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Allison "Allie' Brooks

Rogue (Swashbuckler)/ Fighter lv1 7 Class & Level
Criminal/Spy Background
Tiefling Race
NG Alignment

Strength 10
+0
Dexterity 16
+3
constitution 13
+1
intelligence 11
+0
wisdom 12
+1
charisma 15
+2
Total Hit Dice 6
Hit Die
1d8+1
+3 proficiency bonus
+0 Strength
+6 Dexterity
+1 Constitution
+3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+0 Arcana
+0 Athletics
+9 Deception
+0 History
+4 Insight
+2 Intimidation
+3 Investigation
+1 Medicine
+0 Nature
+4 Perception
+2 Performance
+5 Persuasion
+0 Religion
+9 Sleight of Hands
+9 Stealth
+1 Survival
skills Simple weapons, Rapier, Short-sword, long sword. Cross-bow   Light armor. proficiencies

 
16
Armor Class
54
Hit Points
+5
Initiative
30
Speed
Longsword 1d20+6 1d8+3
Mysterious +1 Sliver Dagger 1d20+7 1d4+3 1d6
Attacks
Thieves Tools, Disguise Kit, Jewelry kit
Proficiences
Cantrip- Minor illusion
1x disguise self
1x invisibility
Spellcasting
I would rather make a new friend than a new enemy. Never tell me the odds.
Personality Traits
There's a spark of good in everyone.
Ideals
My ill gotten gains go to support my family.
Bonds
I tum tail and run when things look bad.
Flaws

Heroes Enabled

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

The statblocks of your class features

Variant Criminal (Spy)

Although your capabilities are not much different from those of a burglar or smuggler, you learned and practiced them in a very different context: as an espionage agent. You might have been an officially sanctioned agent of the crown, or perhaps you sold the secrets you uncovered to the highest bidder.

Skill Proficiencies Deception, Stealth
Tool Proficiencies One type of gaming set, thieves' tools
Equipment
  • A crowbar
  • a set of dark common clothes including a hood
  • and a belt pouch containing 15 gp

Features

Feature: Spy Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other spies. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.   Specialty There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.   d8|Specialty 1|Blackmailer 2|Burglar 3|Enforcer 4|Fence 5|Highway robber 6|Hired killer 7|Pickpocket 8|Smuggler

Suggested Characteristics

Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

Traits

d8Personality Trait
1I always have a plan for when things go wrong.
2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
4I would rather make a new friend than a new enemy.
5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
6I don't pay attention to the risks in a situation. Never tell me the odds.
7The best way to get me to do something is to tell me I can't do it.
8I blow up at the slightest insult.

Ideal

d6Ideal
1Honor. I don't steal from others in the trade. (Lawful)
2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
3Charity. I steal from the wealthy so that I can help people in need. (Good)
4Greed. I will do whatever it takes to become wealthy. (Evil)
5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
6Redemption. There's a spark of good in everyone. (Good)

Bond

d6Bond
1I'm trying to pay off an old debt I owe to a generous benefactor.
2My ill-gotten gains go to support my family.
3Something important was taken from me, and I aim to steal it back.
4I will become the greatest thief that ever lived.
5I'm guilty of a terrible crime. I hope I can redeem myself for it.
6Someone I loved died because of a mistake I made. That will never happen again.

Flaw

d6Flaw
1When I see something valuable, I can't think about anything but how to steal it.
2When faced with a choice between money and my friends, I usually choose the money.
3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
4I have a 'tell' that reveals when I'm lying.
5I turn tail and run when things look bad.
6An innocent person is in prison for a crime that I committed. I'm okay with that.


Source: PHB, page 130

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.

Tiefling

Ability Score Increase
Size Medium
Speed

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.  

Infernal Bloodline

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.  

Self-Reliant and Suspicious

Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.   Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.  

Tiefling Names

Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.   Male Infernal Names: Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai   Female Infernal Names: Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta   “Virtue” Names: Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary   Appearance. Your tiefling might not look like other tieflings. Rather than having the physical characteristics described in the Player’s Handbook, choose 1d4 + 1 of the following features: small horns; fangs or sharp teeth; a forked tongue; catlike eyes; six fingers on each hand; goat-like legs; cloven hoofs; a forked tail; leathery or scaly skin; red or dark blue skin; cast no shadow or reflection; exude a smell of brimstone.  

Tiefling Subraces

Your Tiefling is one of nine different subraces based on the realm of Hell their bloodline is from, including: Asmodeus, Baalzebul, Dispater, Fierna, Glasya, Levistus, Mammon, Mephistopheles, or Zariel.

Languages. You can speak, read, and write Common and Infernal.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

questionably_Sane.

Statblock Type

Character Sheet (Legacy)

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