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Gibmah D. Ko'le

Rouge Scout 20 Class & Level
Criminal Background
Fire Genasi Race
CN Alignment

Strength 13
+1
Dexterity 22
+6
constitution 16
+3
intelligence 11
+0
wisdom 16
+3
charisma 16
+3
Total Hit Dice 20
Hit Die
1d8+3
+6 proficiency bonus
+1 Strength
+12 Dexterity
+3 Constitution
+6 Intelligence
+9 Wisdom
+3 Charisma
saving throws
+12 Acrobatics
+9 Animal Handling
+6 Arcana
+7 Athletics
+9 Deception
+6 History
+15 Insight
+9 Intimidation
+6 Investigation
+9 Medicine
+12 Nature
+9 Perception
+9 Performance
+9 Persuasion
+6 Religion
+18 Sleight of Hands
+18 Stealth
+15 Survival
skills Deception, Insight, Investigation, Perception, Sleight of Hand 2x, Stealth 2x proficiencies

 
20
Armor Class
212
Hit Points
+11
Initiative
40
Speed
Stun Rapier+125d8+5
Shortbow+121d6+5
Dagger+121d4+5
Attacks
Sprachen: Common, Primordial, Ignan, Dwarvish
Waffen: Simple, Hand Crossbow, Shortsword, Longsword, Rapier
Tools: Thieves' tools 2x, Poisoner's kit, Alchemist's kit, Cook's Utensils, dice set
Armor: Light
Proficiences
Hat of Disguise, Lock of Trickery
Rapier, Shortbow,20 Arrows, 2x Dagger, Spear
+2 weißgold aber schwarz Studded Leather Armor, Thieves' Tools
Backpack, Bedroll, 1000 ball bearing balls, 10 feet string, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2x flask of oil, 5 day rations, tinderbox, waterskin, 50 feet hempen rope
Crowbar, set of dark clothes
Poisoner's Kit 5 vials, Holster for 2, Anzug,
160 gp Pearl
20x Cherrybombs, 2x Rauchbomben, 5x Kokosnussbomben
Equipment
I always have a plan for what to do when things go wrong.
Personality Traits
There's a spark of good in everyone.
Ideals
I’m guilty of a terrible crime. I hope I can redeem myself for it.
Bonds
An innocent person is in prison for a crime that I comitted. I'm okay with that.
Flaws
Guilty Pleasure: The chance to deflate someone's ego
Adversaries: A master spy to whom you unwittingly fed bad information, which led to the assassination of the wrong target
Benefactor: The Beggar King has hidden you from your pursuers
many times, in return for future considerations.

Features & Traits

Heroes Enabled

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

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

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

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

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

The statblocks of your class features

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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Fire Genasi

Ability Score Increase +2 Con, +1 Int
Size Medium
Speed 30 ft

  • Darkvision, 60 ft (everything seen in darkness is in a shade of red)
  • Resistant to fire damage
  • You know the produce flame cantrip. Once you reach 3rd level, you can cast the burning hands spell once with this trait as a 1st-level spell, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells.

Languages. Common, Primordial

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Michi_1232.

Statblock Type

Character Sheet (Legacy)

Link/Embed