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Azita

Rogue 1 Class & Level
Charlatan Background
Human Race
Chaotic Neutral Alignment

Strength 10
+0
Dexterity 18
+4
constitution 16
+3
intelligence 14
+2
wisdom 12
+1
charisma 12
+1
Total Hit Dice 1
Hit Die 1d8+3
2 proficiency bonus
13 Passive perception
0 Strength
6 Dexterity
3 Constitution
4 Intelligence
1 Wisdom
1 Charisma
saving throws
6 Acrobatics
1 Animal Handling
2 Arcana
2 Athletics
3 Deception
2 History
1 Insight
1 Intimidation
2 Investigation
1 Medicine
2 Nature
3 Perception
3 Performance
1 Persuasion
2 Religion
8 Sleight of Hands
6 Stealth
1 Survival
skills
15
AC
11
Hit Points
4
Initiative

Speed
Equipment. Light armor, simple weapons, chakrams, hand crossbows, longswords, rapiers, shortswords.
Languages. Aragonian, Fidiran, Lymian.
Saves. Dexterity, Intelligence.
Skills. Acrobatics, Athletics, Deception, Perception, Performance, Sleight of Hand, Stealth.
Tools. Thieves' tools.
Proficiencies
NameBonusDamageType

Melee


Chakram +6 1d20+6 | 1d6+4 Slashing 1d6+4 | Finesse, Light, Range, Returning, Thrown (20/60)
Dagger+6 1d20+6 | 1d4+4 Piercing 1d4+4 | Finesse, Light, Range, Thrown (20/60)

Ranged


Chakram +6 1d20+6 | 1d6+4 Slashing 1d6+4 | Finesse, Light, Range, Returning, Thrown (20/60)
Dagger+6 1d20+6 | 1d4+4 Piercing 1d4+4 | Finesse, Light, Range, Thrown (20/60)
Shortbow +6 1d20+6 | 1d6+4 Piercing 1d6+4 | Ammunition, Range (80/320), Two-Handed Attacks

Spellcasting
2 chakrams.
A shortbow.
A quiver with 20 arrows.
2 daggers.
Leather armor.
A pack, containing
Thieves' tools.
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.
Equipment
The best way to get me to do something is to tell me I can't do it. The second-best way is to tell me it'll make me rich.
Sarcasm and insults are my weapons of choice.

Personality Traits
Freedom. I'll never be under the power of another again.
'Sharing'. Sometimes things I like just end up in my pockets. I'll probably give them back.
Risk. If it's safe, it's probably boring.

Ideals
Thinking of the people I can call my friends... That makes me feel warm.
I've been through a lot, but if I give up now, it'll all be for nothing.
Sometimes I think about the friends from my childhood, and wonder where they are now.
I have a number of contacts in ports and Ereb Adventure Guild branches throughout the Opal Sea.
Bonds
I do not think about consequences of my actions.
Despite my best efforts, I am unreliable to my friends.
I can't resist swindling people who are more powerful than me.
Flaws
Thrown Weapon Master. You have a knack for throwing things to deadly effect.
  • Being within 5 feet of a hostile creature does not impose disadvantage on your ranged attacks made with thrown weapons.

  • When you miss a creature within 20 feet with a thrown weapon, you can cause the thrown weapon to bounce immediately back to your hand.

  • When you take the the attack action and attack with a thrown weapon, you can draw the weapon as part of the attack made with it, without expending your interaction.

Expertise. Double proficiency for Sleight of Hand and Thieves' Tools.
Sneak Attack. Once per turn 1d6 damage on a target Azita has advantage against. Azita does not require advantage if the target that has another enemy within 5 feet, and Azita does not have disadvantage on her attack.
Illiterate. Azita is unable to read or write.
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.
Features & Traits

Created by

Spinach.

Statblock Type

Character Sheet (2018)

Link/Embed