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character:teo:class_details_rouge_fighter [2019/01/24 21:08] Cindercharacter:teo:class_details_rouge_fighter [2019/05/02 14:18] (current) – removed Kyle
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-[[Character:Teo]] is a skilled rouge with 
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-====Inquisitive Rouge==== 
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-Hit Points \\ 
-Hit Dice: 1d8 per rogue level \\ 
-Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st 
-Proficiencies \\ 
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-Armor: Light armor \\ 
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-Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords \\ 
-Tools: Thieves' tools \\ 
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-Saving Throws: Dexterity, Intelligence \\ 
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-Skills: Acrobatics, Insight, Investigation, Sleight of Hand \\ 
-Equipment \\ 
-(a) a rapier \\ 
-(a) a shortbow and quiver of 20 arrows \\ 
-(a) an explorer's pack \\ 
-Leather armor, two daggers, and thieves' tools \\ 
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-====1st Level==== 
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-**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. \\ 
-At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. 
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-**Sneak Attack** \\ 
-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. \\ 
-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 \\ 
-Level 11 = 6 D6 \\ 
-Level 13 = 7 D6 \\ 
-Level 15 = 8 D6 \\ 
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-**Thieves' Cant** \\ 
-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. 
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-====2nd Level==== 
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-**Cunning Action** \\ 
-You can use your Bonus Action to take the Dash, Disengage, or Hide action. 
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-====3rd Level==== 
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-**Roguish Archetype: Inquisitive** \\ 
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-**Ear for Deceit** \\ 
-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. 
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-**Eye for Detail** \\ 
-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. 
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-**Insightful Fighting** \\ 
-As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. \\ 
-This benefit lasts for 1 minute or until you successfully use this feature against a different target 
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-====4th Level==== 
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-**Ability Score Improvement** \\ 
-**Sharpshooter** \\ 
-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. 
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-====5th Level==== 
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-**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. 
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-====6th Level==== 
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-====7th Level==== 
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-**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. 
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-====8th Level==== 
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-**Feat: Lucky** \\ 
-At level 8 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. 
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-====9th Level==== 
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-**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)** 
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-====10th Level==== 
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-**Ability Score Improvement** \\ 
-At level 10 Increase your Dex by 1 and your consitution by 1. 
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-====11th Level==== 
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-**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. 
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-====12th Level==== 
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-**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. 
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-====13th Level==== 
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-**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. \\ 
-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. 
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-====14th Level==== 
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-**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. 
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-====15th Level==== 
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-**Slippery Mind** \\ 
-By 15th level, you gain proficiency in Wisdom saving throws. 
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-====Scouting Fighter (Multiclassed)==== 
-------- 
-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 \\ 
-Armor: Light Armour, Medium Armour, shields \\ 
-Weapons: simple and martial weapons \\ 
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-====1st Level==== 
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-**Fighting Style** \\ 
-Archery: You gain a +2 bonus to attack rolls you make with ranged weapons. 
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-====2nd Level==== 
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-**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. 
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-**Action Surge** \\ 
-Starting at second level, on your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. 
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-====3rd Level==== 
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-**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. 
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-**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: 
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-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. \\ 
-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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-**Natural Explorer** \\ 
-You have the following benefits: 
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-You ignore difficult terrain. \\ 
-You have advantage on initiative rolls. \\ 
-On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted. \\ 
-You gain the following benefits when traveling for an hour or more: \\ 
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-Difficult terrain doesn't slow your group's travel. \\ 
-Your group can't become lost except by magical means. \\ 
-Even when you are engaged in another activity while traveling, you remain alert to danger. \\ 
-If you are traveling alone, you can move stealthily at a normal pace. \\ 
-When you forage, you find twice as much food as you normally would. \\ 
-While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area. \\ 
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-====4th Level==== 
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-**Ability Score Improvement** \\ Increase your wisdome by 1 and Consitution by 1 
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-====5th Level==== 
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-**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. 
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