Hacke
Hacke, fighter 1 / rogue 3 / ranger 3 Medium humanoid (warforged), true neutral Armor Class 18 (composite plating) Hit Points 57 (4d10+3d8+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 alchemist's supplies, calligrapher's supplies, disguise kit, forgery kit, poisoner's 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. Embedded Docent. Hacke has docent embedded in its chest, which is designed to advise and assist the warforged it’s attached to. A docent is a small metal sphere, approximately 2 inches across, studded with dragonshards. Despite a strong magical aura, it has no obvious abilities. A docent communicates telepathically with its wielder and can perceive the world through wielder's senses. One of the simple functions of a docent is to serve as a translator. Hacke can use a bonus action on its turn to request that the docent use one of its properties on Hacke's behalf. |
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ΑΣ, docent Wondrous item (small metal sphere)
Languages Common, Draconic, Dwarvish, Elvish, Giant, Orc Detect Damage. The docent has a +6 bonus to Wisdom (Medicine) checks targeting its warforged host. If the host is rendered unconscious, the docent will automatically attempt to stabilize them once each turn. Detect Magic. The docent can cast the detect magic spell at will. Detect Search. The docent can detect any form of divination or scrying targeting it and its warforged host. |
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- ~ NR-02
- ~ NR-02
Contents
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 |
Attunement | |
---|---|
ΑΣ Docent | |
Scimitar of Speed | |
Name | Quantity | Weight | Notes |
---|---|---|---|
ΑΣ Docent | 0 | Embedded, sentient item | |
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 | |
Shortsword | 2 | Embedded, weapon | |
Glamoured Warforged Shiftweave | 13 | Equipped, clothing | |
Backpack | 5 | Backpack, container | |
Pouch | 2 | 2 (2x1) | Equipped, container |
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 | |
Total weight: | 36 | Equipped 21 lb., in backpack 15 lb., total price 73.5 gp (excluding integrated kit) |
Build
Summary
- Race: Warforged Envoy
- Background: Charlatan
- Class: Fighter (lvl 1), Rogue (lvl 3), 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], disguise kit → alchemist's supplies [assassin], poisoner's kit [assassin]
- 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]
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) + 3 * (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. |
Progression
- Level 1 → Fighter 1
- Features: Fighting Style (Dueling) [fighter], Second Wind [fighter]
- Languages: Common [warforged], Primordial [envoy]
- Level 2 → Rogue 1
- Features: Expertise (Perception, Stealth) [rogue], Sneak Attack (1d6) [rogue], Thieves' Cant [rogue]
- Languages: Thieves' Cant [rogue]
- Level 3 → Ranger 1
- Features: Favored Enemy (Goblinoids) [ranger], Natural Explorer (Underdark) [ranger]
- Languages: Goblin [ranger]
- Level 4 → Ranger 2
- Features: Fighting Style (Two-Weapon Fighting) [ranger], Spellcasting [ranger]
- Spells: Cure Wounds [ranger], Hunter's Mark [ranger]
- Level 5 → Ranger 3
- 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 6 → Rogue 2
- Features: Cunning Action [rogue]
- Level 7 → Rogue 3
- Features: Roguish Archetype (Assassin) [rogue], Sneak Attack (2d6) [rogue], Bonus Proficiencies (Disguise kit → Alchemist's supplies, Poisoner's kit) [assassin], Assassinate [assassin]
- Level 8 → Fighter 2
- Features: Action Surge [fighter]
- Level 9 → Fighter 3
- 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 10 → Rogue 4
- Features: Dexterity +2 [ASI]
- Level 11 → Fighter 4
- Features: Dexterity +2 [ASI]
- Level 12 → Fighter 5
- Features: Extra Attack [fighter]
- Level 13 → Fighter 6
- Features: Dual Wielder [ASI -> Feat]
- Level 14 → Fighter 7
- Features: Martial Archetype feature (Battle Master) [fighter], Combat Superiority (5d8) [battle master], Know Your Enemy [battle master]
- Maneuvers: Disarming Attack, Riposte
- Level 15 → Fighter 8
- Features: Alert [ASI -> Feat]
Details
Warforged
- Warforged Resilience (WGE 68)
- You were created to have remarkable fortitude, represented by the following benefits.
- You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
- You are immune to disease.
- You don’t need to eat, drink, or breathe.
- You don’t need to sleep and don’t suffer the effects of exhaustion due to lack of rest, and magic can’t put you to sleep.
- Sentry’s Rest (WGE 69)
- When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
- Integrated Protection (WGE 69)
- Your body has builtin defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal.
- You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.
- Darkwood Core (unarmored): 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor)
- Composite Plating (medium armor): 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus.
- Heavy Plating (heavy armor): 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.
Ranger
- Dread Ambusher (XGE 42)
- At 3rd level, you master the art of the ambush. You can give yourself a bonus to your initiative rolls equal to your Wisdom modifier.
- At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapons damage type.
- Umbral Sight (XGE 42)
- At 3rd level, you gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet.
- You are also adept at evading creatures that rely on darkvision. While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.
Rogue
- Assassinate (PHB 97)
- Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. Vou have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a criticai hit.
- Cunning Action (PHB 96)
- Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
- Sneak Attack (PHB 96)
- Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
- You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
- The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.