Ability Scores
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Strength Score | Dexterity Score | Constitution Score | Intelligence Score | Wisdom Score | Charisma Score |
9 | 16 | 14 | 10 | 10 | 10 |
-1 | +3 | +2 | +0 | +0 | +0 |
Strength Saving Throw |
Dexterity Saving Throw |
Constitution Saving Throw |
Intelligence Saving Throw |
Wisdom Saving Throw |
Charisma Saving Throw |
Proficient? (* for proficiency) |
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* |
* | ||||
+0 |
+5 |
+2 |
+2 |
+0 |
+0 |
AC | Initiative |
Walking Speed |
Temporary HP | Max HP | Hit Dice and Size | Proficiency Bonus |
14 | +8 | 13m | 0 | 10 | 1d8 | +2 |
Skills |
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Proficient? |
Other Bonuses? | Highest Total Modifier |
Skill | Used With |
Untrained? |
* | Expertise | +7 | Acrobatics | Dexterity | Yes |
+0 | Animal Handling | Wisdom or Charisma | Yes | ||
- | Arcana | Intelligence | No | ||
-1 | Athletics | Strength or Constitution | Yes | ||
- | Craft (X) | Intelligence | No | ||
+0 | Deception | Intelligence or Charisma | Yes | ||
- | Divina | Intelligence or Wisdom | No | ||
+0 | Insight | Wisdom | Yes | ||
+0 | Intimidation | Charisma | Yes | ||
+0 | Investigation | Intelligence | Yes | ||
- | Alchemy (Knowledge) | Intelligence | No | ||
- | Engineering (Knowledge) | Intelligence | No | ||
+0 | Geography (Knowledge) | Intelligence | Yes | ||
+0 | History (Knowledge) | Intelligence | Yes | ||
+0 | Legend (Knowledge) | Intelligence | Yes | ||
+0 | Medicine (Knowledge) | Intelligence | Yes | ||
+0 | Nature (Knowledge) | Intelligence | Yes | ||
* | +2 | Nobility (Knowledge) | Intelligence | No | |
- | Planes (Knowledge) | Intelligence | No | ||
+0 | Religion (Knowledge) | Intelligence | Yes | ||
* | +2 | Martial | Intelligence or Wisdom | Yes | |
* | +2 | Perception | Wisdom | Yes | |
+3 | Performance | Strength, Dexterity, or Charisma | Yes | ||
+0 | Persuasion | Charisma | Yes | ||
- | Prima | Wisdom | No | ||
* | +5 | Sleight of Hand | Dexterity | Yes | |
* | Expertise | +7 | Stealth | Dexterity | Yes |
* | +2 | Survival | Intelligence or Wisdom | Yes | |
+0 | Vehicles, Land | Wisdom | Yes | ||
+0 | Vehicles, Sea | Wisdom | No |
Other Proficiencies |
|
Name | Benefit |
Thieve's Tools | Can add proficiency bonus to thieve's tools checks |
Languages |
|
Language | Fluency |
East Midlander | Full |
High Pressian | 1/2 |
South Midlander | 1/2 |
Attunement Slots |
|
In Use | Maximum |
1 |
Inventory |
|
Name | Amount |
Currency |
|
Mundane Items | |
A rapier, shortbow, quiver of 20 arrows, explorer's pack, 2 daggers, thieve's tools | |
Magical Items |
|
Equipped Items | |
Leather armor |
Culture Abilities & Boons
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|
Culture: Clavish |
|
Ability Name | Ability Description |
Steady | You have advantage resisting being Overrun, Shoved, and Tripped |
Unyielding Resolve | You can reroll one Wisdom saving throw you make. You may do this after you make the roll, but before you determine the results. Once you use this ability, you can't do so again until you finish a short or long rest. |
Class Abilities & Boons
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|
Class/Level: Ability Name | Ability Description |
Rogue 1: Light Armor Proficiency | Gain proficiency in light armor |
Rogue 1: Skill Proficiency x5 | Gain proficiency with 5 skills |
Rogue 1: Weapon Proficiency x2 | Gain proficiency with the rapier, shortbow, and dagger |
Rogue 1: Expertise x2 | Gain expertise in Acrobatics and Stealth |
Rogue 1: Sneak Attack |
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 reach 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. |
Rogue 1: Thieve's Cant |
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. |
Other Boons |
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Boon Points Remaining = 5 |
Boon Point Maximum = 5 |
|
Boon Name: Cost | Benefit | |
Soldier: 0 | Gain proficiency in Martial and Survival | |
Ability Score Improvement: 2 | Constitution +1, 13-> 14 | |
Fleet: 1 | Walking Speed +2 meters | |
Battle Ready: 2 | +5 to initiative rolls |
Spellcasting |
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Cantrips |
Level 1 |
Level 2 |
Level 3 |
Level 4 |
Level 5 |
Level 6 |
Level 7 |
Level 8 |
Level 9 |
Spells Known/Prepared | |||||||||
Spell Slots | |||||||||
- | - | - | - | - | - | - | - | - | - |
Other Notes and Features
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