Adran: Difference between revisions
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|+ Quick Combat Info | |+ Quick Combat Info | ||
|- | |- | ||
| Armor Class (AC): | | Armor Class (AC): 16 || Initiative Bonus: +5 | ||
|- | |- | ||
| Max HP: | | Max HP: 12 || Speed: 30ft | ||
|} | |} | ||
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| Dagger || Melee or Ranged (Thrown), 20/60ft || 1d20+6 || N/A || 1d4+4 Piercing Damage || After attacking with a dagger, you can use a Bonus Action to attack again with the dagger, however you only deal 1d4 Piercing damage. | | Dagger || Melee or Ranged (Thrown), 20/60ft || 1d20+6 || N/A || 1d4+4 Piercing Damage || After attacking with a dagger, you can use a Bonus Action to attack again with the dagger, however you only deal 1d4 Piercing damage. | ||
|} | |} | ||
== Stats == | |||
{| class="wikitable" | |||
|+ Ability Scores | |||
|- | |||
| Strength: +3 (16) || Dexterity: +5 (20) || Constitution: +4 (18) | |||
|- | |||
| Intelligence: +4 (18) || Wisdom: +3 (17) || Charisma: +4 (18) | |||
|} | |||
{| class="wikitable" | |||
|+ Saving Throws | |||
|- | |||
! Ability Score !! Proficiency !! Total Bonus | |||
|- | |||
| Strength (+3) || No || +3 | |||
|- | |||
| Dexterity (+5) || Yes (+2) || +7 | |||
|- | |||
| Constitution (+4) || No || +4 | |||
|- | |||
| Intelligence (+4) || Yes (+2) || +6 | |||
|- | |||
| Wisdom (+3) || No || +3 | |||
|- | |||
| Charisma (+4) || No || +4 | |||
|} | |||
{| class="wikitable" | |||
|+ Skills | |||
|- | |||
! Skill !! Ability Score !! Proficiency !! Total Bonus | |||
|- | |||
| Acrobatics || Dexterity (+5) || Yes (+2) || +7 | |||
|- | |||
| Animal Handling || Wisdom (+3) || No || +3 | |||
|- | |||
| Arcana || Intelligence (+4) || No || +4 | |||
|- | |||
| Athletics || Strength (+3) || No || +3 | |||
|- | |||
| Deception || Charisma (+4) || Yes (+2) || +6 | |||
|- | |||
| History || Intelligence (+4) || No || 4 | |||
|- | |||
| Insight || Wisdom (+3) || Yes (+2) || +5 | |||
|- | |||
| Intimidation || Charisma (+4) || No || +5 | |||
|- | |||
| Investigation || Intelligence (+4) || No || +5 | |||
|- | |||
| Medicine || Wisdom (+3) || No || +3 | |||
|- | |||
| Nature || Intelligence (+4) || No || +4 | |||
|- | |||
| Perception || Wisdom (+3) || Yes (+2) || +5 | |||
|- | |||
| Performance || Charisma (+4) || No || +4 | |||
|- | |||
| Persuasion || Charisma (+4) || Yes (+2) || +6 | |||
|- | |||
| Religion || Intelligence (+4) || No || +4 | |||
|- | |||
| Sleight of Hand || Dexterity (+5) || Expertise (+4) || +9 | |||
|- | |||
| Stealth || Dexterity (+5) || Expertise (+4) || +9 | |||
|- | |||
| Survival || Wisdom (+3) || No || +4 | |||
|} | |||
=== Proficiencies === | |||
'''Languages.''' Common, Primal, Kethie | |||
<br> | |||
'''Armor.''' Light Armor | |||
<br> | |||
'''Weapons.''' Simple Weapons, Hand Crossbows, Longbows Longswords, Rapiers, Sabers and Shortswords | |||
<br> | |||
'''Tools.''' Thieve's Tools, Woodcarver's Tools, Lute | |||
== Features == | == Features == |
Revision as of 14:50, 11 August 2022
Adran
Class: Rogue | Subclass: N/A |
Race: Kethie Collegian (High Elf) | Alignment: Chaotic Good[?] |
Background: Criminal | Game: Peril of the Fire Druid |
Combat
Armor Class (AC): 16 | Initiative Bonus: +5 |
Max HP: 12 | Speed: 30ft |
Name | Range | Attack Roll | Resources Expended | Damage | Notes |
---|---|---|---|---|---|
Longbow | Ranged, 150/600ft | 1d20+6 | 1 Arrow | 1d8+4 Piercing Damage | N/A |
Dagger | Melee or Ranged (Thrown), 20/60ft | 1d20+6 | N/A | 1d4+4 Piercing Damage | After attacking with a dagger, you can use a Bonus Action to attack again with the dagger, however you only deal 1d4 Piercing damage. |
Stats
Strength: +3 (16) | Dexterity: +5 (20) | Constitution: +4 (18) |
Intelligence: +4 (18) | Wisdom: +3 (17) | Charisma: +4 (18) |
Ability Score | Proficiency | Total Bonus |
---|---|---|
Strength (+3) | No | +3 |
Dexterity (+5) | Yes (+2) | +7 |
Constitution (+4) | No | +4 |
Intelligence (+4) | Yes (+2) | +6 |
Wisdom (+3) | No | +3 |
Charisma (+4) | No | +4 |
Skill | Ability Score | Proficiency | Total Bonus |
---|---|---|---|
Acrobatics | Dexterity (+5) | Yes (+2) | +7 |
Animal Handling | Wisdom (+3) | No | +3 |
Arcana | Intelligence (+4) | No | +4 |
Athletics | Strength (+3) | No | +3 |
Deception | Charisma (+4) | Yes (+2) | +6 |
History | Intelligence (+4) | No | 4 |
Insight | Wisdom (+3) | Yes (+2) | +5 |
Intimidation | Charisma (+4) | No | +5 |
Investigation | Intelligence (+4) | No | +5 |
Medicine | Wisdom (+3) | No | +3 |
Nature | Intelligence (+4) | No | +4 |
Perception | Wisdom (+3) | Yes (+2) | +5 |
Performance | Charisma (+4) | No | +4 |
Persuasion | Charisma (+4) | Yes (+2) | +6 |
Religion | Intelligence (+4) | No | +4 |
Sleight of Hand | Dexterity (+5) | Expertise (+4) | +9 |
Stealth | Dexterity (+5) | Expertise (+4) | +9 |
Survival | Wisdom (+3) | No | +4 |
Proficiencies
Languages. Common, Primal, Kethie
Armor. Light Armor
Weapons. Simple Weapons, Hand Crossbows, Longbows Longswords, Rapiers, Sabers and Shortswords
Tools. Thieve's Tools, Woodcarver's Tools, Lute
Features
Rogue Features
Sneak Attack. When you attack a creature and either have Advantage (roll 2d20 and take the higher result) on the attack, or an ally is within 5ft of the target, and you don't have disadvantage (roll 2d20 and take the lower result) on the attack, you deal an additional 1d6 damage.
Kethie Collegian Features
Trance. You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours. Whenever you finish a long rest, you can gain two proficiencies you don't have, either with a Martial weapon or tool of your choice until you finish your next long rest.
Criminal Features
Criminal Contact. You have a trustworthy contact to access the criminal underworld. Also, Twice per Long Rest, when you roll Deception or Stealth and roll a 9 or lower on the die, you can instead treat the roll as a 10.