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Player: Isaac
PC: Oaken Cane, Race: Human
Major: Fighter
Minor: Monster Hunter Rogue Skills
Player: Kenzie
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
CHAVALEIA DAGGERHEEDS
EQUIPMENT:
Weapons/
- (Medium) Greatsword
- (Large) Shortbow + Arrows
- 2 (medium) Handaxes
Armor/
- Leather Armor (Light Armor) Medium sized, 10 gp (+2 Armor
Bonus)
Healing/
- Medical Kit (10 uses)
- 1 healing salve (worth +2 HP in battle when applied, +4 HP out)
Miscellaneous/
- 1 wooden wind-up chicken
- 1 wooden wind-up cow
- a red bandana that belonged to your pet dog,
Descriptions
(medium) Greatsword
50 gp (2d6 slashing) 8 lb., two-handed Martial Melee Weapons
Handaxe
(medium) 6gp, slashing, (1d6)Martial Light 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.
Healers Kit (5gp, 10 uses)
This kit is a leather pouch containing bandages, salves, and splints.
The kit has ten uses. As an action, you can expend one use of the kit to
stabilize (make conscious) a creature that has 0 hit points or less,
without needing to make a Wisdom (Medicine) check.
CHAVALEIA DAGGERHEED
CHARACTER INFO
Name: Kenzie
Character Name: Chavaleia Daggerheed
Background: Gypsy
Race: Half elf/human
Class: Fighter (with a mostly bard family, but shes got some rogue in
her)
Alignment: Chaotic Good
Info: Fleeing an arranged marriage
Proficien
cy
Bonus
+2
+2
+2
+2
+3
+3
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+6
+6
+6
+6
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Sneak
Attack
1d6
1d6
2d6
2d6
3d6
3d6
4d6
4d6
5d6
5d6
6d6
6d6
7d6
7d6
8d6
8d6
9d6
9d6
10d6
10d6
Features
Sneak Attack, Fighting Style, Second Wind
Martial Archetype
Ability Score Improvement
Elf-blood Features:
Darkvision
Accustomed to twilit forests and the night sky, you have superior vision
in dark and dim conditions. You can see in dim light within 60 feet of
you as if it were bright light, and in darkness as if it were dim light. You
cant discern color in darkness, only shades of gray.
You are now proficient in basic wood carvers tools, and can now build
one of these three items (in 1 hr of downtime but not rest/sleep
time):
-
2. Fire Starter
Device will emit a tiny flame capable of starting a fire (takes one
bonus action to start a small fire).
3. Music Box
When opened, this music box plays a single song at a moderate
volume. The box stops playing when it reaches the songs end or
when it is closed.
Could be used as a gift, a distraction (characters may go
investigate it if they dont pass a wisdom check of DC10), or to
sell for 5 gp.
o Eerie Music Box
o Cheery Music Box
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.
Pied Piper
(an advanced version of the animal handling skill)
Play your high-pitched flute during your round (action). You will attract
one animal of your choice and it will listen to your commands (you are
advanced in reading animal body language).
Depending on what note you choose, a different animal will come.
The effect lasts for one encounter and then the animal will leave. Or
the animal will leave when it reaches 5hp, which ever comes first.
Pied Piper can only be used once before a long rest from levels 1 5.
And can be used twice before a long rest from levels 6 10. And can
be used three times before a long rest from levels 11 20.
At first player level you know what note sequence will attract:
- Black Bear (accessible anywhere)
- Large Bat (accessible anywhere)
At third player level you know what note sequence will attract:
- Ape (will only work in wilderness)
- Lion (will only work in wilderness)
At fifth player level you know what note sequence will attract:
- Sea cat (will only work near or in water)
- Tiger (will only work in wilderness)
- Unicorn (accessible anywhere)
At eighth player level you know what note sequence will
attract:
- Polar Bear (will only work in cold climates)
- Griffon (accessible anywhere)
- Killer Whale (will only work in water or a ship)
Extra Notes: Difference between standard Fighter (class) and a Gypsy Fighter
You receive a version of the Sneak Attack ability (see chart).
You receive proficiency in two more tool sets of your choice (in addition to your already
wood carvers tool proficiency).
At 10th level receive two more tool set proficiencies of your choice.
-
Fighters learn the basics of all combat styles. Every fighter can swing an axe, fence with a
rapier, wield a longsword or a greatsword, use a bow, and even trap foes in a net with some
degree of skill. Likewise, a fighter is adept with shields and every form of armor.
Beyond that basic degree of familiarity, each fighter specializes in a certain style of combat.
Some concentrate on archery, some on fighting with two weapons at once, and some on
augmenting their martial skills with magic. This combination of broad general ability and
extensive specialization makes fighters superior combatants on battlefields and in dungeons
alike.
perfection. Those who model themselves on this archetype combine rigorous training with
physical excellence to deal devastating blows.
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.
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.