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| character:lucky:class [2023/06/13 16:53] – [Level 11 Class] Cinder | character:lucky:class [2025/06/11 15:41] (current) – removed Cinder | ||
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| - | =====Echo Fighter Lidica===== | ||
| - | [[character: | ||
| - | Combination of echo fighter, various Rouge subclasses and Sorcerer | ||
| - | ==== Rouge Introduction ==== | ||
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| - | **Hit Points** | ||
| - | ***Hit Dice:** 1d8 per rogue level | ||
| - | ***Hit Points at 1st Level:** 8 + your Constitution modifier | ||
| - | ***Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st | ||
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| - | **Proficiencies** | ||
| - | ***Armor:** Light armor | ||
| - | ***Weapons: | ||
| - | ***Tools:** Thieves' | ||
| - | ***Saving Throws:** Dexterity, Charisma | ||
| - | ***Skills: | ||
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| - | **Equipment** | ||
| - | You start with the following equipment, in addition to the equipment granted by your background: | ||
| - | *(a) a rapier or (b) a shortsword | ||
| - | *(a) a shortbow and quiver of 20 arrows or (b) a shortsword | ||
| - | *(a) a burglar' | ||
| - | *Leather armor, two daggers, and thieves' | ||
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| - | ====Fighter Introduction==== | ||
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| - | **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 | ||
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| - | **Proficiencies** | ||
| - | ***Armor:** All armor, shields | ||
| - | ***Weapons: | ||
| - | ***Tools:** None | ||
| - | ***Saving Throws**: Strength, Constitution | ||
| - | ***Skills: | ||
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| - | **Equipment** | ||
| - | *(a) chain mail or (b) leather, longbow, and 20 arrows | ||
| - | *(a) a martial weapon and a shield or (b) two martial weapons | ||
| - | *(a) a light crossbow and 20 bolts or (b) two handaxes | ||
| - | *(a) a dungeoneer' | ||
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| - | ====Level 1 Rouge==== | ||
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| - | **Expertise** \\ | ||
| - | At 1st level, choose two of your skill proficiencies, | ||
| - | At 6th level, you can choose two more of your proficiencies (in skills or with thieves' | ||
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| - | **Sneak Attack** \\ | ||
| - | Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an 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, | ||
| - | 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. | ||
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| - | **Thieves' | ||
| - | During your rogue training you learned thieves' | ||
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| - | 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' | ||
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| - | ====Level 2 Rouge==== | ||
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| - | **Cunning Action** \\ | ||
| - | Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. | ||
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| - | ====Level 3 Class==== | ||
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| - | **Assassinate** | ||
| - | Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. | ||
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| - | **Fancy Footwork** | ||
| - | When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn. | ||
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| - | ====Level 4 Class==== | ||
| - | **Feat or Ability score** | ||
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| - | ====Level 5 Rouge==== | ||
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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' | ||
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| - | ====Level 6 Class==== | ||
| - | **Feat or Ability score** | ||
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| - | ====Level 7 Class==== | ||
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| - | ====Level 8 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 9 Class==== | ||
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| - | **Superior Mobility** | ||
| - | At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. | ||
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| - | ====Level 10 Class==== | ||
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| - | ====Level 11 Class==== | ||
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| - | **Reliable Talent** \\ | ||
| - | By 11th level, you have refined your chosen skills until they approach perfection. 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. | ||
| - | ====Level 12 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 13 Class==== | ||
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| - | **Elegant Maneuver** | ||
| - | Starting at 13th level, you gain advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. | ||
| - | ====Level 14 Class==== | ||
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| - | ====Level 15 Class==== | ||
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| - | ====Level 16 Class==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 17 Class==== | ||
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| - | ====Level 18 Class==== | ||
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| - | ====Level 19 Class==== | ||
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| - | ====Level 20 Class==== | ||