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Squaw

Rouge 1 Class & Level
Criminal / Spy Background
Kenku Race
Chaotic Neutral Alignment

Strength 13
+1
Dexterity 16
+3
constitution 15
+2
intelligence 10
+0
wisdom 13
+1
charisma 7
-2
Total Hit Dice 2
Hit Die
1d8+2
++2 proficiency bonus
++1 Strength
++5 Dexterity
++2 Constitution
+5 Intelligence
++1 Wisdom
-1 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+0 Arcana
+3 Athletics
+1 Deception
+0 History
+3 Insight
+3 Intimidation
+2 Investigation
+1 Medicine
+0 Nature
+1 Perception
-1 Performance
-1 Persuasion
+0 Religion
+5 Sleight of Hands
+5 Stealth
+1 Survival
skills Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Sleight of Hand, Stealth proficiencies

 
14
Armor Class
17
Hit Points
++3
Initiative
30ft
Speed
WeaponAttackDamage
-------------------------------------------------------------------------------------
Dagger [1d20+2] [1d4+2]
Dagger [1d20+2] [1d4+2]
Short-sword [1d20+2] [1d6+]
Short-bow [1d20+2] [1d6+]
Attacks
Armor | Weapons | Tools | Languages
---------------------------------------------------------------------------------------------------
Light Armor Crossbows Dice Set Auran
Hand Disguise Kit Common
Longsword Thieves' Tools Thieves' Cant
Rapier
Shortsword
Simple Weapons
Proficiences
Money

Gold: 18
Silver: 13
Spellcasting
Arrows 1lb. 20 1 Damage, Combat
Backpack 5lb. 1 2 Container
Ball Bearings (bag of 1,000) 2lb. 1000 1 Control, Utility, Combat
Bell 1 1 Communication, Utility
Candle 1 0.01 Utility, Exploration, Consumable
Clothes, Common 3lb. 1 0.5 Social, Outerwear
Crowbar 10lb. 2 4 Utility, Exploration
Dagger 1lb. 2 Simple, Finesse, Light, Thrown, Range(20/60)
Hammer 3lb. 1 1 Utility
Lantern, Hooded 2lb. 1 5 Utility, Exploration
Leather Armor 10lb. 10 AC 11
Oil (flask) 2lb. 2 0.2 Damage, Utility, Combat
Piton 2.5lb. 10 0.5 Utility
Rapier 2lb. 1
Rations (1 day) 10lb. 5 2.5 Social, Utility, Consumable
Rope, Hempen (50 feet) 10lb. 1 1 Utility, Exploration
Shortbow Range (80/320) 2lb. 25 Simple, Ammunition, Range, Two-Handed,
Shortsword 2lb. 10 Martial, Finesse, Light
String 10 Utility
Thieves' Tools 1lb. 1 25 Utility, Exploration
Tinderbox 1lb. 1 0.5 Utility, Exploration
Waterskin 5lb. 10 2 Container
Equipment
The first thing I do in a new place is note the locations of everything valuable - or where such thing could be hidden.
I have a hard time staying calm, depending on what the situation is.
Personality Traits
People. I am loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care.
Ideals
Someone I love died because of a mistake I made. That will never happen again
Bonds
If there's a plan, I will try to remember it. I have a semi-weak memory.
My name is basically a war cry that attracts the Kenku race, but due to my speech impediment, I cannot tell my friends.
Flaws
Expert Forgery
Mimicry
Kenku Training: Acrobatics, Sleight of Hand

Expertise: Thieves' Tools, Intimidation
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.
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.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

[block: pg. 95 ProficienciesPHB]
[block: pg. 95 Intimidation Insight Investigation Athletics Expertise: Thieves' Tools]
[block: Intimidation   Sneak Attack 1d6 Once per turn]
[block: and you don’t have disadvantage on the attack roll. Sneak Attack: (No Action)   Thieves’ Cant You have learned thieves’ cant]

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

Kaytastrophic.

Statblock Type

Character Sheet (Legacy)

Link/Embed