Wednesday 24 October 2018

Dwarf Gish 5e fjook


Name: Sir Roiranikov Rockenverse Age: 102 Weight: 120 pounds Height: 4'5”
Hair Colour: Golden Race: Dwarf Background: Noble
Level: Fighter 2 / Sorcerer 4 (wild) Gender: Male
Stat Number Bonus Saving Throws:
Strength: 13 +1 4 (* )
Dexterity: 9 -1 -1 ( )
Constitution: 14 +2 5 (*)
Intelligence: 8 -1 -1 ( )
Wisdom: 12 +1 1 ( )
Charisma 14 +1 4 ( *)
Hit Points: 51  Hit Dice: 2d10+6d6 Armour Class: 19 Speed: 25
Profecency: +3 Passive Perception: 11 Initiative: -1
P r o f ic ie n c ie s
Armo r : All armor, shields Weapons: Simple weapons, martial weapons Tools: Dice
Saving Throws: Strength, Constitution, Charisma
Skills: Athletics +4, History +2, Intimidation +5, Persuasion +5
Equipment: A set o f fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
chain mail • war-hammer and a shield • two hand-axes • an explorer’s pack

Warhammer 1d8 Bludgeoning Versatile 1d10
Handaxe 1d6 slashing Light, thrown (range 20/60)

P o s i t i o n o f P r i v i l e g e
Thanks to your noble birth, people are inclined to think the best o f you. You are w elcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people o f high birth treat you as a member o f the same social sphere. You can secure an audience with a local noble if you need to.


Fighting Style: Defense
S e c o n d W i n d
You have a limited well o f 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.
A c t i o n S u r g e
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 o f 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.

Darkvision. 60 feet
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage (explained in chapter 9).
Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.
Tool Proficiency. smith’s tools
Stonecunning. Whenever you make an Intelligence (History) check related to the origin o f stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages. Common, Draconic and Dwarvish.
Dwarven Toughness. Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Sorcery Points: 2
F l e x i b l e C a s t i n g
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You learn other ways to use your sorcery points
as you reach higher levels.
Creating Spell Slots. You can transform unexpended sorcery points into one spell slot as a bonus action on
your turn. The Creating Spell Slots table shows the cost o f creating a spell slot o f a given level. You can create spell slots no higher in level than 5th.
C r e a t i n g S p e l l S l o t s
Spell Slot Sorcery
Level Point Cost
1st 2
2nd 3
3rd 5
4th 6
5th 7
Converting a Spell Slot to Sorcery Points. As a bonus action on your turn, you can expend one spell slot and gain a number o f sorcery points equal to the slot’s level.
W il d M a g ic Su r g e
Starting when you choose this origin at 1st level, your spellcasting can unleash surges o f untamed magic.
Immediately after you cast a sorcerer spell o f 1st level or higher, the DM can have you roll a d20. If you roll a 1, roll on the Wild Magic Surge table to create a random magical effect.
T id e s o f C h a o s
Starting at 1st level, you can manipulate the forces of chance and chaos to gain advantage on one attack roll, ability check, or saving throw. Once you do so, you must finish a long rest before you can use this feature again.
Any time before you regain the use of this feature, the DM can have you roll on the Wild Magic Surge table immediately after you cast a sorcerer spell of 1st level or higher. You then regain the use of this feature.
Bend Luck
When another creature see makes an attack roll, an ability check or a saving throw, you can use your reaction and spend 2 sorcery points to roll 1d4 and apply the number rolled as a bonus or penalty to the creatures you to the creature's roll. You can do so after the creature rolls but before any effects of the roll occur.

Resilant - Charisma

Metamagic
Quicken Spell - 2 sorcery points to make a spell a bonus action
Subtle Spell - 1 sorcery

Spell Slots: 4 - first level, 3 - second level
Sorcery Points: 4

Cantrips: Acid Splash, Blade Ward, Chill Touch, Dancing Lights
1st level: Fog Cloud, Magic Missile, Shield
2nd level: Blur, Misty Step
3rd level: Lightning Bolt, Fireball


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