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NAME: Tretch AKA Steelscab AKA The More Godlike™ Flych
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NAME: Toki
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BACKGROUND: Scavenger							AGE: 23
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BACKGROUND: Fey-Touched						AGE: who knows, man
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CLASS: Rogue 3									GENDER: Male 
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CLASS: Barbarian 3							GENDER: Male 
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RACE: Ratfolk									HEIGHT: 3'7"
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RACE: Tortle 								HEIGHT:6'3"
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ALIGNMENT: Neutral Evil    						WEIGHT: 40lbs
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ALIGNMENT: LAWFUL NEUTRAL     					WEIGHT: 486lbs
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LANGUAGES: Common, Southern						STATUS: 2
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LANGUAGES: Aquan, Common, Umbral				STATUS: 4
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LIFESTYLE: Modest
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LIFESTYLE: MODEST
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PROFICIENCIES: Thieves’ tools			
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PROFICIENCIES: Pan-flute			
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HP: 27										MOVEMENT: 25ft, 10ft swim
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HP: 23 										MOVEMENT: 30ft
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AC: 15										DARKVISION: 60ft
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AC: 17										DARKVISION: 0
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PROF. BONUS: +2								SIZE: Small
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PROF. BONUS: +2								SIZE: Medium
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INITIATIVE: 1d20+3							HIT DICE: 1d8
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INITIATIVE: 1d20							HIT DICE: 1d12
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EQUIPMENT
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-1 Dagger (2gp, 1lb)	  			-Studded Leather Armor(45gp, 10lbs)		-Light Crossbow (25gp, 5lb)	
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-Greataxe (30gp, 7lb)	  		-4 javelins (8lbs)				-Backpack (2gp, 5lbs)					
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-Quiver w/20 Bolts (2gp, 2lb)		-Backpack(2gp, 5lb)						-Bag of Ball Bearings(1gp, 2lb)
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-10 Torches (5cp, 10lbs)		-Waterskin (2sp, 5lbs)			-50 ft rope (1 gp, 10 lbs)
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-Hooded Lantern(5gp, 2lb)			-2 Flasks of oil(1sp, 2lb)				-1 days of rations (10sp, 1lb)
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-1 ration (10sp, 2lbs)			-2 magic leystone glowstones	-Maul
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-Tinderbox (5sp, 1lb)				-Waterskin (5sp, 1lb)					-10ft of string
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-Healing Potion								-								-
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-A Bell(1gp)						-5 candles (5cp)						-+1 Dagger (1lb)
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-								-								-
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-Thieves tools (25gp, 1lb)			-Carpenter's kit (6lbs)					-Pickaxe
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-								-
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ITEMS BACK HOME
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-COMMON CLOTHES
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-0 Javelins
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-Net(1gp, 3lb)
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-FROG SEAT - A single dose can be applied to armor over five minutes, and when done will remove disadvantage on Stealth checks because of the armor for 1 hour. You don't need proficiency in a herbalism kit, but you do need the kit itself for this. Can also help with aching joints, apparently.
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-Crowbar (2gp, 5lb)
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CARRY CAPACITY: 55/110 Max
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CARRY CAPACITY: 102/170 Max
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CARRY WEIGHT: 39lbs
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CARRY WEIGHT: 39lbs 
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COFFER: 12gp
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Coffer: 20gp
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XP WEALTH: 327GP
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XP WEALTH: 15gp
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EXPERIENCE: 900
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EXPERIENCE: 600
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ABILITY SCORES [Rolled: 13, 15, 13, 15, 15, 13]
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ABILITY SCORES [Rolled: 15, 11, 13, 9, 15, 10]
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STR: 11  (+0)
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STR: 17 (+3)
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DEX: 17  (+3)
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DEX: 11 (+0)
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CON: 13  (+1)
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CON: 13 (+1)
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INT: 16  (+3)
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INT: 9  (-1)
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WIS: 15  (+2)
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WIS: 16 (+3)
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CHA: 13  (+1)
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CHA: 10 (+0)
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WEAPON ATTACK ROLLS
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+1 Dagger- 1d20+6
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CLAW - 1d20+5
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Dagger- 1d20+5
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GREATAXE - 1d20+5
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Light Crossbow - 1d20+5
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DAMAGE ROLLS
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CLAW - 1d4+3 s
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+1 Dagger- 1d4+4
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GREATAXE - 1d12+3 s
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Dagger- 1d4+3
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Light Crossbow - 1d8+3
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~Battleaxes & Greataxes~
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Sneak Attack- +2d6
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Whenever you attack with advantage and hit, you can choose a creature within reach that is adjacent to the target. If both rolls would also hit that creature, you can deal damage equal to the weapon damage die result rolled to it.
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Additionally, your crit range is expanded by 1 when using these weapons.
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~Daggers~
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Once per turn, whenever you attack with advantage and both rolls would hit, you can make an extra attack with the weapon.
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Additionally, whenever you score a critical hit, you open a bleeding wound. The target takes 1d6 at the start of its turns until it succeeds a Constitution saving throw at the end of its turns.
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SKILL ROLLS
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[DEX] Acrobatics:       d20+0
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[WIS] Animal Handling:  d20+3
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[DEX] Acrobatics*:      d20+5
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[INT] Arcana:           d20-1
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[WIS] Animal Handling:  d20+2
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[STR] Athletics*:       d20+6
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[INT] Arcana:           d20+3
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[CHA] Deception*:       d20+2
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[STR] Athletics**:      d20+4
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[INT] History*:         d20+1
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[CHA] Deception:        d20+1
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[WIS] Insight:          d20+3
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[INT] History:          d20+3
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[CHA] Intimidation:     d20+0
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[WIS] Insight:          d20+2
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[INT] Investigation:    d20-1
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[CHA] Intimidation:     d20+1
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[WIS] Medicine:         d20+3
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[INT] Investigation*:   d20+5
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[INT] Nature:           d20-1
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[WIS] Medicine:         d20+2
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[WIS] Perception*:      d20+5
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[INT] Nature:           d20+3
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[CHA] Performance*:     d20+2
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[WIS] Perception**:     d20+6
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[CHA] Persuasion*:      d20+2
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[CHA] Performance:      d20+1
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[INT] Religion:         d20-1
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[CHA] Persuasion:       d20+1
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[DEX] Sleight of Hand:  d20+0
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[INT] Religion:         d20+3
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[DEX] Stealth:          d20+0
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[DEX] Sleight of Hand*: d20+5
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[WIS] Survival*:        d20+5
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[DEX] Stealth*:         d20+5
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[WIS] Survival:         d20+2
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STR*: d20+5
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DEX:  d20+0
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STR:  d20+0
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CON*: d20+3
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DEX*: d20+5
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INT:  d20-1
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CON:  d20+1
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WIS:  d20+3
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INT*: d20+3
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CHA:  d20+0
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WIS:  d20+2
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CHA:  d20+1
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--Claws-- 
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Your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of bludgeoning damage normal for an unarmed strike.
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--Nimbleness--
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You can move through a hostile creature’s space in combat as long as it is size Medium or larger.
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--Hold Breath-- 
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You can hold your breath for up to 1 hour at a time. Tortles aren't natural swimmers, but they can remain underwater for some time before needing to come up for air.
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--Pack Tactics-- 
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You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
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--Natural Armor-- 
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Due to your shell and the shape of your body, you are ill-suited to wearing armor. Your shell provides ample protection, however; it gives you a base AC of 17 (your Dexterity modifier doesn't affect this number). You gain no benefit from wearing armor, but if you are using a shield, you can apply the shield's bonus as normal.
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--Rodent Empathy-- 
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You have advantage on Handle Animal checks to influence the behavior of rodents.
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--Shell Defense-- 
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You can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can't increase, you have disadvantage on Dexterity saving throws, you can't take reactions, and the only action you can take is a bonus action to emerge from your shell.
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--FEATURE: FINDERS KEEPERS--
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You have an extraordinary knack for locating castoff but still useful material. When in a settlement, you can spend 1d3 hours searching junk piles, dumps, alleys, and abandoned buildings. After this time you discover some piece of useful equipment (generally nothing more valuable than 2 gp), enough food to feed yourself for a day, or a small quantity of raw materials. These materials are obviously used, old, or flawed in some way, but they are sturdy enough for use in crafting or building. Depending on the complexity or size of your project, you might have to spend multiple attempts to gather enough material. The resulting product using these materials always shows some sign of the material’s secondhand origin, even though it may be fully functional. You can use the items located with this feature, you can’t sell them due to their heavily worn nature. You also know who to ask to locate rare or exotic items. Given enough time, you can locate a place to purchase or sell strange objects or materials.
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--Gleam of Glamour--
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The mark of the fey upon you has opened your eyes to the world that lurks beneath what most people see and hear.
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When you are near a ley line, a shadow or fey road, or an active portal, you feel its presence: your hair stands on
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--Expertise--
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end, ethereal music plays for you alone, odors waft on an unfelt breeze, or some other vague sensation alerts you
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At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
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that you’re in the vicinity of such a phenomenon.  The pulse of fey magic within you can sometimes reach
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out, usually when your emotions are strongest. If you revel and enjoy yourself, others are likely to want to join
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--Sneak Attack--
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in and have their spirits lifted. When you are angry, those around you feel it like a wave of heat pricking their skin.
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Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
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CLASS FEATURES
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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.
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--Rage--
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In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action.
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--Thieves' Cant--
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While raging, you gain the following benefits if you aren't wearing heavy armor:
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During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
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	-You have advantage on Strength checks and Strength saving throws.
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	-When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you
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In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
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	 level.
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	-You have resistance to bludgeoning, piercing, and slashing damage.
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--Cunning Action--
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If you are able to cast spells, you can't cast them or concentrate on them while raging.
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Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
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Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.
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Once you have raged the maximum number of times for your barbarian level, you must finish a long rest before you can rage again. You may rage 2 times at 1st level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.
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--Steady Aim--
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3rd-level rogue optional feature
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--Danger Sense--
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At 2nd level, you gain an uncanny sense of when things nearby aren't as they should be, giving you an edge when you dodge away from danger. You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can't be blinded, deafened, or incapacitated.
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As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
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--Reckless Attack--
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--Combat Engineer--
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Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
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When you select this archetype at 3rd level, you gain proficiency in alchemist’s supplies, carpenter’s tools, mason’s tools, and tinker’s tools. Using these tools, you can do or create the following.
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--Oral Tradition--
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--Alchemical Bomb--
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When you adopt this path at 3rd level, you gain proficiency in History and Performance. If you already have proficiency in one of these skills, your proficiency bonus is doubled for ability checks you make using that skill.
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As a bonus action, you can mix together volatile chemicals into an explosive compound. Your bomb has a range of 30 feet and deals 1d6 force damage to all creatures in a 10-foot cube. You can use your bombs to deal Sneak Attack damage to objects and constructs. A creature hit by your bomb can succeed at a Dexterity saving throw (DC 8 + your Intelligence modifier + your proficiency bonus) to halve the damage dealt. Alchemical bombs lose potency and become inert 1 minute after they are created.
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Your bomb’s damage increases by 1d6 when you reach 9th level (2d6), 11th level (3d6), and 17th level (4d6).
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--Battle Fervor--
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Starting when you choose this path at 3rd level, when you enter a rage as a bonus action, you can expend one additional daily use of rage to allow up to three willing creatures within 30 feet to enter a rage as well. The creatures must be able to see and hear you. Creatures affected by this feature gain the same benefits and restrictions you do when you enter a rage.
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--Jury Rig Fortification--
140+
Battle fervor lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you either haven’t attacked a hostile creature since your last turn or have taken damage since then. You can also end battle fervor on your turn as a
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With 1 minute of work you can:
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bonus action.
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-Create a low wall, large enough to provide half cover to a medium size humanoid.
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-Dig a 5-foot-long, 3-foot-wide trench to a depth of 3 feet.
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-Build a 5-foot-long, 3-foot-wide ladder. Each additional minute spent on this option increases the length of the ladder by 5 feet. The ladder built is sturdy enough to be used as a bridge.
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If there is insufficient available material or the ground is too hard to work, the GM may rule that you can’t use this option.
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--Hastily Trap an Area--
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You can create and set some types of traps quickly. The following chart indicates the timeframes required to build and deploy commonly used traps. At the GM’s discretion, you may be able to use this feature to make and use other types of traps.
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Trait:  Sometimes I’m too brave for my own good.
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Type of Trap		Time Required to Build					Time Required to Set Trap
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	I don’t like to enter someone’s home uninvited.
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Collapsing Roof		5 minutes per 5-ft.-by-5-ft. section	When you have finished building this trap, it is considered set
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Bond: 	I look for other people like me so I can help them understand the truth.
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Ideal:  I was shown mercy when I needed it most, and I will spread that boon across the world. (Good)
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Falling Net			1 minute								1 action
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	I give my word rarely, but when I do, it’s ironclad. (Lawful)
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Flaw:	Someone knows about my past, and they’re hunting me.
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Hunting Trap		1 minute								1 bonus action
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