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character:teo:class_details_rouge_fighter [2019/01/24 21:06] Cindercharacter:teo:class_details_rouge_fighter [2019/03/23 18:47] – ↷ Links adapted because of a move operation Cinder
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-[[Character:Teo]] is a skilled rouge with+[[character:decota:teostra]] is a skilled rouge with
  
 ====Inquisitive Rouge==== ====Inquisitive Rouge====
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 Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
 Proficiencies \\ Proficiencies \\
 +
 Armor: Light armor \\ Armor: Light armor \\
 +
 Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords \\ Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords \\
 Tools: Thieves' tools \\ Tools: Thieves' tools \\
 +
 Saving Throws: Dexterity, Intelligence \\ Saving Throws: Dexterity, Intelligence \\
 +
 Skills: Acrobatics, Insight, Investigation, Sleight of Hand \\ Skills: Acrobatics, Insight, Investigation, Sleight of Hand \\
 Equipment \\ Equipment \\
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 ====1st Level==== ====1st Level====
 +----
 **Expertise** \\ **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. \\ 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. \\
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 ====2nd Level==== ====2nd Level====
 +----
 **Cunning Action** \\ **Cunning Action** \\
 You can use your Bonus Action to take the Dash, Disengage, or Hide action. You can use your Bonus Action to take the Dash, Disengage, or Hide action.
  
 ====3rd Level==== ====3rd Level====
 +----
 **Roguish Archetype: Inquisitive** \\ **Roguish Archetype: Inquisitive** \\
  
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 ====4th Level==== ====4th Level====
 +----
 **Ability Score Improvement** \\ **Ability Score Improvement** \\
 **Sharpshooter** \\ **Sharpshooter** \\
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 ====5th Level==== ====5th Level====
 +----
 **Uncanny Dodge** \\ **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. 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.
  
 ====6th Level==== ====6th Level====
 +----
 ====7th Level==== ====7th Level====
 +----
 **Evasion** \\ **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. 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.
  
 ====8th Level==== ====8th Level====
 +----
 +**Ability Score Improvement** \\
 +At level 8 Increase your Dex by 1 and your constitution by 1.
  
 +====9th Level====
 +----
 +**Steady Eye** \\
 +Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.
 +
 +====10th Level====
 +----
 **Feat: Lucky** \\ **Feat: Lucky** \\
-At level You have inexplicable luck that seems to kick in at just the right moment. \\+At level 10 You have inexplicable luck that seems to kick in at just the right moment. \\
 You have 3 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 have 3 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. \\ 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. You regain your expended luck points when you finish a long rest.
- 
-====9th Level==== 
- 
-**Steady Eye** \\ 
-Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn. **(replacment for assassin skill)** 
- 
-====10th Level==== 
- 
-**Ability Score Improvement** \\ 
-At level 10 Increase your Dex by 1 and your consitution by 1. 
  
 ====11th Level==== ====11th Level====
 +----
 **Reliable Talent** \\ **Reliable Talent** \\
 By 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10. By 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
  
 ====12th Level==== ====12th Level====
 +----
 **Feat: Tough** \\ **Feat: Tough** \\
-At level 12 Your hit point maximum increases by 24. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.+At level 12 Your hit point maximum increases by 16. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
  
 ====13th Level==== ====13th Level====
 +----
 **Unerring Eye** \\ **Unerring Eye** \\
 Beginning at 13th level, as an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. \\ Beginning at 13th level, as an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. \\
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 ====14th Level==== ====14th Level====
 +----
 **Blindsense** \\ **Blindsense** \\
 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. 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.
  
 ====15th Level==== ====15th Level====
 +----
 **Slippery Mind** \\ **Slippery Mind** \\
 By 15th level, you gain proficiency in Wisdom saving throws. By 15th level, you gain proficiency in Wisdom saving throws.
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 ====1st Level==== ====1st Level====
 +----
 **Fighting Style** \\ **Fighting Style** \\
 Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
  
 ====2nd Level==== ====2nd Level====
 +----
 **Second Wind**\\ **Second Wind**\\
 At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. At first level, on your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
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 ====3rd Level==== ====3rd Level====
 +----
 **Bonus Proficiencies** **Bonus Proficiencies**
 At 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice. At 3rd level, you gain proficiency in three of the following skills of your choice: Acrobatics, Athletics, Investigation, Medicine, Nature, Perception, Stealth, or Survival. You can choose to gain proficiency with thieves' tools in place of one skill choice.
  
 **Combat Superiority** **Combat Superiority**
-At 3rd level, you have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest. You gain another superiority die at 7th level and one more at 15th level. You can expend superiority dice to gain a number of different benefits:+At 3rd level, you have superiority dice, which are D8's. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a long or short rest.
  
-When you make a check that allows you to apply your proficiency in Athletics, Nature, Perception, Stealth, or Survival, you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful. \\+When you make a check that allows you to apply your proficiency in **Athletics, Nature, Perception, Stealth, or Survival,** you can expend one superiority die to bolster the check. Add half the number rolled on the superiority die (rounding up) to your check. You apply this bonus after making the check but before learning if it was successful. \\
 When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. \\ When you make a weapon attack against a creature, you can expend one superiority die to add it to the attack roll. You can use this ability before or after making the attack roll, but before any of the effects of the attack are applied. \\
 If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it. If you are hit by an attack while wearing light or medium armor, you can expend one superiority die as a reaction, adding the number rolled to your AC. If the attack still hits, you take half damage from it.
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 ====4th Level==== ====4th Level====
- +---- 
-**Ability Score Improvement** \\ Increase your wisdome by 1 and Consitution by 1+**Feat: Observant** \\ 
 +Increase your 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. \\ 
 +You have a +5 bonus to your passive Perception and Investigation scores. \\
  
 ====5th Level==== ====5th Level====
 +----
 **Extra Attack** \\ **Extra Attack** \\
-Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.+Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.