Lots of work on the artifacts game.
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# The Rigus Anvils
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A professional arena team sponsored by a wealthy patron in Rigus. Disciplined, uniformed, and the odds-on favorite to win the Game of Artifacts.
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## Captain Drace - Male Hobgoblin Fighter LV6
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Team captain. All business.
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> Drace, Hobgoblin, Fighter LV6 (Battle Master).
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>
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> AC 18 (chain mail, shield). HP 58 (6d10+18). Speed 30 ft.\
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> STR 18 (+4), DEX 12 (+1), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 10 (+0).\
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> Saving Throws Str +7, Dex +1, Con +6, Int +1, Wis +2, Cha +0\
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> Skills: Athletics +7, Perception +5, Intimidation +3.
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>
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> Martial Advantage: once per turn, +2d6 damage if ally is within 5 ft of target.\
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> Second Wind: 1/short rest, bonus action, regain 1d10+6 HP.\
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> Action Surge: 1/short rest, one additional action.\
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> Maneuvers (4 times per day, use one of the following):\
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> Trip Attack: add d8 to damage and target must make a STR save (DC 15) or be knocked prone.\
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> Riposte (reaction): when a creature misses Drace, he attacks and adds d8 to damage.\
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> Commander's Strike: Drace forgoes one attack to let an ally use their reaction to attack, adding d8 to the ally's damage.
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>
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> Multiattack (2 melee attacks):\
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> Longsword +7 to hit, reach 5 ft, 1d8+4 slashing.\
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> Javelin +7 to hit, range 30/120, 1d6+4 piercing.
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## Vekk - Male Orc War Cleric LV5
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The healer. Hits hard for a cleric.
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> Vekk, Orc, Cleric LV5 (War Domain).
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>
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> AC 18 (chain mail, shield). HP 44 (5d8+15). Speed 30 ft.\
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> STR 16 (+3), DEX 10 (+0), CON 16 (+3), INT 8 (-1), WIS 16 (+3), CHA 8 (-1).\
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> Saving Throws Str +3, Dex +0, Con +3, Int -1, Wis +6, Cha +2\
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> Skills: Perception +6.
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>
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> Aggressive: bonus action to move up to speed toward a hostile creature.\
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> War Priest: 3/long rest, bonus action melee attack after Attack action.\
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> Channel Divinity (1/short rest): Guided Strike — +10 to one attack roll.
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>
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> Prepared Spells (DC 14, +6 to hit):\
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> Cantrips: Sacred Flame, Toll the Dead.\
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> 1st (4 slots): Divine Favor*, Shield of Faith*, Healing Word, Bless.\
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> 2nd (3 slots): Spiritual Weapon*, Magic Weapon*, Hold Person.\
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> 3rd (2 slots): Crusader's Mantle*, Spirit Guardians.
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>
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> Warhammer +6 to hit, reach 5 ft, 1d8+3 bludgeoning.
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## Stride - Female Githzerai Ranger LV5
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Scout and ranged specialist.
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> Stride, Githzerai, Ranger LV5 (Hunter).
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>
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> AC 16 (studded leather, DEX). HP 44 (5d10+10). Speed 30 ft.\
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> STR 12 (+1), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 8 (-1).\
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> Saving Throws Str +4, Dex +7, Con +2, Int +1, Wis +2, Cha -1\
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> Skills: Perception +5, Stealth +7.
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>
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> Mental Discipline: advantage on saves vs charmed and frightened.\
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> Colossus Slayer: once per turn, +1d8 damage to a creature below its HP max.\
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> Extra Attack: two attacks per Attack action.
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>
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> Longbow +7 to hit, range 150/600, 1d8+4 piercing.\
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> Shortsword +7 to hit, reach 5 ft, 1d6+4 piercing.
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## Null - Warforged Wizard LV5
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Tactical support. Speaks only when necessary.
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> Null, Warforged, Wizard LV5 (War Magic).
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>
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> AC 16 (natural armor + DEX). HP 32 (5d6+10). Speed 30 ft.\
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> STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 12 (+1), CHA 6 (-3).\
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> Saving Throws Str -1, Dex +2, Con +2, Int +7, Wis +4, Cha -3\
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> Skills: Arcana +7, Perception +4.
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>
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> Constructed Resilience: advantage on saves vs poison, resistance to poison damage, no need to eat/drink/sleep/breathe.\
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> Arcane Deflection (reaction): +2 AC or +4 to saving throw, then can only cast cantrips next turn.\
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> Tactical Wit: +4 to initiative.
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>
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> Prepared Spells (DC 15, +7 to hit):\
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> Cantrips: Fire Bolt, Ray of Frost, Minor Illusion.\
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> 1st (4 slots): Shield, Magic Missile, Grease.\
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> 2nd (3 slots): Web, Shatter, Misty Step.\
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> 3rd (2 slots): Fireball, Counterspell.
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