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YOUR TEAM

2 humans, 1 weretouched/shifter, and 1 half-elf


You are all fighter class oriented, but differ greatly from each other. It is almost like in college,
where you all majored in Fighting and you minor something else.

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,

Backpack: a bag of 1,000ball bearings, 10 feet of string, a bell, 5


candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2
flasks of oil, 5 days rations, a tinderbox, and a water skin. The
pack also has 50 feet of hempen rope strapped to the side of it.

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

Gypsy Fighter Class Chart (with a bit of rogue)


Level

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

Ability Score Improvement, Action Surge


Extra Attack, Martial Archetype feature
Ability Score Improvement

Martial Archetype feature

Ability Score Improvement

Extra Attack (2), Ability Score Improvement


Martial Archetype feature
Ability Score Improvement
Action Surge (two uses)
Martial Archetype feature
Ability Score Improvement
Extra Attack (3)

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.

(Special) Gypsy Features


Tinker
Being a traveling Gypsy youve learned a lot from the casual passer by. One evening a group of
gnomes traveled through your camp to listen to your clans folk music concert. One friendly
gnome taught you some carving basics, while you sat listening to the music.

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):
-

1. Clockwork Windup Toy


Noises: Device will make noises similar to the creature youve created (not close
enough to fool anyone, probably)
Costs: 2gp in materials
Worth at Market: 5gp
Speed: 5 ft per its every action (round).
10ft if it is very well made (skill check above DC15).

You make a wooden toy in the shape or creature of your choice


that can waddle around. Normally, it has a sort of random
movement, but sometimes that random movement might just be
in the right direction.
Try to direct the wind up toy forward into an area you suspect to
have traps, and it may be of use and trigger a trap on it instead
of you and your group.
Or make a windup toy to use as a simple distraction, for enemies
or friends alike. Or you can sell them for 5gp at market.
-

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

A Touch of Rogue is in the Gypsy


Gypsys have a touch of rogue in their blood, that manifests itself at a
level 2. A rogue relies on skill, stealth, and their foes vulnerabilities to
get the upper hand in any situation. They have a knack for finding the
solution to just about any problem, demonstrating a resourcefulness
and versatility that is the cornerstone of any successful adventuring
party. Add +2 to dexterity.

Rogue/ Sneak Attack


Beginning at 1st level, you know how to strike subtly and exploit a
foes distraction. Once per encounter, you can deal an extra 1d6
damage to one creature you hit with an attack if you have
advantage (perhaps sneak behind an enemy) on the attack roll.
You dont need advantage on the attack roll if another ally of yours is
within 5 feet of the target (your ally cant be incapacitated though).
You cant have disadvantage on the attack roll though.

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.
-

Gets Action Surge at level 6 not level 2

Does not get Indomitable at all.


Gets Extra Attack at level 7 not level 5
Gets three attacks (under Extra Attack) at level 14 not level 11.
Note: Gets four attacks at level 20, just like the fighter.

LEVELING UP (Editing your Character


Sheet)
1. Look at your Fighter Class chart, it will show you when to level
up your proficiency bonus. When this happens, all your skills
that youre proficient in will change with the addition of that
new bonus. Fill these new numbers in on your new
Character Sheet.
2. You always level up your hit points at each level, by your classs
hit die (see Hit Points (Fighter Class) below for more details)
Fill this new number in on your new Character Sheet.
3. Add any new features (such as second wind). Fill these new
features in in on your new Character Sheet.
4. Add any new Advanced Skill and Advanced Skill Slots. Fill these
new items in on your new Character Sheet.
5. Sometimes you get to add a Martial archetype feature from
the section Champion. Fill this new item in on your new
Character Sheet.

Hit Points (Fighter Class)


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

YOU ARE CLASS: FIGHTER+


Well-rounded Specialists

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.

Martial Archetype: CHAMPION


The archetypal Champion focuses on the development of raw physical power honed to deadly

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.

Additional Fighting Style

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.

Great Weapon Fighting


When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you
are wielding with two hands, you can reroll the die and must use the new roll, even if the new
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.

Ability Score Improvement


When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can
increase one ability score of your choice by 2, or you can increase two ability scores of your
choice by 1. As normal, you cant increase an ability score above 20 using this feature.

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.

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