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Estrella Radler

Rogue 3 Class & Level
College Dropout Background
Tiefling Race
Chaotic Evil Alignment

Strength 12
+1
Dexterity 12
+1
constitution 12
+1
intelligence 14
+2
wisdom 12
+1
charisma 19
+4
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+1 Strength
+3 Dexterity
+1 Constitution
+5 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+2 Arcana
+1 Athletics
+4 Deception
+2 History
+1 Insight
+8 Intimidation
+2 Investigation
+1 Medicine
+2 Nature
+1 Perception
+6 Performance
+4 Persuasion
+2 Religion
+1 Sleight of Hands
+3 Stealth
+1 Survival
skills Theives' Tools (+3) Arcane Hacking (+4) proficiencies

 
13
Armor Class
11
Hit Points
+0
Initiative
30
Speed
WeaponAttackDamage
Shortsword 1d20+3 1d6
Dagger 1d20+3 1d4
Attacks
Languages: Common, Thieves' Cant, Infernal, D##
Proficiences
Shortsword (x2)
Dagger (x2)
Explorer's Pack
Torch (x10)
Hempen Rope (50ft.)
Pleather Armor
Theives' Tools
Zburator Blood Pendant
Cloth Horseshoes
Equipment
Doesn't like to get hands dirty
Never passes up a friendly wager
Is rude to people who lack her commitment to hard work
Personality Traits
Likes seeing the smiles when she performs. If she can attain more power, no one will tell her what to do.
Ideals
Will become the greatest thief and owes everything to her mentor: a horrible person rotting in jail.
Bonds
Has a tell (tail). Would rather eat her armor than admit she's wrong
Flaws
Poker Face: Has advantage on deception checks
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

Shortsword

Melee Weapon Finesse, Light Common

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

Cost: 10 gp Weight: 2 lb


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

Explorer's Pack

Adventuring Gear Common

Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 10 gp Weight: 59 lb


 

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
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. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

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.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Arcane Trickster or Triple Threat, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

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.  

Reliable Talent

By 11th level, you have refined your chosen skill until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location if any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as 20. once you use this feature, you can't use it again until you finish a short or long rest.


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.  

Triple Threat

A Triple Threat is so named for their ability to seemingly be anywhere and deal with any foe at once. Stories of triple threats speak about them working together to take down groups of enemies many times larger than themselves, by wielding elemental force against their targets until none remain.


LevelProficiency BonusSneak AttackFeatures
1+21d6Expertise, Sneak Attack, Thieves' Cant
2+21d6Cunning Action
3+22d6Roguish Archetype
4+22d6Ability Score Improvement
5+33d6Uncanny Dodge
6+33d6Expertise
7+34d6Evasion
8+34d6Ability Score Improvement
9+45d6Roguish Archetype Feature
10+45d6Ability Score Improvement
11+46d6Reliable Talent
12+46d6Ability Score Improvement
13+57d6Roguish Archetype Feature
14+57d6Blindsense
15+58d6Slippery Mind
16+58d6Ability Score Improvement
17+69d6Roguish Archetype Feature
18+69d6Elusive
19+610d6Ability Score Improvement
20+610d6Stroke of Luck

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase
Size Medium
Speed 30ft Walking

Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.   Hellish Resistance: You have resistance to fire damage.   Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 4th-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once, and are able to see perfectly in this darkness. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.   Infernal Heritage: You gain additional features depending on which Deity runs through your bloodline.     Sidmir: You gain proficiency with Medium Armor, and three martial weapons of your choice. You Gain Proficiency in Athletics and Intimidate, and can use Intimidate based off of strength.   You Can Transform into a Demonic Aspect, Burning with Hellfire and being Consumed in an All-Out Rage.   The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you, and each target within 10 feet of you (30 Feet at level 18,) take fire damage equal to half your level at the start of your turn. All Strength-Based Melee attacks add 2d8 Fire Damage during this turn, and you can use Hellish Rebuke for free, a number of times equal to your level, during your transformation. After the Transformation ends (Willingly or Not,) you gain three levels of exhaustion. This can only be done once every six days.     Zokthys: Infernal Guile: You are Immune To Charm.   Infernal Charm: You have three talent points to spend on the Persuasion Tree.   Twisting Words: You have three talent points to spend on the Deception Tree.   Infernal Appearance: You gain Disguise Self at will.     Adite: Bestial Strength: You gain a +1 To Strength.   Bestial Hide: Your thick, unnatural skin allows you to shrug off blows most mortals would be wounded by. When benefiting from Unarmored Defense as a result of Monk or Barbarian, your base AC starts at 13.   Bestial Mutation: Choose one of the Following:   Infernal Wings: You possess hideous, bat-like wings. These Grant you a Fly Speed of 20 feet.   Infernal Fangs: You can, as a bonus action, Bite an enemy within 5 feet. This does 1d6 Fire damage, and requires a Melee Attack.   Infernal Resilience: You gain Advantage on Hit Die rolls during Level ups.   Infernal Gait: You have a Walking Speed of 35 Feet, and can Jump twice the normal distance.     Ledis: Tides of Fate: After a Short or Long Rest, the character may roll a d20. He may then record the result for use later. After a character within 30 feet of him makes a roll, the player may choose to replace the die with the rolled result.   Coin of Blood: The character possesses a cursed coin. Once per long rest, they can flip the coin, predicting the result. If their prediction was correct, they regain 4d10 hit die. If their prediction was incorrect, they take 4d10 damage. If this damage would reduce the character to 0 points, the character dies.   Master Of Destiny: Once per Long Rest, you can take a glimpse into the immediate future. For the next turn, (or next six seconds,) you gain advantage on all tests, and all attacks against you suffer disadvantage.

Languages. Common, Infernal, Primordial.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook 5e

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft.
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

PHB pg. 221

Chill Touch

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 120 Feet
Components: V, S
Duration: 1 Round
You create a ghostly, skeletal hand in the space of a creature within range. Make a ranged spell attack against the creature to assail it with the chill of the grave. On a hit, the target takes 1d8 necrotic damage, and it can't regain hit points until the start of your next turn. Until then, the hand clings to the target. If you hit an undead target, it also has disadvantage on attack rolls against you until the end of your next turn.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Available for: Sorcerer, Warlock, Wizard

PHB pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 Minute
Range/Area: Touch
Components: V, S, M
Materials: Two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but can't restore magic to such an object.
Available for: Bard, Cleric, Sorcerer, Warlock, Wizard

Level 1 Spells

Basic Rules , pg. 256

Mage Armor

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: A piece of cured leather
Duration: 8 Hours
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.
Available for: Sorcerer, Wizard

Xanathar's Guide to Everything, page 157 & Elemental Evil Player's Companion, page 19

Ice Knife

1-level Conjuration

Casting Time: 1 Action
Range/Area: 60ft + 5ft sphere at target area
Components: S, M
Materials: A drop of water or a piece of ice
Duration: Instantaneous
You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level
1d10+3d6 1d10+4d6 1d10+5d6 1d10+6d6 1d10+7d6 1d10+8d6 1d10+9d6 1d10+10d6
Available for: Druid, Sorcerer, Wizard

Level 2 Spells

PHB: P. 230

Darkness

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, M
Materials: Bat fur and a drop of pitch or piece of coal
Duration: Concentration, up to 10 minutes
Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Available for: Sorcerer, Warlock, Wizard

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


Created by

Tylotosis.

Statblock Type

Character Sheet (Legacy)

Link/Embed