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Redhorn

Rogue(swashbuckler) 3 Class & Level
criminal Background
Tiefling (feral) Race
CN Alignment

Strength 8
-1
Dexterity 17
+3
constitution 13
+1
intelligence 11
+0
wisdom 12
+1
charisma 14
+2
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+5 Dexterity
+1 Constitution
+2 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+0 Arcana
-1 Athletics
+4 Deception
+0 History
+1 Insight
+4 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+1 Perception
+2 Performance
+4 Persuasion
+0 Religion
+7 Sleight of Hands
+7 Stealth
+1 Survival
skills acrobatics | deception | intimidation | persuasion | sleight of hand+ | stealth+ proficiencies

 
14
Armor Class
21
Hit Points
+5
Initiative
30ft.
Speed
Dagger(2)1d20+51d4+3
The Waveslasher1d20+71d8+5
Attacks
ARMOR
Light Armor

WEAPONS
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons

TOOLS
Dice Set, Thieves' Tools

LANGUAGES
Common, Infernal, Thieves’ Cant
Proficiences

Heroes Enabled

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

Burglar's Pack

Adventuring Gear Common

A backpack that contains: 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, and a waterskin. Attached to the outside of the pack is 50 feet of hempen rope.


 

DnD 5e

The Waveslasher

Weapon

Rare

Martial, Silvered, Finesse

a long silver rapier with a blue gem in the hilt that reminds one of the ocean.

Type Damage Damage Range
Martial Melee 1d8+2 Slashing 5ft.

Cost: 1000 GP
Weight: 2lb

The statblocks of your class features

Swashbuckler


Hit Points

Hit Dice: d8 per Swashbuckler level
Hit Points at first Level: See Rogue
Hit Points at Higher Levels: See Rogue

Proficiences

Armor: See Rogue
Weapons: See Rogue
Tools: See Rogue
Saving Throws: See Rogue
Skills: See Rogue

Subclass Options

Fancy Footwork

At 3rd level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.  

Rakish Audacity

Starting at 3rd level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.   You also gain an additional way to use your Sneak Attack: you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

Panache

At 9th level, as an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, if you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling (Variant)

Ability Score Increase Int +1; Choose Dex or Cha +2
Size Medium
Speed 30 ft., Fly 30ft.

Age. Tieflings mature at the same rate as humans but live a few years longer.

Alignment. Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.

Size. Tieflings are about the same size and build as humans. Your size is Medium.

Darkvision. Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Hellish Resistance. You have resistance to fire damage.

Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player's Handbook, choose 1d4+1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goatlike legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone

Variant Feature (Choose 1)

Infernal Legacy (PHB). You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Devil's Tongue. You know the vicious mockery cantrip. When your reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait. When you reach 5th level, you can cast the enthrall spell once with this trait. You must finish a long rest to cast these spells once again with this trait. Charisma is your spellcasting ability for them. This trait replaces the Infernal Legacy trait.

Hellfire. You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the burning hands spell once per day as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.

Winged. You have bat-like wings sprouting from your shoulder blades. You have a flying speed of 30 feet while you aren't wearing heavy armor.

 

Languages. You can speak, read, and write Common and Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

appeldroes.

Statblock Type

Character Sheet (Legacy)

Link/Embed