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Player: Isaac
PC: Oaken Cane, Race: Human
Major: Fighter
Minor: Monster Hunter Rogue Skills
Player: Kensie
PC: Chavaleia Daggerheed, Race: Half-Elf
Major: Fighter
Minor: Gypsy Rogue Skills
Player: Jesse
PC: Mondo Griswold, Race: Weretouched/Shifter
Major: Fighter
Minor: Shifter Skills
Player: Amy
PC: Doctor Lobotomy, Race: Human, with elf
Major: Fighter
Minor: Mad Doctor Skills
Descriptions
Halberd 2-Handed - (Gothic) (combined spear and battle axe)
Medium, 10gp, (1d10 piercing/slashing damage), Martial TwoHanded Melee
You can use a halberd to make trip attacks. If you are tripped during
your own trip attempt, you can drop the halberd to avoid being tripped.
A halberd does either piercing or slashing damage (players choice at
time of attack).
If you use a ready action to set a halberd against a charge, you deal
double damage on a successful hit against a charging character.
Handaxe
(medium) 6gp, slashing, (1d6) Martial Light Melee
Club
(Medium) Bludgeoning 1d6, Simple One-Handed Thrown Melee
Shortbow
Large, 1d8 (60gp), Piercing, 60ft range increment, Martial TwoHanded Projectile
Description: You need at least two hands to use a bow, regardless of its
size. You can use a shortbow while mounted. If you have a penalty for
low Strength, apply it to damage rolls when you use a shortbow. If you
have a bonus for high Strength, you can apply it to damage rolls when
you use a composite shortbow but not a regular shortbow.
Small Dagger
Small, 1d3 (throw a d6 and divide in half, round up) 2 gp,
Simple Light Thrown Melee
You get a +2 bonus on Sleight of Hand checks made to conceal a
dagger on your body. A dagger does either piercing or slashing damage
(players choice at time of attack).
Proficiency
Bonus
+2
+2
+2
+2
+3
6th
7th
+3
+3
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
Features
Fighting Style, Second Wind
Action Surge (one use)
Martial Archetype: CHAMPION
Ability Score Improvement
Uncanny Dodge (once before long rest), Extra
Attack, Partial Blindsense
Ability Score Improvement
Close Call (once before long rest), Martial
Archetype feature from: CHAMPION
Ability Score Improvement
Hunter's Concealment, Indomitable (one use)
Martial Archetype feature from: CHAMPION
Hunters Pounce, Extra Attack (2)
Ability Score Improvement
Indomitable (two uses)
Ability Score Improvement, Blindsense
Martial Archetype feature from: CHAMPION
Ability Score Improvement
Action Surge (two uses), Indomitable (three uses)
Martial Archetype feature from: CHAMPION
Ability Score Improvement
Extra Attack (3)
Bit of Rogue
Got a bit of rogue in him, the boy does.
Rogue/Blindsense
Starting at the 5th level you have partial skill in Blindsense, if you are
able to hear, you are aware of the location of any hidden or invisible
creature within 10 feet of you. Once you use this feature, you
cant use it again until you finish a long rest. (The ability gets
foggy, and your ears arent as sharp).
At 14th level, you have honed the skill and can use it unlimitedly.
Hybrid of Rogue/Close Call
At 7th level, you have an uncanny knack for succeeding when you
need to. If your attack misses a target within range, you can turn the
miss into a hit. Alternatively, if you fail an ability check, you can treat
the d20 roll as a 10. Once you use this feature, you cant use it
again until you finish a long rest.
Hybrid of Rogue/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 attacks damage
against you. Once you use this feature, you cant use it again
until you finish a long rest.
Improved Critical
Beginning when you choose this archetype at 3rd level, your weapon attacks score a critical hit
on a roll of 19 or 20. (as opposed to only being able to crit hit on 20). Critical hits double your
damage attack roll.
Remarkable Athlete
Starting at 7th level, you can add half your proficiency bonus (round up) to any Strength,
Dexterity, or Constitution check you make that doesnt already use your proficiency bonus.
In addition, when you make a running long jump, the distance you can cover increases by a
number of feet equal to your Strength modifier.
At 10th level, you can choose a second option from the Fighting Style class feature.
Superior Critical
Starting at 15th level, your weapon attacks score a critical hit on a roll of 1820.
Survivor
At 18th level, you attain the pinnacle of resilience in battle. At the start of each of your turns,
you regain hit points equal to 5 + your Constitution modifier if you have no more than half of
your hit points left. You dont gain this benefit if you have 0 hit points. Note: Weretouched
creatures, when in beast mode, dont get both proficiency bonus added as your HP each round
AND this Survivor feature. Pick one or the other during battle.
Fighting Style
You adopt a particular style of fighting as your specialty. Choose one of the following options.
You cant take a Fighting Style option more than once, even if you later get to choose again.
Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense
While you are wearing armor, you gain a +1 bonus to AC.
Dueling
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2
bonus to damage rolls with that weapon.
roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain
this benefit.
Protection
When a creature you can see attacks a target other than you that is within 5 feet of you, you
can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of
the second attack.
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your
turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your
turn, you can take one additional action on top of your regular action and a possible bonus
action.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 17th level, you can use it twice before a rest, but only once on the same turn.
Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack
action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four
when you reach 20th level in this class.
Indomitable
Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use
the new roll, and you cant use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times
between long rests starting at 17th level.