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character:lucky:class [2023/02/24 17:02] – ↷ Page moved from character:lidica:class to character:lucky:class Cinder | character:lucky:class [2024/05/19 15:36] (current) – Cinder | ||
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- | =====Echo Fighter Lidica===== | + | <WRAP centeralign> |
+ | =====Maple, Lucky, The Fortune Thief===== | ||
+ | </ | ||
[[character: | [[character: | ||
- | ====Fighter Introduction==== | ||
- | **Hit Points** | ||
- | *Hit Dice: 1d10 per fighter level | ||
- | *Hit Points at 1st Level: 10 + your Constitution modifier | ||
- | *Hit Points at Higher Levels: 1d10 (or 6) + your Constitution modifier per fighter level after 1st | ||
- | **Proficiencies** | + | ====Rogue Introduction==== |
- | | + | ---- |
- | ***Weapons: | + | |
- | ***Tools:** None | + | |
- | ***Saving Throws**: Strength, Constitution | + | |
- | ***Skills: | + | |
- | **Equipment** | + | //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: |
- | *(a) chain mail or (b) leather, longbow, and 20 arrows | + | |
- | *(a) a martial weapon | + | |
- | *(a) a light crossbow and 20 bolts or (b) two handaxes | + | |
- | *(a) a dungeoneer' | + | |
+ | **Hit Points** \\ | ||
+ | **Hit Dice:** 1d8 per rogue level \\ | ||
+ | **Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st | ||
- | ==== Fighter Level 1 ==== | + | **Armor:** Light armor \\ |
+ | **Weapons: | ||
+ | **Tools:** Thieves' | ||
+ | **Saving Throws:** Dexterity, Intelligence \\ | ||
+ | **Skills:** Acrobatics, Perception, Investigation, | ||
- | **Fighting Style** \\ | + | |
- | You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take a Fighting Style option more than once, even if you later get to choose again. | + | |
- | ***Unarmed Fighting** | + | *Crossbow Bolts x40 |
- | *Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. | + | *Backpack |
- | *At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you. | + | *Bedroll |
+ | *Large Bolt Case | ||
+ | *Component Pouch | ||
+ | *Coin Pouch | ||
+ | *Tinker' | ||
+ | *Traveler's Clothes | ||
+ | *Hourglass | ||
+ | | ||
+ | | ||
+ | | ||
+ | | ||
+ | *Water Skin | ||
+ | *Thieves' | ||
- | **Second Wind** \\ | ||
- | You have a limited well of stamina that you can draw on to protect yourself from harm. 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. | ||
- | ====Level 2 Class==== | ||
- | **Second Wind** \\ | ||
- | You have a limited well of stamina that you can draw on to protect yourself from harm. 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. | + | ===Background Criminal: Feature & Details=== |
- | ====Level 3 Class==== | + | |
- | **Manifest Echo** | + | //Short Description of Background// |
- | At 3rd level, you can use a bonus action to magically manifest an echo of yourself in an unoccupied space you can see within 15 feet of you. This echo is a magical, translucent, | + | |
- | Your echo has AC 14 + your proficiency bonus, 1 hit point, and immunity | + | <WRAP box right 45em > |
- | *As a bonus action, you can teleport, magically swapping places with your echo at a cost of 15 feet of your movement, regardless | + | ===Feature: Lucky=== |
- | *When you take the Attack action on your turn, any attack | + | ---- |
- | | + | 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 also spend one luck point when an attack roll is made against | ||
+ | If more than one creature spends | ||
+ | You regain | ||
+ | </ | ||
- | **Unleash Incarnation** //Source: Explorer' | ||
- | At 3rd level, you can heighten your echo's fury. Whenever you take the Attack action, you can make one additional melee attack from the echo's position. | ||
- | You can use this feature a number of times equal to your Constitution modifier (a minimum of once). You regain all expended uses when you finish a long rest. | ||
- | ====Level 4 Class==== | + | **Skill Proficiencies** |
- | **Feat or Ability score** | + | *Skill |
+ | *Skill | ||
+ | **Languages And/Or Tools** | ||
+ | *Orcish | ||
+ | *Tool | ||
+ | **Equipment (If Any)** | ||
- | ====Level 5 Class==== | ||
- | **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. | + | <WRAP clear /> |
- | ====Level 6 Class==== | + | ---- |
- | **Feat or Ability score** | + | <WRAP centeralign> |
+ | ===== Inquisitive Rogue ===== | ||
+ | </ | ||
- | ====Level | + | <WRAP box left 26em > |
+ | ====1st Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | **Expertise** ++[1] | // | ||
+ | Choose two of your skill proficiencies, | ||
+ | At 6th level, you can choose two more of your proficiencies (in skills or with thieves' | ||
- | **Echo Avatar** \\ | + | **Sneak Attack** ++[1] | // |
- | Starting at 7th level, you can temporarily transfer your consciousness | + | Once per turn, you can deal extra 1d6 damage |
+ | 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. \\ | ||
+ | The amount of the extra damage increases as you gain levels | ||
+ | Level 1 = 1 D6 \\ | ||
+ | Level 3 = 2 D6 \\ | ||
+ | Level 5 = 3 D6 \\ | ||
+ | Level 7 = 4 D6 \\ | ||
+ | Level 9 = 5 D6 \\ | ||
- | ====Level 8 Class==== | + | **Thieves' |
- | **Ability Score or Feat** | + | During your rogue training you learned thieves' |
+ | 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' | ||
- | ====Level 9 Class==== | + | </ |
- | ====Level | + | <WRAP box right 26em > |
+ | ====2nd Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | **Cunning Action** ++[1] | // | ||
+ | You can use your Bonus Action to take the Dash, Disengage, or Hide action. | ||
- | ====Level 11 Class==== | + | </ |
- | ====Level | + | <WRAP clear /> |
- | **Ability Score or Feat** | + | |
+ | <WRAP box left 26em > | ||
+ | ====3rd Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | **Roguish Archetype: Inquisitive** \\ | ||
+ | |||
+ | **Ear for Deceit** ++[2] | // | ||
+ | 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. | ||
+ | |||
+ | **Eye for Detail** ++[2] | // | ||
+ | You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues. | ||
+ | |||
+ | **Insightful Fighting** ++[2] | // | ||
+ | As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, | ||
+ | This benefit lasts for 1 minute or until you successfully use this feature against a different target | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ====4th Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | |||
+ | **Feat: Mage initiate** \\ | ||
+ | //Source: Player' | ||
+ | Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class' | ||
+ | |||
+ | In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. | ||
+ | |||
+ | Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ====5th Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | **Uncanny Dodge** ++[1] | // | ||
+ | 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' | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ==== 6th Level Inquisitive Rogue ==== | ||
+ | ---- | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ====7th Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | **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. | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ====8th Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | |||
+ | **Feat: Strixhaven Initiate** \\ | ||
+ | //Source: Strixhaven: A Curriculum of Chaos// \\ | ||
+ | You have studied some magical theory and have learned a few spells associated with Strixhaven University. | ||
+ | |||
+ | Choose one of Strixhaven' | ||
+ | |||
+ | You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. | ||
+ | |||
+ | Your spellcasting ability for this feat's spells is Intelligence, | ||
+ | |||
+ | Lorehold Choose two from Light, Sacred Flame, and Thaumaturgy. Choose one 1st-level Cleric or Wizard spell. | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ====9th Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | **Steady Eye** ++[2] | // | ||
+ | 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. | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ====10th Level Inquisitive Rogue==== | ||
+ | |||
+ | **Feat: Initaite of High Sorcerey** \\ | ||
+ | //Source: Dragonlance: | ||
+ | |||
+ | Prerequisite: | ||
+ | |||
+ | You've received training from magic-users affiliated with the Mages of High Sorcery. | ||
+ | |||
+ | Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon Solinari. You learn one cantrip of your choice from the Wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. | ||
+ | |||
+ | Lunitari Choose two from Color Spray, Disguise Self, Feather Fall, and Longstrider | ||
+ | |||
+ | You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spells using any spell slots you have. | ||
+ | |||
+ | Your spellcasting ability for this feat’s spells is Intelligence, | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ====11th Level Inquisitive Rogue==== | ||
+ | |||
+ | **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. | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ====12th Level Inquisitive Rogue==== | ||
+ | ---- | ||
+ | |||
+ | **Feat: Observant** ++[1] | // | ||
+ | Quick to notice details of your environment, | ||
+ | *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. \\ | ||
+ | *You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores. | ||
+ | |||
+ | |||
+ | |||
+ | **Unerring Eye** \\ | ||
+ | At 13th level, your senses are almost impossible to foil. 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. | ||
+ | |||
+ | 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 clear /> | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | ===== Bard of Eloquence (Multiclassed) ===== | ||
+ | </ | ||
+ | |||
+ | ====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==== | ||
+ | ---- | ||
+ | |||
+ | |||
+ | **Bardic Inspiration** ++[1] | // | ||
+ | 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. | ||
+ | |||
+ | You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. | ||
+ | |||
+ | 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 box right 26em > | ||
+ | ====2nd Level Eloquence Bard==== | ||
+ | ---- | ||
+ | |||
+ | **Jack of All Trades** ++[1] | // | ||
+ | You can add half your proficiency bonus, rounded down, to any ability check you make that doesn' | ||
+ | |||
+ | **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)** \\ | ||
+ | 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 clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ====3rd Level Eloquence Bard==== | ||
+ | ---- | ||
+ | |||
+ | **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. | ||
+ | |||
+ | **Silver Tongue** \\ | ||
+ | Starting at 3rd level, you are a master at saying the right thing at the right time. When you make a Charisma (Persuasion) or Charisma (Deception) check, you can treat a d20 roll of 9 or lower as a 10. | ||
+ | |||
+ | **Unsettling Words** \\ | ||
+ | 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 box right 26em > | ||
+ | ====4th Level Eloquence Bard==== | ||
+ | ---- | ||
+ | |||
+ | **Feat: Eldritch Adept ** ++[3] | //Source: Tasha' | ||
+ | | ||
+ | *You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. | ||
+ | |||
+ | **Sharpshooter** ++[1] | // | ||
+ | You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: \\ | ||
+ | *Attacking at long range doesn' | ||
+ | *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' | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ====5th Level Eloquence Bard==== | ||
+ | ---- | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ====6th Level Eloquence Bard==== | ||
+ | ---- | ||
+ | |||
+ | **Unfailing Inspiration** \\ | ||
+ | At 6th level, your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die. | ||
+ | |||
+ | **Universal Speech** \\ | ||
+ | Also at 6th level, you have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour. | ||
+ | |||
+ | 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 clear /> | ||
+ | |||
+ | <WRAP centeralign> | ||
+ | =====Wizard of Divination (Multiclassed)===== | ||
+ | </ | ||
+ | |||
+ | ====Wizard Introduction==== | ||
+ | // As Folgo' | ||
+ | |||
+ | Hit dice. \\ | ||
+ | starting equipment. \\ | ||
+ | spellcasting rules. \\ | ||
+ | etc. \\ | ||
+ | |||
+ | <WRAP box left 26em > | ||
+ | ====1st Level Divination Wizard==== | ||
+ | ---- | ||
+ | **Arcane Recovery** ++[1] | // | ||
+ | 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. | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP box right 26em > | ||
+ | ====2nd Level Divination Wizard==== | ||
+ | ---- | ||
+ | |||
+ | **Divination Savant** \\ | ||
+ | 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. | ||
+ | |||
+ | **Portent** \\ | ||
+ | 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. | ||
+ | |||
+ | Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls. | ||
+ | |||
+ | </ | ||
+ | |||
+ | <WRAP clear /> | ||
- | ====Level 13 Class==== | ||
- | ====Level 14 Class==== | ||
- | ====Level 15 Class==== | ||
- | ====Level 16 Class==== | ||
- | **Ability Score or Feat** | ||
- | ====Level 17 Class==== | ||
- | ====Level 18 Class==== | ||
- | ====Level 19 Class==== | ||
- | ====Level 20 Class==== |