of or lower as 10.+Once per day when you finish a Short Rest, you can recover Spell Slots up to combined level equal to half wizard level rounded up. \\ none of the slots can be 6th level or higher. \\ 
 +//For example, if you’re 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.//
  
-Blindsense  +**Wizard LV2: Divination Savant** \\ 
-Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.+The gold and time you spend to copy a Divination spell into your spellbook is halved.
  
-Arcane Recovery  +**Wizard LV2: Portent** \\ 
-You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recoverThe Spell Slots can have combined level that is equal to or less than half your Wizard level (rounded up)and none of the slots can be 6th level or higher.+When you finish a long restroll two d20s and record the numbers rolled. \\ You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls. \\ You must choose to do so before the roll\\ you can replace roll in this way only once per turn. \\ 
 +When you finish a long restyou lose any unused foretelling rolls.
  
-For exampleif you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.+**Bard LV2: Jack of All Trades** \\ 
 +You can add half your proficiency bonusrounded downto any ability check you make that doesn't already include your proficiency bonus.
  
-Divination Savant  +**Bard LV3: Expertise** \\ 
-Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved.+two of your skills proficiency bonus is doubled for any ability check you make.
  
-Portent  +**Bard Multi-class** \\ 
-Starting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.+proficiency in 1 skill \\ 
 +proficiency in 1 musical instrument \\
  
-Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.+**Skill Proficiencies & Ability Score bonus** \\ 
 +  *Acrobatics: //Rouge Main Class//  
 +  *Perception: //Rouge Main Class// 
 +  *Investigation: //Rouge Main Class// 
 +  *Stelth: //Rouge Main Class// 
 +  *Deception: //Bard Multiclass// 
 +  *Sight of hand: //Background// 
 +  *Insight: //Background// 
 +  *Persuasion: //Background//
  
-Jack of All Trades  
-You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus. 
  
-Expertise  
-choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. 
  
-Bonus Proficiencies  +==== Active/Combat Abilities ====
-When you join the College of Satire, you gain proficiency with thieves’ tools. You also gain proficiency in Sleight of Hand and one additional skill of your choice. If you are already proficient with thieves’ tools or in Sleight of Hand, choose another skill proficiency for each proficiency you already have.  +
-Survival, Arcana, Persuasion.+
  
 +**Sneak Attack** \\
 +Once per turn, you can deal sneak attack damage to one creature you hit with an attack. 
 +**Prerequisets for Sneak Attack** \\
 +  *if you have advantage on the attack roll OR an enemy of the target is within 5 feet that isn't incapacitated
 +    * Must not have disadvantage on the attack roll
 +  *The attack must use a finesse or a ranged weapon. 
  
-==== Active/Combat Abilities ====+^ Rouge Level ^ Total Sneak Dice ^ 
 +| Level 1 | 1 D6 | 
 +| Level 3 | 2 D6 | 
 +| Level 5 | 3 D6 | 
 +| Level 7 | 4 D6 | 
 +| Level 9 | 5 D6 |
  
 Eye for Detail  Eye for Detail 
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 You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points. You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.
  
-Tumbling Fool  
-At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn: • You gain the benefits of taking the Dash and Disengage actions. • You gain a climbing speed equal to your current speed. • You take half damage from falling. 
  
  
 ==== Feats ==== ==== Feats ====
  
-Sharpshooter +**Sharpshooter** \\
 You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:  You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: 
-Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.  +  *Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.  
-Your ranged weapon attacks ignore half cover and three-quarters cover.  +  *Your ranged weapon attacks ignore half cover and three-quarters cover.  
-Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.+  *Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.
  
-Feat:Observant +**Feat:Observant** \\
 Quick to notice details of your environment, you gain the following benefits:  Quick to notice details of your environment, you gain the following benefits: 
-• Increase your Intelligence or Wisdom score by 1, to a maximum of 20.  +  *Increase your Intelligence or Wisdom score by 1, to a maximum of 20.  
-• If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.  +  *If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips.  
-• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.+  *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
  
-Feat:Linguist  +**Feat: Lucky** 
-You have studied languages and codes, gaining the following benefits:  +Luck points \\ 
-• Increase your Intelligence score by 1, to a maximum of 20.  +Long Rest Recovery \\ 
-• You learn three languages of your choice. Elvish, Draconian, Dwarfish  +When you make an ability check, saving throw, attack roll or attack roll against you. \\  
-• You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it. +spend one luck pointroll another d20 and choose which of the d20s is used for the roll. \\
- +
-Ability Score Improvement  +
-Increase your Charisma score by 2 +
- +
-Feat: Lucky  +
-At level 10 You have inexplicable luck that seems to kick in at just the right moment.  +
-You have luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.  +
-You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours+
 If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.  If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. 
-You regain your expended luck points when you finish a long rest. 
  
  
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 ==== Equipment Abilities ==== ==== Equipment Abilities ====
  
 +**Assassin's Crossbow**
 +
 +**Skeleton Key**
 +
 +**Elven Cloak**
 +
 +**Amulet of proof against detection **
 ==== Background: Feature & Details ====  ==== Background: Feature & Details ==== 
  
-**Skill Proficiencies** DeceptionStealth \\  +**Skill Proficiencies** InsightSlight of Hand, Persuasion \\  
-**Tool Proficiencies** One type of gaming set, thieves’ tools \\ +**Tool Proficiencies** Nil \\  
 +**Launguages:** One Common Language \\
 **Equipment** A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 GP. **Equipment** A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 GP.