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character:folgo:class [2023/08/12 10:51] – [Inquisitive Rouge] Cindercharacter:folgo:class [2024/01/05 10:08] (current) – [Wizard Introduction] Cinder
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 +<WRAP centeralign>
 =====Folgo the Fortune Thief===== =====Folgo the Fortune Thief=====
 +</WRAP>
 [[character:folgo|{{:wiki:media:back.png?70|}}]] [[character:folgo|{{:wiki:media:back.png?70|}}]]
  
 +====Rogue Introduction====
 +----
  
 +//Being sneaky and mischievous came naturally to Folgo. Growing up in a large family with thirteen other siblings he had every opportunity to cause slight mischief. From being the winner of every hide and seek game, Stealing snacks from the pantry late at night. Even through he was so naturally talented his father specifically could always find Folgo if he wanted, To the point he was convinced his Dad was merely pretending to not know where he is. \\ Eventually his Dad told him of a criminal guild known as [[faction:Blacklist]] where his skills could be honed and tested.//
  
-====Inquisitive Rouge==== 
----- 
 **Hit Points** \\ **Hit Points** \\
 **Hit Dice:** 1d8 per rogue level \\ **Hit Dice:** 1d8 per rogue level \\
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     *Thieves' Tools     *Thieves' Tools
  
-====1st Level Inquisitive Rouge====+ 
 + 
 +===Background Criminal: Feature & Details=== 
 + 
 +//Short Description of Background// 
 + 
 +<WRAP box right 45em > 
 +===Feature: Lucky=== 
 +---- 
 +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 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. \\ 
 +You regain your expended luck points when you finish a long rest. 
 +</WRAP> 
 + 
 + 
 + 
 +**Skill Proficiencies**  
 +  *Skill 
 +  *Skill 
 +**Languages And/Or Tools**  
 +  *Orcish 
 +  *Tool 
 +**Equipment (If Any)** 
 + 
 + 
 + 
 +<WRAP clear /> 
 + 
 +---- 
 +<WRAP centeralign> 
 +===== Inquisitive Rogue ===== 
 +</WRAP> 
 + 
 +<WRAP box left 26em > 
 +====1st Level Inquisitive Rogue====
 ---- ----
-**Expertise** \\+**Expertise** ++[1] | //Player's Handbook// ++ \\
 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. \\
 At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
  
-**Sneak Attack** \\+**Sneak Attack** ++[1] | //Player's Handbook// ++ \\
 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. \\ 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 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. \\ 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. \\
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 Level 9 = 5 D6 \\ Level 9 = 5 D6 \\
  
-**Thieves' Cant** \\+**Thieves' Cant** ++[1] | //Player's Handbook// ++ \\
 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. \\ 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.
  
-====2nd Level Inquisitive Rouge====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====2nd Level Inquisitive Rogue====
 ---- ----
-**Cunning Action** \\+**Cunning Action** ++[1] | //Player's Handbook// ++ \\
 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 Inquisitive Rouge====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +====3rd Level Inquisitive Rogue====
 ---- ----
 **Roguish Archetype: Inquisitive** \\ **Roguish Archetype: Inquisitive** \\
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 This benefit lasts for 1 minute or until you successfully use this feature against a different target This benefit lasts for 1 minute or until you successfully use this feature against a different target
  
-====4th Level Inquisitive Rouge====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====4th Level Inquisitive Rogue====
 ---- ----
-**Sharpshooter** \\+**Sharpshooter** ++[1] | //Player's Handbook// ++ \\
 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.
  
-====5th Level Inquisitive Rouge====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +====5th Level Inquisitive Rogue====
 ---- ----
-**Uncanny Dodge** \\+**Uncanny Dodge** ++[1] | //Player's Handbook// ++ \\
 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 Inquisitive Rouge====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +==== 6th Level Inquisitive Rogue ====
 ---- ----
  
-====7th Level Inquisitive Rouge====+</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +====7th Level Inquisitive Rogue====
 ---- ----
 **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 Inquisitive Rouge====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====8th Level Inquisitive Rogue====
 ---- ----
-**Feat:Observant** \\ Quick to notice details of your environment, you gain the following benefits: \\ +**Feat: Observant** ++[1] | //Player's Handbook// ++ \\ 
-• Increase your Intelligence or Wisdom score by 1, to a maximum of 20. \\ +Quick to notice details of your environment, you gain the following benefits: \\ 
-• 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. \\ +  *Increase your Intelligence or Wisdom score by 1, to a maximum of 20. \\ 
-• You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.+  *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.
  
 +</WRAP>
  
-====9th Level Inquisitive Rouge====+<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +====9th Level Inquisitive Rogue====
 ---- ----
 **Steady Eye** ++[2] | //Xanatha's Guide to Everything// ++ \\ **Steady Eye** ++[2] | //Xanatha's Guide to Everything// ++ \\
 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. 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 Inquisitive Rouge====+</WRAP>
  
-**Feat: Mobile** ++ [1] | //Source: Player's Handbook// ++ \\+<WRAP box right 26em > 
 +====10th Level Inquisitive Rogue====
  
 +**Feat: Mobile** ++ [1] | //Source: Player's Handbook// ++ \\
 You are exceptionally speedy and agile. You gain the following benefits: You are exceptionally speedy and agile. You gain the following benefits:
- 
   *Your speed increases by 10 feet.   *Your speed increases by 10 feet.
   *When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.   *When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
   *When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.   *When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
-====11th Level Inquisitive Rouge====+ 
 +</WRAP> 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP box left 26em > 
 +====11th Level Inquisitive Rogue====
  
 **Reliable Talent** \\ **Reliable Talent** \\
 By 11th level, you have refined your chosen skills until they approach perfection. 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, you have refined your chosen skills until they approach perfection. 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 Inquisitive Rouge====+</WRAP> 
 + 
 +<WRAP box right 26em > 
 +====12th Level Inquisitive Rogue====
 ---- ----
  
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 You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.
  
 +</WRAP>
  
-=====Bard of Eloquence (Multiclassed)=====+<WRAP clear /> 
 + 
 +<WRAP centeralign> 
 +===== Bard of Eloquence (Multiclassed) ===== 
 +</WRAP> 
 + 
 +====Bard Introduction==== 
 +//It didn't take long for Folgo to learn that he wasn't going to be able to get by every situation by hiding in the shadows, So he began to learn how to hide behind a charming smile and fake words as well. The magic that came with being a Bard was a huge boon. \\ The hardest part of becoming a bard was learning music. He had no natural talent in it, Picking simpler instruments such as the flute.// \\ 
 + 
 +Hit dice. \\ 
 +starting equipment. \\ 
 +spellcasting rules. \\ 
 +etc. \\ 
 + 
 +Multiclass benifit; 1 musical instrument: Piano, 1 Skill: Deception
  
 +<WRAP box left 26em >
 ====1st Level Eloquence Bard==== ====1st Level Eloquence Bard====
 ---- ----
-Multiclass benifit; 1 musical instrument: Piano, 1 Skill: Deception 
  
-**Bardic Inspiration** \\ You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.+ 
 +**Bardic Inspiration** ++[1] | //Player's Handbook// ++ \\  
 +You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.
  
 Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.
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 Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ====2nd Level Eloquence Bard==== ====2nd Level Eloquence Bard====
 ---- ----
  
-**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.+**Jack of All Trades** ++[1] | //Player's Handbook// ++ \\ 
 +You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.
  
-**Song of Rest Beginning** \\ 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.+**Song of Rest Beginning** \\  
 +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.
  
 **Magical Inspiration (Optional)** \\ **Magical Inspiration (Optional)** \\
 At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost. At 2nd level, if a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ====3rd Level Eloquence Bard==== ====3rd Level Eloquence Bard====
 ---- ----
  
-**Bard College** \\ you delve into the advanced techniques of a bard college of your choice: Eloquence+**Bard College** \\  
 +you delve into the advanced techniques of a bard college of your choice: Eloquence
  
-**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.+**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.
  
 **Silver Tongue** \\ **Silver Tongue** \\
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 Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn. Also at 3rd level, you can spin words laced with magic that unsettle a creature and cause it to doubt itself. As a bonus action, you can expend one use of your Bardic Inspiration and choose one creature you can see within 60 feet of you. Roll the Bardic Inspiration die. The creature must subtract the number rolled from the next saving throw it makes before the start of your next turn.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ====4th Level Eloquence Bard==== ====4th Level Eloquence Bard====
 ---- ----
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     *You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.     *You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP box left 26em >
 ====5th Level Eloquence Bard==== ====5th Level Eloquence Bard====
 ---- ----
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ====6th Level Eloquence Bard==== ====6th Level Eloquence Bard====
 ---- ----
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 Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again. Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.
  
 +</WRAP>
 +
 +<WRAP clear />
 +
 +<WRAP centeralign>
 =====Wizard of Divination (Multiclassed)===== =====Wizard of Divination (Multiclassed)=====
--------+</WRAP> 
 + 
 +====Wizard Introduction==== 
 +// As Folgo's work got more intense he began to get paranoid and with paranoia one often looks to power. Folgo learned about Divination magic soon after becoming a fully fledged Bard however hadn't given it any serious thought until now. Learning just enough from the Divination school from a fellow member of [[faction:Blacklist]] to be able to foretell small glimpses into his day to day future. That seemed to be enough to calm his mind.// \\ 
 + 
 +Hit dice. \\ 
 +starting equipment. \\ 
 +spellcasting rules. \\ 
 +etc. \\
  
 +<WRAP box left 26em >
 ====1st Level Divination Wizard==== ====1st Level Divination Wizard====
 ---- ----
-**Arcane Recovery** \\+**Arcane Recovery** ++[1] | //Player's Handbook// ++ \\
 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 recover. The Spell Slots can have a 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. 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 recover. The Spell Slots can have a 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.
  
 For example, if 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. For example, if 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.
  
 +</WRAP>
 +
 +<WRAP box right 26em >
 ====2nd Level Divination Wizard==== ====2nd Level Divination Wizard====
 ---- ----
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 Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.
 +
 +</WRAP>
 +
 +<WRAP clear />
 +
 +
 +
 +
 +
 +
 +
  
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  • by Cinder