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Alistair Wainwright

6 Rogue (scout) 6 Class & Level
Urchin Background
Half-elf Race
True Neutral Alignment

Strength 10
+0
Dexterity 19
+4
constitution 15
+2
intelligence 12
+1
wisdom 20
+5
charisma 14
+2
Total Hit Dice 6
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+7 Dexterity
+2 Constitution
+4 Intelligence
+5 Wisdom
+2 Charisma
saving throws
+10 Acrobatics
+5 Animal Handling
+1 Arcana
+3 Athletics
+2 Deception
+1 History
+8 Insight
+2 Intimidation
+4 Investigation
+8 Medicine
+7 Nature
+11 Perception
+2 Performance
+2 Persuasion
+1 Religion
+7 Sleight of Hands
+10 Stealth
+17 Survival
skills [SAVING THROWS] Dexterity, Intelligence [SKILLS] acrobatics, athletics, perception, insight, investigation, medicine, stealth, sleight of hand, nature, survival [EXPERTISES] acrobatics, stealth, perception, survival [TOOLS] Disguise Kit, Thieves' Tools proficiencies

 
15
Armor Class
46
Hit Points
+4
Initiative
30 ft.
Speed
Rapier1d20 + 71d8 + 4
Hand Crossbow1d20 + 71d6 + 4
Dagger (offhand)1d20 + 41d4 + 4
Attacks
Weapon: Simple, Crossbow (hand), Longsword, Rapier, Shortsword
Armor: light
Proficiences
[Currency]
70 GP

[EQUIPMENT]
1 Clothes, fine

[COMMON EQUIPMENT]
1 clothes, fine
10 Piton
1 Waterskin
5 Candle
1 Lantern, hooded
2 Oil (1lb canister)
5 Rations (1 day)
1 Rope, hempen
1 String
1 Tinderbox
1 Hammer
1 Bell
1 Backpack
1 Bag of ball bearings
1 Crowbar

[LOOT]
8 clothes, fine (20GP each)
Equipment
[ELVEN ACCURACY]
Whenever you have advantage on an attack roll using dexterity, intelligence, wisdom, or charisma, you can reroll one of the dice once.

[FEY ANCESTRY]
You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Features & Traits

Heroes Enabled

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

Rapier]
[block: Dagger 15 rounds of ammunition 5 flintlocks 3 muskets ---------- [Gear] Thieves' Tools 4 health potion 1 invulnerability potion 1 superior healing potion 1 clairvoyance potion 1 poison vial 1 shrinking potion 20 doses of liquid pain]

The statblocks of your class features

When not in combat]
[block: you and companions you lead can travel between any two locations in the city twice as fast as your speed would normally allow   [THIEVES' CANT You can convey secret messages through seemingly normal conversation that only others that know thieves cant can understand. It takes four times longer to convey such a message than it would to explain it plainly. Additionally]
[block: etc.   [SNEAK ATTACK] Once per turn]
[block: deal an extra 3d6 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.   [CUNNING ACTION] You can take a bonus action on each of your turns in combat. This action can only be used to take the dash]
[block: or hide action.   [SURVIVALIST] you gain proficiency in the nature and survival skills. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies   [SKIRMISHER] You can move up to half of your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.   [UNCANNY DODGE] When an attacker that you can see hits you with an attack]

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

Illusional.

Statblock Type

Character Sheet (Legacy)

Link/Embed