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Netmonmatt

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Feb 1st, 2017
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  1. #Name
  2. Halfling (Stout)
  3. Barbarian 1/Fighter 3/Barbarian 6
  4.  
  5. Rapier x2 (Lucky: Reroll 1s on d20 Rolls)
  6. Hit: +4+3, Damage: 1d8+3, Piercing (Extra Attack)
  7. Hit: +4+3, Damage: 1d8+3, Piercing (Offhand, Bonus Action)
  8.  
  9. HP: 92/92
  10. AC: 16 (17 w/ Two Weapons)
  11. Poison Resistance
  12. Damage Resistance (except Psychic) while Raging
  13.  
  14. Move: 35 Feet
  15.  
  16. Rage: 4/4 [Long Rest]
  17.  
  18. Second Wind: (1d10+3) [Short Rest]
  19. 1/1
  20. Action Surge: [Short Rest]
  21. 1/1
  22. Superiority Dice: (1d8) [Short Rest]
  23. 4/4
  24. Parry (When Damaged)
  25. Riposte (When Missed)
  26.  
  27.  
  28. Saving Throws (Advantage vs Frightened / Poisoned)
  29. STR 13 d20+1+4
  30. DEX 14+2 d20+3 (Advantage vs Visible Effects)
  31. CON 15+1 d20+3+4
  32. WIS 12 d20+1
  33. INT 10 d20
  34. CHA 8 d20-1
  35.  
  36.  
  37. Languages:
  38. Common, Halfling
  39.  
  40. Proficencies: +4 Prof Bonus
  41. Strength, Constitution Checks
  42. Light Armor, Medium Armor, Shields
  43. Simple Weapons, Martial Weapons
  44. (Choose Two) Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival
  45. (Choose One) Artisan Tool
  46. Background: (Choose One)
  47.  
  48.  
  49.  
  50. HD: d12 + 3d10 + 6d12 + Con*10
  51. Avg:(12) (18) (42) (20) = 92/92
  52.  
  53. =====
  54.  
  55. Barbarian
  56. Rage (4 per Long Rest)
  57. On own turn, can use a Bonus Action to Rage (if not wearing Heavy Armor).
  58. • Advantage on Strength Checks and Strength saving throws.
  59. • When making a melee weapon Attack using Strength, +2 bonus damage.
  60. • Resistance to bludgeoning, piercing, and slashing damage.
  61. - Unable to cast or concentrate on spells while raging.
  62. Lasts for 1 minute. Ends early if knocked Unconscious or if Turn ends and
  63. haven't attacked a hostile creature since own last turn or taken damage since then.
  64. Can also end rage on own Turn as a Bonus Action.
  65.  
  66. Unarmored Defense
  67. While unarmored, AC equals 10+Dex+Con. Works with a Shield.
  68.  
  69. Danger Sense
  70. Advantage on Dex saving throws against visible effects, such as traps and Spells.
  71. Does not work while Blinded, Deafened, or Incapacitated.
  72.  
  73. Reckless Attack
  74. When you making first Attack on own Turn, can decide to Attack recklessly.
  75. Doing so gives advantage on melee weapon Attack rolls using Strength during this turn,
  76. but Attack rolls against have advantage until own next turn.
  77.  
  78. Primal Path
  79. Choose a totem spirit and gain its feature. Must make or acquire a physical totem object-
  80. an amulet or similar that incorporates fur, feathers, claws, teeth, or bones of the totem animal.
  81. Spirit Seeker
  82. Gain the ability to cast the Beast Sense and Speak with Animals spells, but only as rituals.
  83. Totem Spirit (Bear)
  84. While raging, gain resistance to all damage except psychic damage.
  85. Aspect of the Beast (Bear)
  86. Carrying capacity is doubled, and advantage on Strength checks to push, pull, lift, or break objects.
  87.  
  88. Ability Score Improvement
  89. Feat
  90. Dual Wielder
  91. +1 bonus to AC while wielding a separate melee weapon in each hand.
  92. Can use two-weapon fighting even when wielded one-handed melee weapons aren’t light.
  93. Can draw or stow two one-handed weapons instead of drawing or stowing only one.
  94.  
  95. Extra Attack
  96. Can Attack twice, instead of once, whenever taking the Attack action on own turn.
  97.  
  98. Fast Movement
  99. +10 Move while not wearing Heavy Armor.
  100.  
  101. Feral Instinct
  102. Advantage on initiative rolls.
  103. If surprised at the beginning of Combat and aren't Incapacitated, can act normally on own first turn,
  104. but only if entering rage before doing anything else on that turn.
  105.  
  106. =====
  107.  
  108. Fighter
  109. Two-Weapon Fighting
  110. When engaging in two-weapon fighting, add ability mod (Str or Dex w/ Finesse) to the damage of second Attack.
  111. Second Wind
  112. During own turn, use a Bonus Action to regain hit points equal to 1d10 + fighter level(3).
  113. Usable once per short/long rest.
  114. Action Surge (1 per Short/Long Rest)
  115. During own turn, can take one additional action on top of regular action and a possible Bonus Action.
  116. Martial Archetype (Battle Master)
  117. 4 Superiority Dice (1d8, per Short/Long Rest)
  118. Parry
  119. When damaged by a melee attack, spend reaction + 1 superiority die to reduce damage by d8+Dex(3).
  120. Riposte
  121. When a melee attack misses me, spend reaction + 1 superiority die to make a melee attack in response.
  122. On hit, deal Weapon Damage+1d8.
  123. [one more skill]
  124. Student of War
  125. Gain proficiency with one type of artisan’s tools.
  126.  
  127. =====
  128.  
  129. Stout Halfling
  130. Small
  131. Dex +2
  132. Con +1
  133. 25 Speed
  134. Lucky
  135. When rolling a 1 on the d20 for an Attack roll, ability check, or saving throw, can
  136. reroll the die but must use the new roll.
  137. Brave
  138. Advantage on saving throws against being Frightened.
  139. Poison Resistance
  140. Advantage on saving throws against poison, and resistance against poison damage.
  141. Halfling Nimbleness
  142. Can move through the space of any creature that is of Medium or larger.
  143. Ability Score Increase: Constitution +1.
  144. Languages
  145. Common, Halfling
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