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Total lvl Class Subclass Class lvl Skill Description Critical & Advantage Advantage Critical No Advantage No Advantage

Choose two of your skill proficiencies, or one of your skill proficiencies and your
proficiency with thieves' tooIs.
Rogue - Expertise
Your proficiency bonus is doubled for any ability check you make that uses either of
the chosen proficiencies.

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an
1 1 attack if you have advantage on the attack roll. The attack must use a finesse or a
ranged weapon.
Rogue - Sneak Attack 2d6 + 18 2d6 + 6 1d6 + 12 1d6 + 6
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, and you don't have disadvantage on the attack roll.

Rogue - Thieves Cant p. 96 PH

You can take a bonus action on each of your turns in combat. This action can be
2 Rogue - 2 Cunning Action
used only to take the Dash, Disengage, or Hide action.

You have advantage on attack rolls against any creature that hasn't taken a turn in
Rogue Assassin Assassinate the combat yet. In addition, any hit you score against a creature that is surprised is a 3d6 + 24 3d6 + 6 1d6 + 12 1d6 + 6
3 3 criticai hit.
Rogue Assassin Bonus Proficiencies You gain proficiency with the disguise kit and the poisoner's kit.
Two-Weapon Fighting
+1 Attack
Fighter - Fighting Style When you engage in two-weapon fighting, you can add your ability modifier to the
(2 Attacks total)
4 1 damage of the second attack.

On your turn, you can use a bonus action to regain hit points equal to 1d10 + your
Fighter - Second Wind
fighter leveI. Short or long rest

Action Surge On your turn, you can take one additional action on top of your regular action and a +1 Action or Bonus (+2 Attacks)
5 Fighter - 2 [AS] possible bonus action. Short or long rest. (4 Attacks total, one turn)

When you choose this archetype at 3rd leveI, you learn maneuvers that are fueled
by special dice called superiority dice.
Maneuvers. You learn 3 maneuvers of your choice. p.74 PH
(Trip Attack, Menacing Attack, Precision Attack)
You can use only one maneuver per attack.

Combat superiority
Fighter Battle Master Superiority Dice. 3d6 + 24 (+ 1d8 + 8) 3d6 + 6 (+ 1d8) 1d6 + 12 (+ 1d8 + 8) 1d6 + 6 (+ 1d8)
[CS]
6 3 You have 4 superiority dice, which are d8s. Short or long rest.

Saving Throws.
Some of your maneuvers require your target to make a saving throw to resist the
maneuver's effects. The saving throw DC is calculated as follows:
Maneuver save DC = 8 + your profieieney bonus + your Dexterity modifier

You gain proficiency with one type of artisan's tools of your choice. (Alchemy or
Fighter - Student of War
Musical)
When you reach 4th levei, and again at 6th, 8th, 12th, 14th, 16th, and 19th leveI,
Ability Score Improvement (or you can increase one ability score of your choice by 2, or you can increase two
7 Fighter - 4 Feat) ability scores of your choice by 1.
(Feats: Alert,
You can attack twice, instead of once, whenever you take the Attack action on your
+1 Attack
8 Fighter - 5 Extra Attack turn. The number of attacks increases to 3 when you reach 11th leveI and to 4 when
(3 Attacks / 5 Attacks one turn [AS])
you reach 20th leveI.
Ranger - Favored Enemy p. 91 PH
9 1
Ranger - Natural Explorer p. 91 PH

Ranger - Figthing Style Defense = AC + 1


10 2 2 Spells 2 Slots of Level 1
Ranger - Spellcasting
(+1 Spell +1 Slot of Level 1 at level 3)

You can use your action and expend one ranger spell slot to focus your awareness
on the region around you. For 1 minute per leveI of the spell slot you expend, you
can sense whether the following types of creatures are present within 1 mile of you
Ranger - Primal Awareness
(or within up to 6 miles if you are in your favored terra in): aberrations, celestiais,
dragons, elementals, fey, fiends, and undead. This feature doesn't reveal the
creatures' location or number.

You can give yourself a bonusin initiative: +1 Attack (My 1st turn)
Initiative + Wisdom modifier (3 Attacks / 4 Attacks [DA] / 5 Attacks [AS] / 6 Attacks [DA & AS])
11 3
Dread Ambusher
Ranger Gloom Stalker At the start of your first turn of each combat, your walking speed increases by 10
[DA]
feet, which lasts until the end of that turn. If you take the Attack action on that 3d6 +24 + (1d8 + 8) [+ 1d8 + 8] 3d6 + 6 (+ 1d8) [+ 1d8] 1d6 + 12 (+ 1d8 + 8) [+ 1d8 + 8] 1d6 + 6 (+ 1d8) [+ 1d8]
turn, you can make one additional weapon attack as part of that action. If that
attack hits, the target takes an extra 1d8 damage of the weapon's damage type. (CS) [1st turn DA] (CS) [1st turn DA] (CS) [1st turn DA] (CS) [1st turn DA]
11 3

Darkvision +30 ft

Ranger Gloom Stalker Umbral Sigth


While in darkness, you are invisible to any creature that relies on darkvision to see
you in that darkness.
When you reach 4th levei, and again at 6th, 8th, 12th, 14th, 16th, and 19th leveI,
Ability Score Improvement (or
12 Fighter - 6 Feat)
you can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1.

+2 Maneuvers
Fighter Battle Master Combat superiority
+1 Superiority Dice

If you spend at least 1 minute observing or interacting with another creature


outside combat, you can learn certain information about its capabilities compared
to your own. The DM tells you if lhe creature is your equal, superior, or inferior in
13 7 regard to two of the following characteristics of your choice:
- Strength score
Fighter Battle Master Know Your Enemy - Dexterity score
- Constitution score
- Armor Class
- Current hit points
- Total class leveIs (if any)
- Fighter class leveIs (if any)

When you reach 4th levei, and again at 6th, 8th, 12th, 14th, 16th, and 19th leveI,
Ability Score Improvement (or
14 Fighter - 8 Feat)
you can increase one ability score of your choice by 2, or you can increase two
ability scores of your choice by 1.
You can reroll a saving throw that you fail. If you do so, you must use the new roll,
15 Fighter - 9 Indomitable
and you can't use this feature again until you finish a long rest.

3d6 +24 + (1d10 + 10) 1d6 + 12 (+ 1d10 + 10)


3d6 + 6 (+ 1d10) [+ 1d8] 1d6 + 6 (+ 1d10) [+ 1d8]
[+ 1d8 + 8] [+ 1d8 + 8]
Fighter Battle Master Improved Combat superiority Your superiority dice turn into d10s.
16 10 (CS) [1st turn DA] (CS) [1st turn DA]
(CS) [1st turn DA] (CS) [1st turn DA]

Fighter - Aditional Fighting Style Archery = +2 on attacks rolls w/ ranged weapons


+1 Attack
Fighter - Extra Attack +1
(4 Attacks / 5 Attacks [DA] / 6 Attacks [AS] / 7 Attacks [DA & AS])
17 11
On your turn, you can take two additional action on top of your regular action and a +1 Action or Bonus (+2 Attacks)
Fighter - Action surge
possible bonus action. Short or long rest. (6 Attacks / 7 Attacks [DA] / 8 Attacks [AS] / 9 Attacks [DA & AS])

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