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Bernard Sandler

Rogue 1 Class & Level
Urban Bounty Hunter Background
Human Race
Lawful Evil Alignment

Strength 12
+1
Dexterity 16
+3
constitution 11
+0
intelligence 11
+0
wisdom 13
+1
charisma 15
+2
Total Hit Dice 1
Hit Die
1d8+0
+2 proficiency bonus
+1 Strength
+5 Dexterity
+0 Constitution
+2 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+0 Arcana
+1 Athletics
+4 Deception
+0 History
+3 Insight
+2 Intimidation
+2 Investigation
+1 Medicine
+0 Nature
+1 Perception
+2 Performance
+2 Persuasion
+0 Religion
+3 Sleight of Hands
+10 Stealth
+1 Survival
skills Dex Int Stealth (expertise) Investigation Deception Acrobatics Insight
  proficiencies

 
14
Armor Class
8
Hit Points
+2
Initiative
30
Speed
Rapier 1d20+5 1d8+3 Piercing
Shortbow 1d20+5 1d6+3 Piercing
Daggers 1d20+5 1d4+3 Piercing
Attacks
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools (expertise)
Saving Throws: Dexterity, Intelligence
Proficiences
N/A

Spellcasting
Rapier
Shortbow, Quiver (20 arrows)
Burglar Pack
Backpack,
  • ball bearing (100),string,candle (5),crowbar,hammer,piton (5),hooded lantern,flask of oil (2),rations (5),tinderbox,waterskin,hempen rope
  • Leather Armor
    2 Daggers
    Thieve's Tools
    20gp
    Equipment
    Expertise
  • At 1st Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
  • At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.
  • Feature : Ear to the Ground
  • As a bounty hunter, you have strong and deep connections with dozens of people in the community. The background of these people might have them coming from a criminal and mafia underworld or the rough and rowdy street gang folks of the streets or the members of a high and noble society circle.
  • This connection is established whenever you visit a city as there is bound to be contact and interactions with people of that city, people you make connections with will be willing to give you high grade valuable information about the people and society there and the commonly visited yet important places in that area.

  • 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 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.

  • Thieves' 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.
  • Features & Traits

    Heroes Enabled

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e SRD SRD

    Rapier

    Melee Weapon Finesse Common

    Type Damage Damage Range Properties
    Martial 1d8 Piercing Finesse

    Cost: 25 gp Weight: 2 lb


     

    Player's Handbook, Wizards of the Coast, p. 150

    Arrows (20)

    Ammunition Common

    Cost: 1 GP (5 CP per arrow) Weight: 1 lb. / 0.5 kg (0.05 lb. / 0.025 kg per arrow)


     

    Burglar's Pack

    Adventuring Gear Includes: • a Backpack   • a bag of 1,000 Ball bearings   • 10 feet of string   • a bell   • 5 candles   • a Crowbar   • a Hammer   • 10 pitons   • a Hooded lantern   • 2 flasks of oil   • 5 days Rations   • a Tinderbox   • a Waterskin   • 50 feet of Hempen rope Common

    A backpack


     

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    Player's Handbook

    Thieves' Tools

    Adventuring Gear This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your Proficiency Bonus to any Ability Checks you make to disarm traps or open locks. Varies

    A bag of various lockpicks, picks , and miscellaneous items to pick locks and disable traps 

    Weight: 1


     

    The statblocks of your class features

    [block: Expertise
  • At 1st Level]
  • [block: or one of your skill Proficiencies and your proficiency with Thieves' Tools. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.
  • At 6th level]
  • [block: you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.   Sneak Attack
  • Beginning at 1st Level]
  • [block: 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]
  • [block: and you don't have disadvantage on the Attack roll.
  • The amount of the extra damage increases as you gain levels in this class]
  • [block: as shown in the Sneak Attack column of the Rogue table.   Thieves' Cant
  • During your rogue Training you learned thieves' cant]
  • [block: 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]
  • [block: or whether the people in an area are easy marks or will provide a Safe House for thieves on the run. Feature : Ear to the Ground
  • As a bounty hunter]
  • [block: you have strong and deep connections with dozens of people in the community. The background of these people might have them coming from a criminal and mafia underworld or the rough and rowdy street gang folks of the streets or the members of a high and noble society circle.
  • This connection is established whenever you visit a city as there is bound to be contact and interactions with people of that city]
  • Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    owoixan.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed