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Pathos

Rogue 6 Class & Level
Criminal/spy Background
Warforged Race
Neutral good Alignment

Strength 10
+0
Dexterity 16
+3
constitution 15
+2
intelligence 15
+2
wisdom 12
+1
charisma 9
-1
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+5 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+9 Acrobatics
+1 Animal Handling
+2 Arcana
+0 Athletics
+2 Deception
+2 History
+7 Insight
-1 Intimidation
+5 Investigation
+1 Medicine
+2 Nature
+7 Perception
-1 Performance
-1 Persuasion
+2 Religion
+3 Sleight of Hands
+9 Stealth
+4 Survival
skills Acrobatics, deception, insight, investigation, perception, stealth, survival. proficiencies

 
16
Armor Class
45
Hit Points
+3
Initiative
30
Speed
Dagger 1d20+6 1d4+3
Dart 1d20+6 1d4+3
Longsword 1d20+3 1d8
Unarmed Strike 1d20+3 1d6
Psychic Blade (STR) 1d20+3 1d6
Psychic Blade (DEX) 1d20+6 1d6+3
Attacks
Light armor, hand crossbow, long sword, rapier, short sword, simple weapons, dragon chess set, painter’s supplies, thieve’s tools, tinker tools, common, gnomish, thieve’s cant.
Proficiences
Backpack, crowbar, dagger, dart (10), hammer, longsword, painter’s supplies, piton (10), hempen rope (50ft), studded leather, tinderbox, tinker’s tools, torch (10)
Equipment
I am incredibly slow to trust. Those who seem the fairest often have the most to hide. I am always calm, no matter what the situation.
Personality Traits
Redemption. There’s a spark of good in everyone.
Ideals
Someone I loved died because of a mistake I made. That will never happen again.
Bonds
I have a tell that reveals when I’m lying. Sometimes, my emotions get the best of me.
Flaws
Rogue features:
Proficiencies: acrobatics, stealth, perception, insight
Expertise: acrobatics, insight
Sneak attack
Language: Thieve’s cant
Cunning action
Psionic talent: psi-bolstered knack, psychos whispers, psi replenishment
Psychic blades
Ability score improvement: dex, int
Uncanny dodge

Racial traits:
Ability score increase: cha
Age
Alignment
Constructed resilience
Integrated protection
Languages: gnomish
Sentry’s rest
Size
Specialized design: investigation, painter’s supplies
Speed
Features & Traits

Heroes Enabled

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

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

Longsword

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 15 gp Weight: 3 lb


 

DnD 5e SRD SRD

Dart

Ranged Weapon Finesse, Thrown Common

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

Cost: 5 cp Weight: 1/4 lb


 

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

Crowbar

Adventuring Gear Common

Using a crowbar grants advantage to strength checks where the crowbar's leverage can be applied.

Cost: 2gp Weight: 5lb


 

Hammer

Adventuring Gear Common

This one-handed hammer with an iron head is useful for pounding pitons into a wall.

Cost: 1gp Weight: 3lbs


 

Piton

Adventuring Gear Common

When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.

Cost: 5cp Weight: 1/4lb


 

Hempen Rope

Adventuring Gear Common

Purchased in rolls of 50 ft. Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1 gp (50 ft) Weight: 10 lb (50 ft)


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

Player's handbook 154, Xanathat's Guide to Everything 84

Tinkerer's tools

Adventuring Gear Common

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue.   History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.   Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.   Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.  

ActivityDC
Temporarily repair a disabled device10
Repair an item in half the time15
Improvise a temporary item using scraps20

Cost: 50 gp Weight: 10 lb.


 

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Warforged

Ability Score Increase CON+1
Size Medium
Speed 30 ft

Defenders of Henkrforge. Warforged went extinct during the apocalypse, being destroyed during the Demonic insurgence, and that would have been the end if not for scholars from Henkrforge finding the mechanical corpses from the demonic war and trying to reverse engineer the technology. Eight years after finding the bodies, the first new Warforged in over 300 years was built, powered by a very special magical gem that had been made using Red Dragon's Blood, fire rubies, binding agents, and at least one magic ring. This Warforged named "Tamari" Was a sorcerer from his very first activation, and was trained as a fighter as well. Now a few hundred Warforged exist, and most of them still live in Henkrforge where they act as guardians of the city.   Age. A typical Warforged is between two and thirty years old. The maximum lifespan of the Warforged remains a mystery; so far, Warforged have shown no signs of deterioration due to age.   Alignment. Most Warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality — or lack thereof — of the beings with which they served.   Warforged Resilience. You were created to have remarkable fortitude, represented by the following benefits: •You have advantage on saving throws against being poisoned, and you have resistance to poison damage.•You are immune to disease.•You don’t need to eat, drink, or breathe.   Integrated Protection. Your body has built-in defensive layers, which determine your armor class. You gain no benefit from wearing armor, but if you are using a shield, you apply its bonus as normal. You can alter your body to enter different defensive modes; each time you finish a long rest, choose one mode to adopt from the Integrated Protection table, provided you meet the mode’s prerequisite.   Subrace. As a Warforged, your body was designed for a specific purpose. Choose one of these subraces: envoy, juggernaut, or skirmisher   Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.   Integrated Protection:   1. Darkwood Core. Prerequisites: None. Effect: 11 + your Dexterity modifier (add proficiency bonus if proficient with light armor) 2. Composite Plating. Prerequisite: Medium Armor Proficiency. Effect: 13 + your Dexterity modifier (maximum of 2) + your proficiency bonus. 3. Heavy Plating.  Prerequisite: Heavy Armor Proficiency. Effect: 16 + your proficiency bonus; disadvantage on Dexterity (Stealth) checks.   SUBRACES-   ENVOY   As an envoy, you were designed with a certain specialized function in mind. You might be an assassin, a healer, or an entertainer, to name a few possibilities. Envoys are the rarest of the warforged subraces, and yours could be a unique design   Ability Score Increase.Two different ability scores of your choice increase by 1   Specialized Design. You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.   Integrated Tool. Choose one tool you’re proficient with. This tool is integrated into your body, and you double your proficiency bonus for any ability checks you make with it. You must have your hands free to use this integrated tool.   JUGGERNAUT   You’re an imposing war machine built for close combat and raw might. You tower over your comrades; juggernaut Warforged stand between 6 and 7 feet in height and can weigh up to 450 pounds.   Ability Score Increase.Your Strength score increases by 2   Iron Fists. When you make an unarmed strike, you can deal 1d4 + your Strength modifier bludgeoning damage instead of the normal damage.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift   SKIRMISHER   You were built to scout the edges of battle and outmaneuver your enemies. You are lean and designed for speed.    Ability Score Increase.Your Dexterity score increases by 2.   Swift. Your walking speed is increased by 5 feet.   Light Step. When you are traveling alone for an extended period of time (one hour or more), you can move stealthily at a normal pace. (See chapter 8 of the Player’s Handbook for more information about travel pace.)
 

Languages. Common

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

EternalNerd.

Statblock Type

Character Sheet (Legacy)

Link/Embed