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Dunmir the Devious

Rogue 3 Class & Level
Pirate/Sailor Background
Hill Dwarf Race
Chaotic Neutral Alignment

Strength 8
-1
Dexterity 15
+2
constitution 16
+3
intelligence 9
-1
wisdom 12
+1
charisma 14
+2
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
-1 Strength
+4 Dexterity
+3 Constitution
+1 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+4 Acrobatics
+1 Animal Handling
-1 Arcana
+1 Athletics
+6 Deception
-1 History
+5 Insight
+2 Intimidation
-1 Investigation
+1 Medicine
-1 Nature
+3 Perception
+2 Performance
+2 Persuasion
-1 Religion
+4 Sleight of Hands
+2 Stealth
+1 Survival
skills Acrobatics, Athletics, Insight, Perception, Deception, Sleight of Hand proficiencies

 
13
Armor Class
30
Hit Points
+4
Initiative
25
Speed
WeaponAtk BonusDamage/Type
Cutlass+41d6 Slashing
Dagger+41d4 Piercing
Shortbow+41d6 Piercing
Attacks
Light Armour, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Scimitars, Warhammers, Battlaxes.

Navigators' Tools, Thieves' Tools, Smiths' Tools, Ships.

Common, Dwarvish, Thieves' Cant
Proficiences
Cutlass, Shortbow, Leather Armour, 2 Daggers, Thieves' Tools, Belaying pin (club)

Backpack, Bedroll, Mess kit, Tinderbox, 10 torches, 10 days of rations, Waterskin, 50 ft of Hempen Rope, 50 ft of Silk rope, Ornate Dagger Sheath, Roc Feather, Pipe of Smoke Monsters, Charlatan's dice, 79 gold, 86 silver, 95 copper, 'Reading for fools', 2 Gems, Bag of Beans


Equipment
I'll give em hell and grin and jest and foulmouth till me last trick and breath
Personality Traits
Life is best lived free and disloyal, done on a whim.
Ideals
Me old crew and ship in Stormdale custody stay on me mind.
Bonds
Perhaps i can get a liiiittle carried away in me devious ways.
Flaws
Darkvision, Dwarven Resilience, Stonecunning, Dwarven Toughness, Expertise, Sneak Attack, Cunning Action, Fancy Footwork, Rakish Audacity
Features & Traits

Heroes Enabled

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

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

Scimitar

Melee Weapon Common [Finesse, Light]

Type Damage Damage Range Properties
Martial 1d6 Slashing

Cost: 25 gp Weight: 3 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

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Club

Melee Weapon Light Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning Light

Cost: 1 sp Weight: 2 lb


 

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con mod
Hit Points at Higher Levels: 5 + Con mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dex, Int
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Overview & Creation

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.


Class Features

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.  

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.  

Cunning Action

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.  

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.


Starting Equipment

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools


Spellcasting

For Arcane Trickster Only   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier


Subclass Options

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.  

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.  

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.  

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.

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.

Hill Dwarf

Ability Score Increase Con +2; Wis +1
Size Medium
Speed 25 ft.

Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years.   Alignment. Most dwarves are lawful, believing firmly in the benefits of a well-ordered society. They tend toward good as well, with a strong sense of fair play and a belief that everyone deserves to share in the benefits of a just order.   Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium.   Speed. Your speed is not reduced by wearing heavy armor.   Darkvision. Accustomed to life underground, 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.   Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.   Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's tools, brewer's supplies, or mason's tools.   Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
 

Languages. You can speak, read, and write Common and Dwarven. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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

Charlatan's Die

Wondrous Item

Common Requires Attunement

A charlatan's die looked like a regular six-sided die. However, using this magical die, an individual attuned to the die could control which number it rolled.

Cost: 20 GP

Pipe of Smoke Monsters

Wondrous Item

Common

The user of a pipe of smoke monsters could concentrate while exhaling to shape the smoke into the likeness of any creature, such as a dragon, a flumph, or a froghemoth. The shape occupied a volume no larger than a cube 1 foot (30 centimeters) on a side for a few seconds, then dissipated

Cost: 10 GP


Created by

rlancs.

Statblock Type

Character Sheet (Legacy)

Link/Embed