Post by bryncalder on Jun 3, 2020 1:55:49 GMT -5
Bryn Calder
Variant Human Fighter Level 10
Prof: +4
STR: 14 (+2)
DEX: 18 (+4)
CON: 16 (+3)
INT: 12 (+1)
WIS: 18 (+4)
CHA: 12 (+1)
Pass Wis: 18
Saves: Including +2 to all saves from Cloak of Improved Protection
STR: +8
DEX: +6
CON: +9
INT: +3
WIS: +6
CHA: +3
AC: 18 (with +2 from Cloak of Improved Protection)
HP: 94
Hit Die: 10 x d10
Speed: 30 feet
Proficiencies
Saving Throws: STR and CON, +2 to all saving throws from Cloak of Improved Protection)
Acrobatics
Athletics
Intimidation
Perception
Sleight of Hand
Armour: Heavy, Light, Medium, Shields
Weapons: Firearms, Martial, Simple
Languages: Common, Elvish
Tools: Dice Set, Tinkers Tools, Vehicles (Land)
Feats
Crossbow expert: You ignore the loading property of crossbows with which you are proficient. Being within 5 ft. of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and when you use the attack action with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Lucky: You have 3 luck points per long rest. Whenever you make an attack roll, and ability check, or a saving throw (or when an attack roll is made against you), you can spend one to roll an additional d20 and choose which die to use. You can choose to spend luck points after you roll the die, but before the outcome is determined.
Features:
Fighting style Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind: Once per short rest, you can use a bonus action to regain 1d10+10 HP
Action Surge: You can take one additional action on your turn. This can be used 1 time per short rest.
Martial Archetype: Gunslinger
Firearm Proficiency: You gain proficiency with firearms.
Gunsmith: You gain proficiency with Tinkers Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.
Adept Marksman: You learn trick shots that enhance a firearm attack in some way. You gain 4 grit points that you regain after a short rest. You also regain one when you roll a 20 on firearm attacks or you deal a killing blow to a significant threat (DM’s discretion). Your saving throws for trick shots have a DC of 16
Dazing Shot: When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must make a CON saving throw (DC 16) or suffer disadvantage on attacks until the end of their next turn.
Deadeye shot: When you make a firearm attack against a creature, you can expend 1 grit point to gain advantage on the attack roll.
Disarming Shot: When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must succeed on a STR saving throw (DC 16) or drop 1 held object of your choice and have that object pushed 10 ft. away from you.
Violent Shot: When you make a firearm attack against a creature, you can expend 1 or more grit points. For each grit point expended, the attack gains a +2 to the firearms misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent.
Extra attack: You can attack twice whenever you take the attack action on your turn
Quickdraw: When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Indomitable: You can reroll a saving throw that you fail – you must use the new roll. You can use this 1 time per long rest.
Rapid Repair: You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Magic Items:
Boots of Elvenkind: While you wear these boots, your steps make no sound, regardless of the surface you are walking across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Quiver of Ehlonna: Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts or similar objects. The mid-size compartment holds up to 18 javelins or similar sized objects. The largest compartment holds up to 6 long objects, such as bows, quaterstaffs or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard
Goggles of Night: While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
+1 Bad News
+1 Pepperbox
Cloak of Improved Protection: +2 to AC and +2 to Saving throws
Variant Human Fighter Level 10
Prof: +4
STR: 14 (+2)
DEX: 18 (+4)
CON: 16 (+3)
INT: 12 (+1)
WIS: 18 (+4)
CHA: 12 (+1)
Pass Wis: 18
Saves: Including +2 to all saves from Cloak of Improved Protection
STR: +8
DEX: +6
CON: +9
INT: +3
WIS: +6
CHA: +3
AC: 18 (with +2 from Cloak of Improved Protection)
HP: 94
Hit Die: 10 x d10
Speed: 30 feet
Proficiencies
Saving Throws: STR and CON, +2 to all saving throws from Cloak of Improved Protection)
Acrobatics
Athletics
Intimidation
Perception
Sleight of Hand
Armour: Heavy, Light, Medium, Shields
Weapons: Firearms, Martial, Simple
Languages: Common, Elvish
Tools: Dice Set, Tinkers Tools, Vehicles (Land)
Feats
Crossbow expert: You ignore the loading property of crossbows with which you are proficient. Being within 5 ft. of a hostile creature doesn’t impose disadvantage on your ranged attack rolls, and when you use the attack action with a one-handed weapon, you can use a bonus action to attack with a hand crossbow you are holding.
Lucky: You have 3 luck points per long rest. Whenever you make an attack roll, and ability check, or a saving throw (or when an attack roll is made against you), you can spend one to roll an additional d20 and choose which die to use. You can choose to spend luck points after you roll the die, but before the outcome is determined.
Features:
Fighting style Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Second Wind: Once per short rest, you can use a bonus action to regain 1d10+10 HP
Action Surge: You can take one additional action on your turn. This can be used 1 time per short rest.
Martial Archetype: Gunslinger
Firearm Proficiency: You gain proficiency with firearms.
Gunsmith: You gain proficiency with Tinkers Tools and can use them to craft ammunition at half cost, repair firearms, and create new ones.
Adept Marksman: You learn trick shots that enhance a firearm attack in some way. You gain 4 grit points that you regain after a short rest. You also regain one when you roll a 20 on firearm attacks or you deal a killing blow to a significant threat (DM’s discretion). Your saving throws for trick shots have a DC of 16
Dazing Shot: When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must make a CON saving throw (DC 16) or suffer disadvantage on attacks until the end of their next turn.
Deadeye shot: When you make a firearm attack against a creature, you can expend 1 grit point to gain advantage on the attack roll.
Disarming Shot: When you make a firearm attack against a creature, you can expend 1 grit point. On a hit, the creature takes damage and must succeed on a STR saving throw (DC 16) or drop 1 held object of your choice and have that object pushed 10 ft. away from you.
Violent Shot: When you make a firearm attack against a creature, you can expend 1 or more grit points. For each grit point expended, the attack gains a +2 to the firearms misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent.
Extra attack: You can attack twice whenever you take the attack action on your turn
Quickdraw: When you reach 7th level, you add your proficiency bonus to your initiative. You can also stow a firearm, then draw another firearm as a single object interaction on your turn.
Indomitable: You can reroll a saving throw that you fail – you must use the new roll. You can use this 1 time per long rest.
Rapid Repair: You can spend a grit point to attempt to repair a misfired (but not broken) firearm as a bonus action.
Magic Items:
Boots of Elvenkind: While you wear these boots, your steps make no sound, regardless of the surface you are walking across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Quiver of Ehlonna: Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts or similar objects. The mid-size compartment holds up to 18 javelins or similar sized objects. The largest compartment holds up to 6 long objects, such as bows, quaterstaffs or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard
Goggles of Night: While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
+1 Bad News
+1 Pepperbox
Cloak of Improved Protection: +2 to AC and +2 to Saving throws