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Leather Armor, longbow, & 20 arrows
Heavy Armor
Value 75gp
Armor Class 16
Strength 13
Stealth Disadvantage
Weight 55 lbs.
Value 75gp
Armor Class 16
Strength 13
Stealth Disadvantage
Weight 55 lbs.
Light Armor
Value 10 gp
AC: 11 + Dex modifier
Weight 10 lb
Value 10 gp
AC: 11 + Dex modifier
Weight 10 lb
Two martial weapons
Glaive
Scimitar
Two hand axes
Explorer’s pack
Includes a Backpack, a Crowbar, a Hammer, 10 pitons, 10 torches, a Tinderbox, 10 days of Rations, and a Waterskin. The pack also has 50 feet of Hempen rope strapped to the side of it.
Includes a Backpack, a Bedroll, a Mess kit, a Tinderbox, 10 torches, 10 days of Rations, and a Waterskin. The pack also has 50 feet of Hempen ropestrapped to the side of it.
Two-Weapon Fighting
Archery: You gain a +2 bonus to attack rolls you make with ranged weapons.
Defense: While you are wearing armor, you gain a +1 bonus to AC.
Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
Great Weapon Fighting: When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
Protection: When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
Two-Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.