FAFHRD
medium humanoid (human), neutral good
ranger (hunter) 10th level, bard (college of valor) 5th level; background: guide
AC: 16; HP: 165 (10D10+5d8+80); Initiative: +4; Senses: passive Perception 23; Speed: 40 ft., climb 40 ft., swim 40 ft.
STR: 18, DEX: 18, CON: 19, INT: 17, WIS: 16, CHA: 17
Saves: STR +9, DEX +9; Skills: Athletics +14, Insight +8, Nature +8, Performance +8, Perception +13, Sleight of Hand +14, Stealth +14, Survival +13; Feats: Crusher, Lucky, Magic Initiate (Druid), Skilled, Tough, Unarmed Fighting; Tool Proficiency: Baliset, Cartographer's Tools; Weapon Proficiency: Simple, Martial; Armor Proficiency: Medium, Shield; Languages: Common, Druidic, Northern Speech, Sign, Thieves' Cant; CR: 4 (1,100 XP); PB: +5
TRAITS
Combat Inspiration: An ally who has one of your Bardic Inspiration dice can use it to activate either the offense or defense option listed in the PHB under this ability.
Decrease Exhaustion: Whenever you complete a Short Rest, your Exhaustion level, if any, decreases by 1.
Defensive Tactics: Whenever you complete a short rest, you may select from one of the following features: Escape the Horde or Multiattack Defense.
Font of Inspiration: Regain all expended uses of Bardic Inspiration when you finish a Short Rest. Additionally, you can expend a spell slot (no action required) to regain one expended use of it.
Hunter's Lore: While a creature is marked by your hunter's mark, you know whether that creature has any immunities, resistances or vulnerabilities, and if the creature has any, you know what they are.
Hunter's Prey: Whenever you complete a short rest, you may select from one of the following features: Colossus Slayer or Horde Breaker.
Jack of All Trades: You can add half your PB (round down) to any ability check that uses a skill proficiency that you lack.
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest.
ACTION
Multiattack: You can make up to two melee attacks using your longsword (Graywand) and poignard (Heartseeker).
Longsword (Graywand): melee weapon attack (+10 to hit, reach 5 ft., one target. Hit: D8+5 slashing damage PLUS target has disadvantage on their next attack before the start of your next turn)
Poignard (Heartseeker): melee weapon attack (+10 to hit, reach 5 ft., one target. Hit: D6+5 piercing damage PLUS you have advantage on your next attack against target until the end of your next turn)
Unarmed Strike: melee natural weapon attack (+9 to hit, reach 5 ft., one target. Hit: D6+4 OR D8+4 bludgeoning damage; D4+4 bludgeoning damage only when grappled)
Temporary HP (3 times/Long Rest): Add D8+3 temporary HP to your maximum.
BONUS ACTION
Bardic Inspiration (3/Long Rest): Bestow Bardic Inspiration D8 to your ally.
Favored Enemy (4/Long Rest): You can cast hunter's mark without using a spell slot.
SPELLCASTING
Attribute: WIS or CHA; Spell DC: 16; Spell Attack: +8; Prepared Spells: 18
Always Prepared (1/Long Rest): longstrider
Cantrips: druidcraft, friends, light, message, prestidigitation, resistance, shillelagh
1st Level (4 slots): comprehend languages, detect magic, detect poison and disease, feather fall, goodberry, hunter's mark, longstrider
2nd Level (3 slots): calm emotions, darkvision, pass without trace, protect from poison
3rd Level (3 slots): dispel magic, nondetection, sending
4th Level (3 slots): dominate beast, freedom of movement, locate creature
5th Level (2 slots): commune with nature, greater restoration
GRAY MOUSER
medium humanoid (human), neutral
rogue (arcane trickster) 15th level, background: wayfarer
AC: 18 (mage armor); HP: 150 (15D8+75); Initiative: +5; Senses: passive Perception 13; Speed: 30 ft.
STR: 16, DEX: 20, CON: 17, INT: 18, WIS: 16, CHA: 18
Saves: DEX +10, INT +9, WIS +8, CHA +9; Skills: Acrobatics +10, Arcana +9, Deception +9, Insight +8, Investigation +9, Perception +8, Sleight of Hand +15, Stealth +15; Feats: Lucky, Magic Initiate; Tool Proficiency: Thieves' Tools; Weapon Proficiency: Simple, Martial with light or finesse quality; Armor Proficiency: Light; Languages: Common, Draconic, Druidic, Sign, Thieves' Cant; CR: 8 (3,900 XP); PB: +5
TRAITS
Cunning Strike: You may sacrifice up to two of your sneak attack dice to activate up to two of the following effects: Poison, Trip or Withdraw. Save DC18.
Devious Strike: You may sacrifice an appropriate number of your sneak attack dice to activate one of the following effects: Daze (2D6), Knockout (6D6) or Obscure (3D6).
Evasion: When you're subjected to an effect that allows you to make a DEX save to take only half damage, you instead take no damage if you succeed on your save and only half damage if you fail. You can't use this feature if you have the incapacitated condition.
Heroic Inspiration:
Magical Ambush: If you have the invisible condition when you cast a spell on a creature, it has disadvantage on any saves it makes against the spell on the same turn.
Resourceful: You gain Heroic Inspiration whenever you finish a Long Rest.
Sneak Attack: Once per turn, you can deal an extra 8D6 damage to one target you hit with an attack roll if you have advantage on your attack roll and you are using a weapon with the finesse or ranged quality. The extra damage type is the same as the weapon used. You don't need advantage on the attack roll if at least one of your allies is within 5 ft. of the target and doesn't have the incapacitated condition and you don't have disadvantage on the attack roll.
Versatile Trickster: You gain the ability to distract targets with your mage hand. When you use the Trip option from Cunning Strike on a target, you can also use that option on another creature within 5 ft. of the target.
ATTACK
Multiattack: You can make up to two attacks melee attacks, one with your shortsword (Scalpel) and the other with your dagger (Cat's Claw).
Shortsword (Scalpel): melee weapon attack (+11 to hit, reach 5 ft., one target. Hit: D6+6 PLUS you have advantage on your next attack before the end of your next turn)
Dagger (Cat's Claw): melee weapon attack (+11 to hit, reach 5 ft., one target. Hit: D4+1)
BONUS ACTION
Cunning Action: You can take one from the following actions: Dash, Disengage or Hide.
Mage Hand Legerdemain: Cast mage hand and make the spectral hand invisible. You can also control an active mage hand and make DEX (Sleight of Hand) check with it..
Steady Aim: Give yourself advantage on your next attack roll on your current turn. You can only use this feature if you haven't moved already this turn. Your Speed is 0 ft. for the rest of your current turn.
REACTION
Uncanny Dodge: When an attacker you can see hits you with an attack roll, you can halve the attack's damage against you (round down).
SPELLCASTING
Attribute: INT; Spell DC: 18; Spell Attack: +10; Prepared Spells: 10.
Cantrips: light, mage hand, mind sliver, prestidigitation
1st Level (4 slots): charm person, detect magic, disguise self, mage armor, shield
2nd Level (3 slots): darkvision, invisibility, locate object
3rd Level (2 slots): dispel magic, nondetection

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