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kali

rouge 1 Class & Level
entertainer Background
Eladrin Race
chaotic good Alignment

Strength 10
+0
Dexterity 20
+5
constitution 18
+4
intelligence 8
-1
wisdom 16
+3
charisma 18
+4
Total Hit Dice 0
Hit Die
1d8+4
+2 proficiency bonus
+0 Strength
+7 Dexterity
+4 Constitution
+1 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+9 Acrobatics
+3 Animal Handling
-1 Arcana
+2 Athletics
+3 Deception
+1 History
+3 Insight
+4 Intimidation
+1 Investigation
+3 Medicine
-1 Nature
+8 Perception
+6 Performance
+6 Persuasion
-1 Religion
+5 Sleight of Hands
+5 Stealth
+3 Survival
skills Acrobatics (e),Athletics,History Perception(e),Persuasion, Investigation,Performance proficiencies

 
16
Armor Class
12
Hit Points
+5
Initiative
30
Speed
Attacks
You can speak, read, and write Common and Elven thieve's cant
Proficiences
healer's kit

throwing needles x30

leather armor

95 gp


Equipment
I change my mood or my mind as quickly as I change key in a song.
Nobody stays angry at me or around me for long, since I can defuse any amount of tension.
Personality Traits
Creativity. The world is in need of new ideas and bold action. (Chaotic)
Ideals
I'm gullible
Flaws

Heroes Enabled

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

The statblocks of your class features

thower rouge


Hit Points

Hit Dice: d8 per thower rouge level
Hit Points at first Level: 8
Hit Points at Higher Levels: 5

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

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.         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.       Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 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 skills 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 or lower as a 10.       Blindsense   Starting at 14th level, if you are able to hear, you are aware of the location of 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 a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.


Subclass Options

A Rogue Thrower is an expert in a thrown weapon of their choosing. They have impeccable aim with their chosen weapon, be it dagger, hand axe, or even a mundane playing card. At 3rd level when you take this class pick one weapon with the thrown property. The class features here apply only to that weapon as you have made it your goal to specialize in one weapon of the throwing type.   Flick of the Wrist   Starting at 3rd level your normal and long ranges for your specialized weapon are each increased by 20 feet, and you gain +1 to damage rolls when attacking a target within 20 feet of you. Making ranged attacks against a target within 5 feet of you does not impose disadvantage.   Up Your Sleeves   At 3rd level you attack with advantage against any creature you have not already attacked.   Agile Point   At 9th level, when you use your cunning action you can make an attack with a throwing weapon as part of that action.   Speed Demon   Starting at the 9th level, you can draw your chosen thrown weapon for free as part of your attack with it.   Deadly Throws   Starting at 13th level, the base damage of your favored weapon increases two die steps, referring to the Monk martial arts die progression (e.g. If you specialize in daggers, than you would do 1d8 damage instead of 1d4). Additionally, you gain an extra attack, but only with throwing weapons.   Quick throwing   Starting at 17th level, every time you make an Attack action with your favored weapon, you may make extra attacks against any number targets within 10 ft of the original target using your favored weapon.

Turn of the Seasons

Prerequisite: Elf (Eladrin)

Your ties to the seasonal powers of the feywild is especially bright, this expressess itself in a number of ways. You can change your seasonal attunement after completing a short rest in addition to when you complete a long rest. While attuned to a season you have resistance to a specific energy type and may cast a specific cantrip at will (see below) your casting attribute for that cantrip is Charisma.   Season Resistance Cantrip Autumn Acid Minor illusion Winter Cold Chill Touch Spring Poison Friends Summer Fire Fire Bolt

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Statblocks for race/species of the character.

Eladrin

Ability Score Increase +1 int (in addition to normal elf traits)
Size Medium
Speed 30 ft

Eladrin are a subrace of elves, and have the following traits in addition to normal elven traits   Eladrin Lore. You gain proficiency in the History skill.   Step through the Dreaming. You can cast misty step. Doing so is colloquially called a “fey step.” You can’t use this feature again until you finish a short or long rest.

Languages. As a normal elf

[block: 77832   age 70 height 5'3 weight 109 ]

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Created by

pie pi.

Statblock Type

Character Sheet (Legacy)

Link/Embed