Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revision Previous revision
Next revision
Previous revision
character:lucky:stats [2023/08/22 09:30] – [Background Gambler: Feature & Details] Cindercharacter:lucky:stats [2025/06/16 16:42] (current) Cinder
Line 1: Line 1:
-====== Maple's Stats Page =======+<WRAP centeralign> 
 +====== Maple'Mechanics & Stats D&D 5th ====== 
 +</WRAP> 
 +----
  
-<WRAP box right 20em> <WRAP centeralign>+ 
 +<WRAP box right 18em> <WRAP centeralign>
  
 **Feats** **Feats**
-Feat:| Background +Background:| 
-Feat:| LV4 |  +LV4:| 
-Feat:| LV8 | +Lv6:| (Fighter) | 
-Feat:| LV12 +LV8:| - 
-Feat:| LV16 |+LV10:| (Rouge) 
 +LV12:| - | 
 +LV16:| - | 
 +^ Lv19:| (Epic Boon) |
  
 </WRAP> </WRAP> </WRAP> </WRAP>
  
-<WRAP box right 20em> <WRAP centeralign>+<WRAP box right 22em> <WRAP centeralign> 
 + 
 +**Invocations/ Infutions** 
 +^ Feat:| - | 
 +^ LV0 :| - | 
 +^ LV0 :| - | 
 +^ LV0 :| - | 
 +^ LV0 :| - | 
 +^ LV0 :| - | 
 + 
 +</WRAP> </WRAP> 
 + 
 +<WRAP box right 15em> <WRAP centeralign>
  
 **Vision** **Vision**
-^ Common Sight:((Standard eye sight))| Yes/No |+^ Common Sight:((Standard eye sight))| Yes |
 ^ Passive Perception:| 00 | ^ Passive Perception:| 00 |
-^ Dark Vision:00ft |+^ Dark Vision:0ft |
 ^ True Sight:| 0ft | ^ True Sight:| 0ft |
 ^ Tremor Sense:| 0ft | ^ Tremor Sense:| 0ft |
Line 23: Line 42:
  
 </WRAP> </WRAP> </WRAP> </WRAP>
- 
  
 [[character:lucky|{{:wiki:media:back.png?65|}}]] [[character:lucky|{{:wiki:media:back.png?65|}}]]
  
 <WRAP clear /> <WRAP clear />
- 
  
 ===== Maple's Inventory ===== ===== Maple's Inventory =====
Line 51: Line 68:
 </WRAP> </WRAP>
 ^ Platinum ^ Gold ^ Silver ^ Copper ^ ^ Platinum ^ Gold ^ Silver ^ Copper ^
-| 0 | 2500 | 0 | 0 |+| 0 | | 0 | 0 |
  
 ^ Occupation | Occupation | ^ Occupation | Occupation |
Line 57: Line 74:
 | +0 GpD | -0GpD | | +0 GpD | -0GpD |
  
-^Other Expences/Income ^+^Other Expenses/Income ^
 | | | |
  
Line 68: Line 85:
 ==== Equipment ==== ==== Equipment ====
 ^ Location ^ Item ^ Stats ^ ^ Location ^ Item ^ Stats ^
-^ Head        | | This is text to make sure the collems in this table expand rather than the whole table itself +^ Head        |  
-^ Amulet      | | | +^ Amulet      | | | 
-^ Cloak       | | | +^ Cloak       | | 
-^ Clothes     | | | +^ Clothes     | | 
-^ Armour      | | | +^ Armour      | | | 
-^ Arms/Hands  | | | +^ Arms/Hands | | 
-^ Ring/     | | | +^ Ring/     | | | 
-^ Belt        | | | +^ Belt        | | | 
-^ Boots       | | | +^ Boots       | | 
-^ Weapon       | | | +^ Weapon       | | 
-^ Shield/Ammo/Offhand | | | +^ Shield/Ammo/Offhand | | | 
-^ Sub-Weapon   | | |+^ Sub-Weapon   - | | 
 +^ Quick Access | - | | 
 +^ Quick Access | - | | 
 +^ Quick Access | - | |
  
  
 <WRAP clear /> <WRAP clear />
-====Consumabels====+ 
 + 
 + 
 + 
 +====Consumables====
  
 **Carrying Capacity** \\ **Carrying Capacity** \\
 Strength x 15 = Carrying Capacity \\ Strength x 15 = Carrying Capacity \\
-Strength x 15 = Lift,Push,Pull Capacity \\+Strength x 30 = Lift,Push,Pull Capacity \\
  
 ^ Carry Capacity ^ Lift, Push, Pull Capacity ^ Equipped Load ^ ^ Carry Capacity ^ Lift, Push, Pull Capacity ^ Equipped Load ^
Line 97: Line 121:
  
 ^ Item Name ^ Details ^ ^ Item Name ^ Details ^
-Staff of the Magi | | +| | 
-Luck Blade | | +| | 
-Luck Blade | | +| | 
-Ring of Protection | | +| | 
-Bag of devouring | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | |+| |
  
 </WRAP> </WRAP>
Line 115: Line 139:
  
 ^ Name ^ Detail ^ ^ Name ^ Detail ^
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | |+| |
  
 </WRAP> </WRAP>
Line 133: Line 157:
  
 ^ Item ^ Detail ^ ^ Item ^ Detail ^
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | | +| | 
-Item | |+| |
 </WRAP> </WRAP>
  
Line 148: Line 172:
 <WRAP clear /> <WRAP clear />
  
-=====Quick Ability Referance====+<WRAP box> 
 +<WRAP centeralign> 
 +==== Maple's The Harengon ==== 
 +</WRAP>
  
-<WRAP box centre :en>+**[[culture:Harengon]]:** \\ 
 +description
  
-<WRAP round left> +**Physical Appearance**
-^ Attack ^ Hit ^ Damage ^ +
-| Weapon Attack| +00 | 1d6+0 | +
-| Unarmed Attack | +00 | 1d4+0 |+
  
-</WRAP>+<WRAP group> 
 +<WRAP half column> 
 +  ***Ability Score:** \\ Increase one ability score by 2, and increase a different one by 1.
  
-<WRAP round right 15em> +  ***Creature Type:** \\ Your classified as a Fey.
-^ ^ ^ Core ^ Saves ^ ^ +
-| STR | +0 | DEX | +0 | CON | +0 | +
-| INT | +0 | WIS | +0 | CHA | +0 | +
-^ ^ ^ Spell ^ Slots ^ ^ +
-| 1st | 0 | 2nd | 0 | 3rd | 0 | +
-| 4th | 0 | 5th | 0 | 6th | 0 | +
-| 7th | 0 | 8th | 0 | 9th | 0 | +
-</WRAP> +
-<WRAP clear />+
  
-<WRAP round right 15em> +  ***Lifespan:** \\ 
-^ Skill Saves ^ + 
-| Acrobatics | +0 | +  ***Alignment:** \\ 
-| Medicine | +0 | + 
-| Animal Handling | +0 | +  ***Size:** \\ Your size is medium 
-| Nature | +0 | + 
-| Arcana | +0 |  +  ***Speed:** \\ Your walking speed is 40 feet. 
-| Perception | +0  | + 
-| Athletics | +0 |  +  ***Languages:** \\ You speak Common and Dwarvish.
-| Performance | +0  | +
-| Deception | +0 |  +
-| Persuasion | +0 | +
-| History | +0 |  +
-| Religion | +0 | +
-| Insight | +0  |  +
-| Sleight of Hand | +0 | +
-| Intimidation | +0 |  +
-| Stealth | +0 | +
-| Investigation | +0 |  +
-| Survival | +0 | +
-</WRAP>+
  
-<WRAP left tablewidth 65%> 
-^ Passive Ability ^ Stat ^ Source ^ 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
-| ++ Ability Name | \\ Description ++ | Stat | Source | 
 </WRAP> </WRAP>
  
-<WRAP clear />+<WRAP half column> 
 +  ***Lucky Footwork** \\ You have advantage on all Dexterity Checks and Saves 
 + 
 +  ***Fey Ancestry** \\ You have advantage on saving throws you make to avoid or end the charmed condition on yourself. 
 + 
 +  ***Hyperactivity** \\ You Have advantage against being put to sleep, However you must sucseed on a con save to be woken up before a full rest is fufuiled 
 + 
 +  ***Lucky** \\ When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
  
-<WRAP round centre+</WRAP> 
-^ Active Ability ^ Description ^ Action ^ Usage/Recovery ^ Source ^ +</WRAP>
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial | +
-| Name | ++ Stat | \\ description goes here ++| Action/Bonus/Reaction | 1 per rest | Racial |+
 </WRAP> </WRAP>
  
 +<WRAP centeralign>
 +===== Maple's Class =====
 </WRAP> </WRAP>
  
 +====Rogue, Arcane Trickster Introduction====
 +Lore introduction. \\
  
-====Background GamblerFeature & Details====+**Hit Points** \\ 
 +**Hit Dice:** 1d8 per rogue level \\ 
 +**Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st
  
-//Short Description of Background//+**Armor:** Light armor \\ 
 +**Weapons:** Simple weapons, hand crossbows, longswords, rapiers, shortswords \\ 
 +**Tools:** Thieves' tools \\ 
 +**Saving Throws:** Dexterity, Intelligence \\ 
 +**Skills:** Acrobatics, Perception, Investigation, Stelth \\ 
 + 
 + 
 +===Background: Feature & Details=== 
 + 
 + 
 + 
 +<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 Proficiencies** 
-  *Skill 
   *Skill   *Skill
 **Languages And/Or Tools**  **Languages And/Or Tools** 
Line 237: Line 255:
 **Equipment (If Any)** **Equipment (If Any)**
  
-===Feature: Mage Initiate=== 
  
  
-**Magic Marking: Specter Step** \\ 
-Source: Tasha's Cauldron of Everything 
  
-Wondrous item (tattoo), very rare (requires attunement) 
  
-Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.+<WRAP clear />
  
-Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.+---- 
 +<WRAP centeralign> 
 +===== CLASS Levels ===== 
 +</WRAP>
  
-If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.+<WRAP group> 
 +<WRAP half column > 
 +<WRAP box> 
 +====1st Level SUBCLASS Rogue==== 
 +---- 
 +**Expertise** ++[1] | //Player's Handbook// ++ \\ 
 +Choose two of your skill proficienciesor 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.
  
-Ghostly Form. The tattoo has 3 chargesand it regains all expended charges daily at dawnAs bonus action while the tattoo is on your skin, you can expend 1 of the tattoo's charges to become incorporeal until the end of your next turnFor the duration, you gain the following benefits:+**Sneak Attack** ++[1] | //Player's Handbook// ++ \\ 
 +Once per turnyou can deal extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack rollThe attack must use 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 itthat 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 in this class, as shown in the Sneak Attack column of the Rogue table. 
 +Level 1 = 1 D6 \\ 
 +Level 3 = 2 D6 \\ 
 +Level 5 = 3 D6 \\ 
 +Level 7 = 4 D6 \\ 
 +Level 9 = 5 D6 \\
  
-You have resistance to bludgeoningpiercing, and slashing damage from nonmagical attacks. +**Thieves' Cant** ++[1] | //Player's Handbook// ++ \\ 
-You can't be grappled or restrained. +During your rogue training you learned thieves' canta secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversationOnly another creature that knows thievescant understands such messagesIt takes four times longer to convey such a message than it does to speak the same idea plainly\\ 
-You can move through creatures and solid objects as if they were difficult terrainIf you end your turn in solid objectyou take 1d10 force damage. If the effect ends while you are inside solid objectyou instead are shunted to the nearest unoccupied spaceand you take 1d10 force damage for every 5 feet traveled.+In addition, you understand set of secret signs and symbols used to convey shortsimple messages, such as whether an area is dangerous or the territory of thieves' guildwhether loot is nearbyor whether the people in an area are easy marks or will provide a safe house for thieves on the run. 
 +</WRAP>
  
 +<WRAP box>
 +====2nd Level SUBCLASS Rogue====
 +----
 +**Cunning Action** ++[1] | //Player's Handbook// ++ \\
 +You can use your Bonus Action to take the Dash, Disengage, or Hide action.
 +</WRAP>
  
-=====Character Notebook===== +<WRAP box> 
-handy place for you to write notes as if your character was writing. \\ +==== 3rd Level CLASS ==== 
-For Reference or Lore fill it how you want.+---- 
 +Text 
 +</WRAP> 
 + 
 +<WRAP box> 
 +====4th Level SUBCLASS Rogue==== 
 +---- 
 + 
 +**Feat: Mage initiate** \\ 
 +//Source: Player's Handbook// \\ 
 +Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class's spell list. 
 + 
 +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> 
 + 
 +<WRAP box> 
 +====5th Level SUBCLASS Rogue==== 
 +---- 
 +**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. 
 +</WRAP> 
 + 
 +<WRAP box > 
 +==== 6th Level CLASS ==== 
 +---- 
 +Text 
 +</WRAP> 
 +</WRAP> 
 + 
 + 
 +<WRAP half column > 
 +<WRAP box> 
 +====7th Level SUBCLASS 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> 
 + 
 +<WRAP box> 
 +====8th Level SUBCLASS Rogue==== 
 +---- 
 + 
 +**Feat: Strixhaven Initiate** \\ 
 +//Source: Strixhaven: Curriculum of Chaos// \\ 
 +You have studied some magical theory and have learned a few spells associated with Strixhaven University. 
 + 
 +Choose one of Strixhaven's colleges: Lorehold, Prismari. Quandrix, Silverquill, or Witherbloom. You learn two cantrips and one 1st-level spell based on the college you choose, as specified in the Strixhaven Spells table. 
 + 
 +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, Wisdom, or Charisma (choose when you select this feat). 
 + 
 +Lorehold Choose two from Light, Sacred Flame, and Thaumaturgy. Choose one 1st-level Cleric or Wizard spell. 
 +</WRAP> 
 + 
 +<WRAP box> 
 +==== 9th Level CLASS ==== 
 +---- 
 +Text 
 +</WRAP> 
 + 
 +<WRAP box> 
 +====10th Level SUBCLASS Rogue==== 
 + 
 +**Feat: Initaite of High Sorcerey** \\ 
 +//Source: Dragonlance: Shadow of the Dragon Queen// \\ 
 + 
 +Prerequisite: Dragonlance Campaign, Sorcerer or Wizard Class or Mage of High Sorcery Background 
 + 
 +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, Wisdom, or Charisma (choose when you select this feat). 
 +</WRAP> 
 + 
 +<WRAP box> 
 +==== 11th Level CLASS ==== 
 +---- 
 +Text 
 +</WRAP> 
 + 
 +<WRAP box> 
 +==== 12th Level CLASS ==== 
 +---- 
 +Text 
 +</WRAP> 
 +</WRAP> 
 +</WRAP> 
 +---- 
 + 
 +<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 centeralign> 
 +===== MULTI-CLASS Levels ===== 
 +</WRAP> 
 + 
 +<WRAP group> 
 +<WRAP half column > 
 +<WRAP box> 
 +====1st Level Eloquence Bard==== 
 +---- 
 + 
 +**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. 
 + 
 +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> 
 + 
 +<WRAP box> 
 +====2nd Level Eloquence Bard==== 
 +---- 
 + 
 +**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. 
 + 
 +**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> 
 + 
 +<WRAP box> 
 +====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 proficienciesYour 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> 
 + 
 +</WRAP> 
 + 
 +<WRAP half column > 
 +<WRAP box> 
 +====4th Level Eloquence Bard==== 
 +---- 
 + 
 +**Feat: Eldritch Adept ** ++[3] | //Source: Tasha's Cauldron of Everything// ++ \\ 
 +   ***Devil's Sight** 
 +    *You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. 
 + 
 +**Sharpshooter** ++[1] | //Player's Handbook// ++ \\ 
 +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.  
 +  *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. 
 +</WRAP> 
 + 
 +<WRAP box> 
 +====5th Level Eloquence Bard==== 
 +---- 
 +Text 
 +</WRAP> 
 + 
 +<WRAP box> 
 +====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> 
 +</WRAP> 
 +</WRAP> 
 +---- 
 + 
 +<WRAP centeralign> 
 +=====Wizard of Divination (Multiclassed)===== 
 +</WRAP> 
 + 
 +====Wizard Introduction==== 
 + 
 + 
 +Hit dice. \\ 
 +starting equipment. \\ 
 +spellcasting rules. \\ 
 +etc. \\ 
 + 
 +<WRAP centeralign> 
 +===== MULTI-CLASS Levels ===== 
 +</WRAP> 
 + 
 +<WRAP group> 
 +<WRAP half column > 
 +<WRAP box> 
 +====1st Level Divination Wizard==== 
 +---- 
 +**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. 
 + 
 +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> 
 + 
 +<WRAP half column > 
 +<WRAP box> 
 +====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> 
 +</WRAP> 
 +</WRAP> 
 +---- 
 + 
 +<WRAP clear /> 
 + 
 +<WRAP centeralign> 
 +=====Spellcasting Rules & Details===== 
 +</WRAP> 
 + 
 +**Type of Spell List you can access** 
 + 
 +**Spell Slot Recovery** 
 + 
 +<WRAP round left 15em> 
 +^ ^ ^ Spell ^ Slots ^ ^ 
 +| 1st | 0/0 | 2nd | 0/0 | 3rd | 0/0 | 
 +| 4th | 0/0 | 5th | 0/0 | 6th | 0/0 | 
 +| 7th | 0/0 | 8th | 0/0 | 9th | 0/0 | 
 +^ Total Cantrips  ||| 0  | 
 +^ Total Spells  ||| 0  | 
 +</WRAP> 
 +<WRAP clear /> 
 + 
 +**Spell Preparation** 
 + 
 +**Spellcasting Scores, DC, Bonus** 
 + 
 +**Ritual Casting** \\ 
 + 
 +**Spellcasting Focus** 
 + 
 +=====Spell List===== 
 + 
 +<WRAP box> 
 +^ Cantrip ^ Level 1 ^ Level 2 ^ Level 3 ^ Level 4 ^  
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +^ Level 5 ^ Level 6 ^ Level 7 ^ Level 8 ^ Level 9 ^ 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 +| - | - | - | - | - | 
 + 
 +//Bold = Prepared Spell// 
 + 
 +</WRAP>
  • character/lucky/stats.1692662420.txt.gz
  • Last modified: 2 years ago
  • by Cinder