| I-cke (The Remover) | ||
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Class: Fighter |
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| Alignment: True Neutral | Speed: 70 feet | |
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AC: 22/24 | |
| Resistances: Necrotic, Radiant; Adv vs Charmed | ||
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Initiative: +5,
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| Other Info | |||
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Lineage: Goblin |
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| AppearanceLooks: Faded leathery skin. Wolfish yellow eyes. | Temperament: I-cke Ic-Jhan (IKE EEK-jon) has rare will and focus. | Flaws: 'Deserve iz gotz nuffin ta do witz itz.' | |
| Traits: Remove a piece, change the game. | Ideals: Get your target, no matter what. | Bonds: Secretly serve Arawn. | |
| Languages: Common, Goblin, Orcish, Undercommon | Proficiencies: All Weapons, All Armors, Shields, Thieves' Tools, Poisoner's Kit | ||
| Other Abilities: If moving half or less Speed creatures have Disadv on Perception checks to detect you. Adv on Stealth checks and can Hide as a Reaction when a creature you can see starts or ends their turn. | |||
| Gear |
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| Attuned: Blade of Arawn, Ring of Arawn, Blackstar Amulet |
| Gear: Dimensional Satchel |
| Lineage | ||
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Goblin
Darkvision. You have Darkvision with a range of 60 feet. Fey Ancestry. You have advantage on saving throws you make to avoid or end the Charmed condition on yourself. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a Short or Long Rest. Nimble Escape. You can take the Disengage or Hide action as a Bonus Action. |
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| Background |
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| Stalker: +2 Constitution, +1 Wisdom, Thieves' Tools, Sleight of Hand, Stealth, Savage Attacker. |
| Feats |
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Savage Attacker:
When you hit a creature with a weapon attack roll, you can spend one of your Hit Dice and add it as extra damage of a type dealt by the attack.
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Mage Slayer:
+1 Dexterity. When you damage a creature that is concentrating, it has Disadvantage on the saving throw it makes to maintain Concentration. If you fail an Intelligence, Wisdom, or Charisma saving throw, you can cause yourself to succeed instead. Once you use this benefit you can't use it again until you finish a Short or Long Rest.
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Speedy:
+1 Constitution. Your Speed increases by 10 feet. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn. Opportunity Attacks have Disadvantage against you.
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Charger:
+1 Dexterity. When you take the Dash action, your Speed increases by 10 feet for that action. Once per turn, if you move at least 10 feet in a straight line toward a target immediately before hitting it with a melee attack roll as part of the Attack action, you can either gain 1d8 bonus damage of the same type as the attack, or push the target up to 10 feet away if it is no more than one size larger than you.
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Athlete:
+1 Dexterity. You gain a Climb Speed equal to your Speed. When you have the Prone condition, you can right yourself with only 5 feet of movement. You can make a running Long or High Jump after moving only 5 feet.
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Skill Expert:
+1 Wisdom. You have proficiency with Intimidation, and Expertise with Perception.
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Resilient:
+1 Wisdom. You have proficiency with Wisdom saving throws.
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Speed:
+1 Wisdom. As a Bonus Action you can take the Disengage action, which also ends the Grappled condition on you. Your Speed increases by 30 feet.
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Dueling:
When you hit with a 1-handed Melee weapon and hold no other weapons, you gain +2 damage.
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| Class: Fighter (Eliminator) |
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| Class Features: Fighting Style (Dueling), Second Wind (w/ Tactical Mind & Tactical Shift), Weapon Mastery (Rapier, Shortsword, Dagger, Hand Crossbow, Scimitar, Dart), Action Surge, Three Extra Attacks, Indomitable, Tactical Master (swap Weapon Mastery for Push, Sap, or Slow), Studied Attacks (Adv on next attack roll vs missed creature) |
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Second Wind: You have 4 uses of Second Wind per Long Rest, regaining 1 use after a Short Rest Tactical Shift: Bonus Action and expend use to regain 1d10+20 HP & move up to half your Speed w/o provoking Opportunity Attacks Tactical Mind: add 1d10 to a failed ability check, expend use only if check succeeds |
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Action Surge: You have 2 uses of Action Surge per Short Rest |
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Indomitable: You have 3 uses of Indomitable per Long Rest |
| Subclass Features |
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Studied Target: As an action, you study a creature that you can see to make them your Studied Target until you use this feature on a different creature. When you select a new Studied Target you can also use your Tactical Shift feature. You automatically discern the following things about your Studied Target while they are within 120 feet of yourself and you can see them: you know what their AC and number of Hit Point Dice are relative to yours (Much Lower, Lower, Same, Higher, Much Higher), and their relative current health (Healthy, Bloodied, Unconscious, Dead). Additionally, you have Advantage on Wisdom (Insight) checks to discern your Studied Target's mood and intentions and whether they are currently aware of you or not, and on Wisdom (Survival) checks to track them. Finally, your Studied Target has Disadvantage on Wisdom (Perception) checks to detect you when you are hidden and not moving. Once per turn, you can gain Advantage on an attack roll using a weapon with the Finesse trait or a Ranged weapon that targets your Studied Target. Once you use this ability, you can't use it again until you finish a Long Rest. You can also restore a use of this ability by expending a use of your Second Wind (non-action). |
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Withdraw (Cost: 1d6): Immediately after the attack you move up to half your Speed without provoking Opportunity Attacks. Terrify (Cost: 1d6): You force the target to make a Wisdom saving throw. On a failed save, the target has the Frightened condition for 1 minute. At the end of each of its turns the Frightened target repeats the save, ending the effect on itself on a success. Overwhelm (Cost: 2d6): Until the start of your next turn, you have Advantage on your remaining attacks against the same target. Impair (Cost: 2d6): You force the target to make a Constitution saving throw. On a failed save, the target's Speed is reduced by 10 feet. At the end of each of its turns the impaired target repeats the save, ending the effect on itself on a success. A target can only be affected by one application of this effect at a time. |
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| Armor and Attacks |
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| Armor: Studded Leather +2, Shield +1 & the Blackstar Amulet 22/24 AC |
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Attacks:
Blade of Arawn +2 Rapier [Vex] 1h, 5-feet, +13 to hit, 1d8+9 Piercing damage, Finesse ...w/ Savage Attacker: +1d10 ...w/ Charger: +1d8 ...w/ Sneak Attack: +5d6 |
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Hand Crossbow [Vex] +1 1h, 30/120, +12 to hit, 1d6+6 Piercing damage, Bolt, Light, Loading ...w/ Savage Attacker: +1d10 ...w/ Sneak Attack: +5d6 |