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David R.

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Master Assassin

1. (Rogue 1) Expertise, Sneak Attack (+1d6), Thieve's Cant

2. (Fighter 1) Fighting Style, Second Wind

3. (F2) Action Surge

4. (F3) Martial Archetype: Battle Master; Superiority Die, Maneuvers, Student of War

5. (F4) Feat - Crossbow Expert (4 total spells known)

6. (F5) Extra Attack (2 total)

7. (Sorcerer 1) Draconic Ancestry (Red); Draconic Resilience (13 AC+Dex Mod, +1 HP)

8. (Warlock 1) Patron (Great Old One), Pact Magic: Awakened Mind

9. (F6) Feat - Sharpshooter

10. (Ro2) Cunning Action

11. (Ro3) Roguish Archetype: Assassin, Sneak Attack (+2d6)

12. (F7) Know your Enemy

13. (F8) ASI or Feat (likely +2 Dex)

14. (F9) Indomitable

15. (F10) Improved Combat Superiority

16. (F11) Extra Attack (3 total)

17. (R4) ASI or Feat (likely +2 Con)

18. (R5) Uncanny Dodge, Sneak Attack (+3d6)

19. (R6) Expertise

20. (R7) Evasion, Sneak Attack (+4d6)

Total AC @ Level 20 = Base (13) + Dex Mod (5) + Shield (2) = 20


CLASS NOTES:


FIGHTER NOTES

Fighting Style: Archery +2 Attack Roll

Second Wind: Use Bonus Action to regain HP equal to 1d10 + Fighter level. Once per short or long rest.

Action Surge: Take one additional action on top of your regular action and possible bonus action. Once per short or long rest.

Indomitable: You can reroll a failed saving throw. You must use the new roll. Once per long rest.

Extra Attack: Gain one extra attack when you use your action to attack.


Battle Master:

Level 3 - Combat Superiority - 4d8 Superiority Die.

Level 3 - Maneuver DC 8+prof bonus+dex bonus, Three Maneuvers; Trip Attack, Goading Attack, Precision Attack

Level 3 - Student of War - Proficiency in artisan tool (Cartographer)

Level 7 - Know your Enemy - spend 1 minute to learn if target is equal, superior or inferior and two from; str/dex/con score, AC, Current HP, Total levels OR Fighter levels.

Level 7 - Add one Superiority Die (5d8 total)

Level 7 - Add two Combat Superiority Maneuvers (five total), Two Maneuvers; Disarming Attack, Evasive Footwork

Level 10 - Add two Combat Superiority Maneuvers (seven total)

Level 10 - Improved Combat Superiority - Die become d10. (5d10 total)


ROGUE NOTES

Expertise: Perception, Stealth (two more at lvl 6; ?,  ?)

Cunning Action: Take a bonus action on each of your turns to Dash, Disengage or Hide.

Sneak Attack: When advantage or hidden + 1d6 (at level 3 +2d6 ).

Uncanny Dodge: When an attacker you see hits you with an attack, you can use your reaction to half the damage.

Evasion: When subject to effect that allows you to make a Dex SVT to only take half damage, you instead take no damage if you succeed and only half damage if you fail.

Assassin:

Level 3 - You gain proficiency with disguise kit and poisoner's kit.

Level 3 - You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.


SORC NOTES

Draconic Ancestry - (Red/Fire) - Speak, read, write Draconic. Whenever you make a Charisma check with a dragon, proficiency bonus is doubled if it applies to the check.

Draconic Resilience - Your skin is covered in dragon-like scales. Base AC becomes 13+Dex Mod if you aren't wearing armor. Additionally, you gain +1HP per class level.

Spells: You know four cantrips and two spells from Sorcerer list.

Cantrips: Mage Hand, Mending, Message, True Strike

Spells: Feather Fall, Fog Cloud


WARLOCK NOTES

Awakened Mind - You can communicate telepathically with any creature you can see within 30 ft. You don't need to share a language to understand it, but the creature must understand at least one language.

Pact Magic (GOO) - You know additional spells; dissonant whispers, Tasha's hideous laughter.

Spells: You know two cantrips and two spells from the Warlock list.

Cantrips of Note:

Eldritch Blast (a) - A beam of crackling energy streaks toward a creature in ranged. Ranged spell attack for 1d10 force damage. Creatures extra beams at 5th, 11th and 17th level. You can direct beams at the same target or different ones but must make separate attack rolls for each beam.

Friends (a) - Advantage on all Charisma checks directed at target that isn't hostile toward you.

Spells of Note:

Hex (b) - Mark one creature you can see for +1d6 necrotic when you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with chosen ability. You can move to another creature when current creature dies.

Comprehend Languages (r) - You undestand the literal meaning of any spoken language you hear, you also undersatnd any written language you see but must be touching the surface on which the words are written. Spell doesn't decode secret messages in text or glyph that isn't part of a written language.


FEATS

Crossbow Expert - Ignore loading quality of crossbows. No disadvantage within 5 feet of hostile. When using Attack action with one handed weapon, you can use a bonus action to attack with a loaded hand crossbow you are holding.

Sharpshooter - Attacking at long range doesn't impose disadvantage. Ranged attacks ignore half cover and three-quarters cover. Before making an attack, choose to take -5 penalty to attack roll and add +10 damage if it hits.

(Available) Svirfneblin Magic - Cast nondetection at will without material component. Also, cast blindness/deafness, blur, and disguise self once each per long rest.


Other Feats of Interest: Alert Lucky Observant