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Serrous Farram

Rogue 2 Class & Level
Pirate/Sailor Background
Half-Elf Race
Chaotic Neutral Alignment

Strength 12
+1
Dexterity 18
+4
constitution 10
+0
intelligence 8
-1
wisdom 14
+2
charisma 17
+3
Total Hit Dice 2
Hit Die
1d8+0
+2 proficiency bonus
+1 Strength
+6 Dexterity
+0 Constitution
+1 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
-1 Arcana
+3 Athletics
+5 Deception
-1 History
+6 Insight
+3 Intimidation
-1 Investigation
+2 Medicine
-1 Nature
+4 Perception
+3 Performance
+5 Persuasion
-1 Religion
+4 Sleight of Hands
+8 Stealth
+2 Survival
skills Dexterity (Save), Intelligence (Save), Light Armour, Simple Weapons, Thieves Tools, Athletics & Deception (Pirate), Insight*, Perception, Persuasion, Stealth* proficiencies

 
15
Armor Class
13
Hit Points
+4
Initiative
30
Speed
Shortsword (finesse,light)Attack: 1d20+4+2 Damage: 1d6+4 slashing
Dagger (finesse,light,thrown)Attack: 1d20+4+2 Damage: 1d4+4 piercing, 20/60
Attacks
Proficiencies. light armour, simple Weapons, hand crossbows, longswords, rapiers, shortswords, thieves tools

Languages. Common, Elvish, Thieves Cant,
Proficiences
Leather armour, short sword x2, thieves tools,

burglars pack: A backpack that contains: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. Attached to the outside of the pack is 50 feet of hempen rope

Sailor (background): A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp

2x Daggers
Equipment
Never passes up a friendly wager.
Personality Traits
Committed to crewmates not an ideal.
Ideals
Betrayed by his former Captain who killed all the crew, he now seeks revenge on him.
Bonds
Once someone questions his courage he will not back down, no matter the danger.
Flaws
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.

Expertise. At 1st Level, choose two of your skill Proficiencies {stealth & insight}, 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.

Thieves Cant. During your rogue Training you learned thieves' cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.

In addition, you understand a set of Secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a Safe House for thieves on the run.

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.


Bad Reputation. Variant Sailor: Pirate
You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. You've indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Fear and bloodshed are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.

If you decide that your sailing career involved piracy, you can choose the Bad Reputation feature below instead of the Ship's Passage feature.

Variant Feature: Bad Reputation
If your character has a sailor background, you may select this background feature instead of Ship's Passage.

No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
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

Shortsword

Melee Weapon Finesse, Light Common

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

Cost: 10 gp Weight: 2 lb


 

Burglar's Pack

Adventuring Gear Common

A backpack that contains: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. Attached to the outside of the pack is 50 feet of hempen rope.


 

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


 

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


 

The statblocks of your class features

Rogue


Hit Points

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

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Elf

Ability Score Increase Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
Size Medium
Speed 30ft

Age Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.   Alignment Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.   Darkvision Thanks to your elf blood, 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. You can’t discern color in darkness, only shades of gray.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility You gain proficiency in two skills of your choice   City Elves A Half-Elf of City Elf descent has proficiency with the longsword, shortsword, shortbow, and longbow or +2 Int.   Wood Elves A Half-Elf of Wood Elf descent can choose the Wood Elf's Elf Weapon Training (Proficiency with the longsword, shortsword, shortbow, and longbow), Fleet of Foot (10m base walking speed) , or Mask of the Wild (When in forests, and can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena).

Languages. Common and the Ancient Language.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Psyke.

Statblock Type

Character Sheet (Legacy)

Link/Embed