Hacke
Hacke, fighter (lvl 1) / rogue (lvl 2) / ranger (lvl 3) Medium humanoid (warforged), true neutral Armor Class 18 (composite plating) Hit Points 50 (4d10+2d8+10) Speed 30 ft.
Saving Throws Strength +2, Constitution +5 Skills Athletics +2, Deception +5, Insight +5, Perception +8, Persuasion +5, Sleight of Hand +11, Stealth +9 Damage Resistances poison Condition Immunities disease, sleep Senses darkvision 60, passive Perception 18 Languages Common, Goblin, Primordial, Thieves' Cant Tools calligrapher's supplies, disguise kit, forgery kit, thieves' tools Weapons simple weapons, martial weapons Armor all armor, shields Integrated Tool. Hache has disguise kit integrated into its body, which doubles Hacke's proficiency bonus for any ability checks made with it. Hacke must have its hands free to use this integrated tool. |
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- ~ NR-02
- ~ NR-02
Actions
Attacks
Name | Type | Casting Time | Range | Attack | Damage | Notes |
---|---|---|---|---|---|---|
Shortsword | Attack | 1 action | 5 feet | +6 | 1d6+3 Piercing | Finesse, light |
Scimitar of Speed | Attack | 1 action | 5 feet | +6+2 | 1d6+2+3(+2)Dueling fighting style Slashing | Finesse, light |
Spells
Name | Type | Casting Time | Range | Duration |
---|---|---|---|---|
Animal Friendship Animal Friendship 1st-level enchantment Casting Time: 1 action This spell lets you convince a beast that you mean it no harm. Choose a beast that you can see within range. It must see and hear you. If the beast's Intelligence is 4 or higher, the spell fails. Otherwise, the beast must succeed on a Wisdom saving throw or be charmed by you for the spell's duration. If you or one of your companions harms the target, the spells ends. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional beast for each slot level above 1st. |
Enchantment | 1 action | 30 feet | 24 hours |
Cure Wounds Cure Wounds 1st-level evocation Casting Time: 1 action A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st. |
Evocation | 1 action | Touch | Instantaneous |
Disguise Self Disguise Self 1st-level illusion Casting Time: 1 action You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC. |
Illusion | 1 action | Self | 1 hour |
Hunter's Mark Hunter's Mark 1st-level divination Casting Time: 1 bonus action You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to O hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. |
Divination | 1 bonus action | 90 feet | Concentration, up to 1 hour |
Special
Name | Type | Casting Time | Range | Duration |
---|---|---|---|---|
Second Wind Second Wind 1st-level fighter feature Casting Time: 1 bonus action You have a limited well of 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. |
Fighter feature | 1 bonus action | Self | Instantaneous |
Skills
☐ | +3 | Acrobatics (Dex) | |
☐ | +2 | Animal Handling (Wis) | |
☐ | -1 | Arcana (Int) | |
☑ | +2 | Athletics (Str) | |
☑ | +5 | Deception (Cha) | |
☑ | +8 | Disguise (Cha) | 2 [cha] + 2 * 3 [prof] [Integrated Tool] |
☐ | -1 | History (Int) | |
☑ | +5 | Insight (Wis) | |
☐ | +2 | Intimidation (Cha) | |
☐ | -1 | Investigation (Int) | |
☐ | +2 | Medicine (Wis) | |
☐ | -1 | Nature (Int) | |
☑ | +8 | Perception (Wis) | expertise |
☐ | +2 | Performance (Cha) | |
☑ | +5 | Persuasion (Cha) | |
☐ | -1 | Religion (Int) | |
☑ | +11 | Sleight of Hand (Dex) | 3 [dex] + 3 [prof] + 5 [Gloves of Thievery] |
☑ | +9 | Stealth (Dex) | expertise |
☐ | +2 | Survival (Wis) |
Equipment
Money | |
---|---|
Gold | 1 |
Silver | 3 |
Copper | 10 |
Name | Quantity | Weight | Notes |
---|---|---|---|
Shortsword | 2 | Embedded, weapon | |
Scimitar of Speed Scimitar of Speed Requires Attunement You gain a +2 bonus to Attack and Damage Rolls made with this Magic Weapon. In addition, you can make one Attack with it as a Bonus Action on each of your turns. |
3 | Embedded, weapon | |
Calligrapher's supplies | 5 | Backpack, tool | |
Disguise kit | 0 | Integrated, tool | |
Gloves of Thievery | Equipped, wondrous item, uncommon | ||
Forgery kit | 5 | Backpack, tool | |
Thieves' tools | 1 | Pouch, tool | |
Glamoured Warforged Shiftweave | 13 | Equipped | |
Backpack | 5 | Backpack, container | |
Pouch | 2 | 2 (2x1) | Equipped, container |
Total weight: | 36 | Equipped 21 lb., in backpack 15 lb., total price 73.5 gp (excluding integrated kit) |
Build
Warforged Envoy Fighter (level 1) / Rogue (level 2) / Ranger (Gloom Stalker) (level 3)
- Stats
MOD/SAVE STR 9 (-1 / +2) DEX 16 (+3 / +3) 15 + 1 [envoy] CON 14 (+2 / +5) 13 + 1 [warforged] INT 8 (-1 / -1) WIS 14 (+2 / +2) CHA 14 (+2 / +2) 13 + 1 [envoy] HP 50 / 50 (10 + 2) [1st lvl] + 3 * (6 + 2) + 2 * (5 + 2) [rogue lvls]
- Armor Class: 18 = 13 [armor] + 2 [DEX] + 3 [prof]
Carry 45 90 135 270 lb. Speed 30 20 10 5 ft.
- Summary
- Race: Warforged Envoy
- Background: Charlatan
- Class: Fighter (lvl 1), Rogue (lvl 2), Ranger (lvl 3)
- Armor: all armor [fighter], shields [fighter]
- Weapons: simple weapons [fighter], martial weapons [fighter]
- Tools: disguise kit [envoy], disguise kit -> calligrapher's supplies [charlatan], forgery kit [charlatan], thieves' tools [rogue]
- Saving Throws: Strength [fighter], Constitution [fighter]
- Skills: Persuasion [envoy], Deception [charlatan], Sleight of Hand [charlatan], Athletics [fighter], Perception [fighter], Stealth [rogue], Insight [ranger]
- Languages: Common [warforged], Primordial [envoy], Goblin [ranger], Thieves' Cant [rogue]
- Spells: Cure Wounds [ranger], Hunter's Mark [ranger], Animal Friendship [ranger], Disguise Self [gloom stalker]
- Level 1 Fighter
- Features: Fighting Style (Dueling) [fighter], Second Wind [fighter]
- Languages: Common [warforged], Primordial [envoy]
- Level 1 Rogue
- Features: Expertise (Perception, Stealth) [rogue], Sneak Attack (1d6) [rogue], Thieves' Cant [rogue]
- Languages: Thieves' Cant [rogue]
- Level 1 Ranger
- Features: Favored Enemy (Goblinoids) [ranger], Natural Explorer (Underdark) [ranger]
- Languages: Goblin [ranger]
- Level 2 Ranger
- Features: Fighting Style (Two-Weapon Fighting) [ranger], Spellcasting [ranger]
- Spells: Cure Wounds [ranger], Hunter's Mark [ranger]
- Level 3 Ranger
- Features: Primeval Awareness [ranger], Ranger Archetype (Gloom Stalker) [ranger], Gloom Stalker Magic [gloom stalker], Dread Ambusher [gloom stalker], Umbral Sight [gloom stalker]
- Spells: Animal Friendship [ranger], Disguise Self [gloom stalker]
- Level 2 Rogue
- Features: Cunning Action [rogue]
- Level 3 Rogue
- Features: Roguish Archetype (Assassin) [rogue], Sneak Attack (2d6) [rogue], Bonus Proficiencies (Disguise kit -> Alchemist's supplies, Poisoner's kit) [assassin], Assassinate [assassin]
- Level 4 Rogue
- Features: Dexterity +2 [ASI]
- Level 2 Fighter
- Features: Action Surge [fighter]
- Level 3 Fighter
- Features: Martial Archetype (Battle Master) [fighter], Combat Superiority (4d8) [battle master], Student of War (Cook's utensils) [battle master]
- Maneuvers: Feinting Attack [battle master], Precision Attack [battle master], Trip Attack
- Level 4 Fighter
- Features: Dexterity +2 [ASI]
- Level 5 Fighter
- Features: Extra Attack [fighter]
- Level 6 Fighter
- Features: Dual Wielder [ASI -> Feat]
- Level 7 Fighter
- Features: Martial Archetype feature (Battle Master) [fighter], Combat Superiority (5d8) [battle master], Know Your Enemy [battle master]
- Maneuvers: Disarming Attack, Riposte
- Level 8 Fighter
- Features: Alert [ASI -> Feat]