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character:riza [2024/06/16 13:30] – [Introduction] Ida | character:riza [2024/06/16 13:40] (current) – [Introduction] Ida | ||
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Race: Gnoll | Race: Gnoll | ||
- | Class: | + | Class: |
Background: Criminal (Spy) | Background: Criminal (Spy) | ||
Alignment: Chaotic Neutral | Alignment: Chaotic Neutral | ||
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+ | Tweaked version of the the sword of Vengeance | ||
+ | You gain a +1 bonus to attack and damage rolls made with this magic weapon. | ||
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+ | Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one. | ||
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+ | In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can't reach the creature to make a melee attack against it. | ||
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+ | You can break the curse in the usual ways. Alternatively, | ||
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+ | ---- | ||
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+ | Scout (XGtE) | ||
+ | Scouts easily outcompete Rangers in skill use with Nature and Survival, but lack any of the actual Ranger flavor. If you want to play a Rogue in a wilderness game, you could definitely do worse, and it’s hard to think of a better way to make a Rogue that uses a bow. The Scout manages to keep you at a nice safe distance, keeping you safely out of attack range while your allies distract enemies long enough for you to Sneak Attack them. | ||
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+ | Skirmisher: Spectacular for ranged builds, but less helpful for most melee builds, and since it works as a Reaction it can conflict with Uncanny Dodge. Cunning Action can also solve the same problem, so Skirmisher feels like a miniscule addition your capabilities. | ||
+ | You can’t use this until an enemy ends their turn, so they’ve already done any attacking which they plan to do, and you may have used your Reaction on Uncanny Dodge to mitigate damage from a hit. If you’re built for melee, using this often means spending more movement on your turn to get back into melee, so reserving your Reaction for Uncanny Dodge is a better investment. If you’re built to fight at range, you can use this to get out of almost any creature’s reach, then you’ll still have your movement and your Bonus Action on your turn to use Cunning Action for something else more exciting than Disengage. | ||
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+ | Survivalist: | ||
+ | Superior Mobility: Really helpful in conjunction with Skirmisher and your need to stay as far away as you can. | ||
+ | Ambush Master: Consider the Alert feat for the bonus to Initiative rolls. You want to go first to maximize the utility of this feature. Encourage your allies to focus on your target and quickly eliminate high-priority targets early in the fight before worrying about other enemies. | ||
+ | Sudden Strike: This extra attack consumes your bonus action, so two-weapon fighting is redundant. Allowing you to Sneak Attack twice in a turn effectively doubles your damage output, which is amazing at any level. Unfortunately, | ||
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+ | ---- | ||
A Leonin thief from the Promised Archapeligo. She is sassy, strongly independent with a mind for tinkering and gadgets. \\ Daughter to the infamous [[character: | A Leonin thief from the Promised Archapeligo. She is sassy, strongly independent with a mind for tinkering and gadgets. \\ Daughter to the infamous [[character: |