Anto Singh Feagh's Character Sheet: Difference between revisions

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*'''Str:''' 11
*'''Str:''' 11
*'''Dex:''' 18
*'''Dex:''' 20
*'''Con:''' 14
*'''Con:''' 14
*'''Int:''' 14
*'''Int:''' 14
Line 12: Line 12:
*'''Cha:''' 8
*'''Cha:''' 8


*'''Proficiency Bonus''': +2
*'''Proficiency Bonus''': +3
*'''Save Proficiencies''': Str, Con
*'''Save Proficiencies''': Str, Con
*'''Skill Proficiencies''': Perception, Acrobatics, Insight, Stealth, Arcana
*'''Skill Proficiencies''': Perception, Acrobatics, Athletics, Stealth, Arcana
*'''Tool Proficiencies''': Thieves' Tools, Dice, Cobbler's Tools
*'''Tool Proficiencies''': Thieves' Tools, Dice, Cobbler's Tools


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*'''Ability Score Increases:''' +1 to any two (Dex and Con)
*'''Ability Score Increases:''' +1 to any two (Dex and Con)
*'''Tool proficiency''': Cobbler's Tools
*'''Tool proficiency''': Cobbler's Tools
===Class Progression===
* '''Action Surge:''' Can take one additional action on top of the usual actions in a turn. Regain on long rest.
* '''Extra attack:''' When taking the attack action, you may make an additional attack.
* '''Fighter Proficiencies''' Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons, acrobatics, insight
* '''Fighting Style:''' Blind Fighting: Blindsight out to ten feet. Within that range, can effectively see anything that isn't behind total cover, even if blinded or in darkness. Invisible creatures can also be seen within that range, unless they successfully hide from the fighter.
* '''Martial Archetype: Eldritch Knight''' Choose a specialty that will shape your Fighter career from this point onward
** '''Weapon Bond:''' You can perform a ritual that takes an hour and can be done over short rest to bond with a weapon. Once bonded, you can never be disarmed of that weapon unless incapacitated, and you can summon it to your hand from any point in the same plane of existence as a bonus action. You can bond up to two weapons this way; bonding a third will remove the bond from one of the first two. Only one bonded weapon can be summoned at a time per bonus action.
** '''Spellcasting:''' Learn two cantrips from the Wizard spell list (and one more at level 10). Gain spell slots as you increase in levels (starting with 2 1st-level slots at level 3). You begin at 3rd level with three spells known, two of which must be from the abjuration or evocation spells. As you progress you will gain more spells, which must be of levels you have slots for and which must be abjuration or evocation, with exceptions at 8th, 14th, and 20th levels, which may be from any school. Whenever gaining a level, you may change out one spell known for another, and must follow the same school restrictions as applied when you learned the spell being replaced.
* '''Second Wind:''' Use a Bonus Action to regain hit points equal to 1d10 + fighter level. Regain on short or long rest.
* '''Spells''':
** '''2 Cantrips'''
*** ''booming blade'' (VM)
*** ''mold earth'' (V)
** '''4 1st level'''
*** ''absorb elements'' (V)
*** ''earth tremor'' (VS)
*** ''expeditious retreat'' (VS,C) (any school choice)
*** ''shield'' (VS)
** '''Slots'''
*** 3 1st-level
** '''Spellcasting Ability:''' Intelligence is your ability for calculating effects and save DCs based on your spells, or for targeting spell-based attacks.
===ASIs===
* '''Variant Human: Mobile'''
* '''Fighter 4: Dex +2'''
* '''Fighter 6: Dex +2'''
{{col-begin}}
{{col-break}}


===Advancement===
===Advancement===
*'''[[Fighter]] Level 1'''
*'''[[Fighter]] Level 1'''
**'''Hit Die:''' 1d10
**'''Hit Die:''' 1d10
**'''Proficiencies:''' Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons, Acrobatics, Insight
**'''Fighter Proficiencies''' (acrobatics, insight)
**'''Initial HP:''' 10 + Con
**'''Initial HP:''' 10 + Con
**'''Fighting Style:''' Dueling (+2 to damage when wielding only a single one-handed melee weapon)
**'''Fighting Style''' (dueling)
**'''Second Wind:''' Use a Bonus Action to regain hit points equal to 1d10 + fighter level. Regain on short or long rest.
**'''Second Wind'''
*'''Fighter Level 2'''
*'''Fighter Level 2'''
**'''HP/Level:''' 6 + Con
**'''HP/Level:''' 6 + Con
**'''Action Surge:''' Can take one additional action on top of regular action (and bonus action if applicable). Regain on long rest.
**'''Action Surge'''
*'''Fighter Level 3'''
*'''Fighter Level 3'''
**'''HP/Level:''' 6 + Con
**'''HP/Level:''' 6 + Con
**'''Martial Archetype: Eldritch Knight''' Choose a specialty that will shape your Fighter career from this point onward
**'''Martial Archetype''' (eldritch knight)
***'''Weapon Bond:''' You can perform a ritual that takes an hour and can be done over short rest to bond with a weapon. Once bonded, you can never be disarmed of that weapon unless incapacitated, and you can summon it to your hand from any point in the same plane of existence as a bonus action. You can bond up to two weapons this way; bonding a third will remove the bond from one of the first two. Only one bonded weapon can be summoned at a time per bonus action.
***'''Weapon Bond'''
***'''Spellcasting:''' Learn two cantrips from the Wizard spell list (and one more at level 10). Gain spell slots as you increase in levels (starting with 2 1st-level slots at level 3). You begin at 3rd level with three spells known, two of which must be from the abjuration or evocation spells. As you progress you will gain more spells, which must be of levels you have slots for and which must be abjuration or evocation, with exceptions at 8th, 14th, and 20th levels, which may be from any school. Whenever gaining a level, you may change out one spell known for another, and must follow the same school restrictions as applied when you learned the spell being replaced.
***'''Spellcasting'''
***'''Spellcasting Ability:''' Intelligence is your ability for calculating effects and save DCs based on your spells, or for targeting spell-based attacks.
**'''Spells''': '''2 Cantrips''' (''booming blade'' (VM), ''message'' (VSM)), '''3 1st level''' (''shield'' (VS), ''earth tremor'' (VS), ''expeditious retreat'' (VS,C) (any school choice)
**'''Spells''':  
*** '''Slots:''' 3 first level
***'''2 Cantrips'''
****''booming blade''
****''message''
***'''3 1st level'''
****''shield''
****''earth tremor''
****''expeditious retreat'' (any school choice)
*'''Fighter Level 4'''
*'''Fighter Level 4'''
**'''HP/Level:''' 6 + Con
**'''HP/Level:''' 6 + Con
**'''Ability Score Improvement:''' (+2 dex)
**'''Ability Score Improvement''' (+2 dex)
**'''Spells:'''
**'''Spells:''' '''1 1st level''' (''absorb elements'' (S))
***'''1 1st level'''
****''absorb elements''
 
====Upcoming====
*'''Fighter Level 5'''
*'''Fighter Level 5'''
**'''HP/Level:''' 6 + Con
**'''HP/Level:''' 6 + Con
**'''Extra attack:''' When taking the attack action, you may make an additional attack.
**'''Extra attack'''
**'''Proficiency:''' +3
**'''Proficiency:''' +3
**'''Cantrip damage increase'''
**'''Cantrip damage increase'''
**'''Spells:''' Trade ''message'' (VSM) for ''lightning lure'' (V)
*'''Fighter level 6'''
*'''Fighter level 6'''
**'''HP/Level:''' 6 + Con
**'''HP/Level:''' 6 + Con
**'''Ability score improvement:''' (mage slayer/dex to 20/war caster)
**'''Ability score improvement:''' (dex to 20)
***'''Martial Versatility:''' (replace dueling with blind fighting)
***'''Skill Versatility:''' (replace insight with athletics)
**'''Spells:''' Trade ''lightning lure'' (V) for ''mold earth'' (S)  
*'''Fighter level 7'''
*'''Fighter level 7'''
**'''HP/Level:''' 6 + Con
**'''HP/Level:''' 6 + Con
**'''Spells:'''
**'''Spells:'''
***'''1 2nd level or lower'''
***'''1 2nd level or lower'''
**** (''shatter'', ''darkness'', ''scorching ray'', etc)
**** (''shatter'' (VSM), ''darkness'' (VM,C), ''scorching ray'' (VS), etc)
***'''1 replaceable for a level 2'''
***'''1 replaceable for a level 2'''
**** (''expeditious retreat'' for ''shadow blade'', ''misty step'', something else equally sweet)
**** (''expeditious retreat'' (VS,C) for ''shadow blade'' (VS,C), ''misty step'' (V), something else equally sweet)
{{col-break}}
 
====Future====
 
*'''Fighter level 8'''
*'''Fighter level 8'''
**'''HP/Level:''' 6 + Con
**'''HP/Level:''' 6 + Con
**'''Ability score improvement:''' (whatever i didn't take at 6)
**'''Ability score improvement:''' (whatever I didn't take at 6)
**'''Spells'''
**'''Spells'''
***'''1 2nd level or lower'''
***'''1 2nd level or lower'''
****(take back ''expeditious retreat'', or take something else like ''blur'', ''mirror image'', ''spider climb'', etc) (any school choice)
****(take back ''expeditious retreat'' (VS,C), or take something else like ''blur'' (V,C), ''mirror image'' (VS), ''spider climb'' (VSM,C), etc) (any school choice)
*'''Fighter level 9'''
**'''HP/Level:''' 6 + Con
**'''Proficiency:''' +4
**'''Indomitable''' Once per long rest, reroll a save that the fighter fails
*'''Fighter level 10'''
**'''HP/Level:''' 6 + Con
**'''Martial Archetype Feature''' (eldritch strike)
** '''Spells'''
***'''1 cantrip'''
***'''1 2nd level or lower''' ('''darkness''' (VM,C)/'''shatter''' (VSM) /'''aganazzar's''' (VSM)) (switch out something for '''hold person''' (VSM,C))
*** '''2nd-level slot'''
 
 
{{col-end}}


===Background: Urban Bounty Hunter===
===Background: Urban Bounty Hunter===
*'''Proficiencies:''' Arcana (replacing Insight), Stealth, Dice, Thieves' Tools
*'''Proficiencies:''' arcana (replacing insight), stealth, dice, thieves' tools
*'''Feature ''Ear to the Ground''''': You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.   
*'''Feature ''Ear to the Ground''''': You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.   


===Gear===
===Gear===
*Studded leather, longbow, rapier (bound), the [[Barbarian King's Buckler]]. Daggers (one [[Red Iron|red iron]], bound) and sling in backup.
*Studded leather, longbow, rapier (bound), shield. Daggers (one [[Red Iron|red iron]], bound) and sling in backup.


===Other traits===
===Other traits===

Latest revision as of 20:03, 21 January 2024

Anto Singh Feagh, Human Eldritch Knight

AntoPortrait.jpg

Ability Scores

  • Str: 11
  • Dex: 20
  • Con: 14
  • Int: 14
  • Wis: 11
  • Cha: 8
  • Proficiency Bonus: +3
  • Save Proficiencies: Str, Con
  • Skill Proficiencies: Perception, Acrobatics, Athletics, Stealth, Arcana
  • Tool Proficiencies: Thieves' Tools, Dice, Cobbler's Tools

Features

Human (Variant)

  • Size: Medium
  • Speed: 40
  • Feat: Mobile
    • Gain 10ft base movement speed
    • 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.
  • Languages: Ubrekti, Odessan
  • Ability Score Increases: +1 to any two (Dex and Con)
  • Tool proficiency: Cobbler's Tools

Class Progression

  • Action Surge: Can take one additional action on top of the usual actions in a turn. Regain on long rest.
  • Extra attack: When taking the attack action, you may make an additional attack.
  • Fighter Proficiencies Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons, acrobatics, insight
  • Fighting Style: Blind Fighting: Blindsight out to ten feet. Within that range, can effectively see anything that isn't behind total cover, even if blinded or in darkness. Invisible creatures can also be seen within that range, unless they successfully hide from the fighter.
  • Martial Archetype: Eldritch Knight Choose a specialty that will shape your Fighter career from this point onward
    • Weapon Bond: You can perform a ritual that takes an hour and can be done over short rest to bond with a weapon. Once bonded, you can never be disarmed of that weapon unless incapacitated, and you can summon it to your hand from any point in the same plane of existence as a bonus action. You can bond up to two weapons this way; bonding a third will remove the bond from one of the first two. Only one bonded weapon can be summoned at a time per bonus action.
    • Spellcasting: Learn two cantrips from the Wizard spell list (and one more at level 10). Gain spell slots as you increase in levels (starting with 2 1st-level slots at level 3). You begin at 3rd level with three spells known, two of which must be from the abjuration or evocation spells. As you progress you will gain more spells, which must be of levels you have slots for and which must be abjuration or evocation, with exceptions at 8th, 14th, and 20th levels, which may be from any school. Whenever gaining a level, you may change out one spell known for another, and must follow the same school restrictions as applied when you learned the spell being replaced.
  • Second Wind: Use a Bonus Action to regain hit points equal to 1d10 + fighter level. Regain on short or long rest.
  • Spells:
    • 2 Cantrips
      • booming blade (VM)
      • mold earth (V)
    • 4 1st level
      • absorb elements (V)
      • earth tremor (VS)
      • expeditious retreat (VS,C) (any school choice)
      • shield (VS)
    • Slots
      • 3 1st-level
    • Spellcasting Ability: Intelligence is your ability for calculating effects and save DCs based on your spells, or for targeting spell-based attacks.

ASIs

  • Variant Human: Mobile
  • Fighter 4: Dex +2
  • Fighter 6: Dex +2

Background: Urban Bounty Hunter

  • Proficiencies: arcana (replacing insight), stealth, dice, thieves' tools
  • Feature Ear to the Ground: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Gear

  • Studded leather, longbow, rapier (bound), shield. Daggers (one red iron, bound) and sling in backup.

Other traits

  • Branded Exile: If Anto crosses the boundaries into the Wydmoor Duchy, a magical brand will be visible and prominent, marking him as "kill on sight" for any citizen to see.