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Captain M'Love

Rogue 3 Class & Level
Outlander Background
Half Elf Race
Chaotic Good Alignment

Strength 10
+0
Dexterity 16
+3
constitution 12
+1
intelligence 14
+2
wisdom 8
-1
charisma 16
+3
Total Hit Dice 3
Hit Die 1d8+1
2 proficiency bonus
11 Passive perception
0 Strength
5 Dexterity
1 Constitution
4 Intelligence
-1 Wisdom
3 Charisma
saving throws
3 Acrobatics
-1 Animal Handling
2 Arcana
0 Athletics
1 Deception
0 History
7 Insight
2 Intimidation
1 Investigation
3 Medicine
2 Nature
-1 Perception
5 Performance
5 Persuasion
2 Religion
7 Sleight of Hands
5 Stealth
1 Survival
skills
13
AC
21
Hit Points
3
Initiative
30ft
Speed
Armor: Light

Weapons: Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons

Tools: Thieve's Tools

Languages: Common, Elvish, Undercom
Proficiencies
NameTo HitDamageType
STANDARD:
Dagger 1d20+5 1d4+3 Piercing
Rapier 1d20+5 1d8+3 Slashing
Unarmed Strk 1d20+2 1d1 Bldgnng
BONUS:
DashAction
DisengageAction
HideAction
Use Cunning ActionAction
Attacks

Spellcasting
BACKPACK:
• Ball Bearings (Bag of 1000)
• Candle
• Crowbar
• Disguise Kit
• Hammer
• Hooded Lantern
• 2 Oil Flasks
• 10 Pitons
• 5 Daily Rations
• Hempen Rope

QUIVER:
• 20 Arrows

BELT:
• Bell
• String
• Tinder Box
• Dagger
• Thieve's Tools
• Waterskin

EQUIPPED:
• Leather Armor
• Rapier
• Dagger
Equipment
I appreciate my fans and I always make time to talk to them
I love a good mystery
Personality Traits
My escapades always entertain, and my fans love me for it.
Ideals
I keep in touch with several colleagues, exchanging tips and experiences.
Bonds
I can't resist an opportunity to play the hero, even when it is not strategically sound.
Flaws

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.

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.

RACIAL TRAITS


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.

Features & Traits

Created by

Hamkrow.

Statblock Type

Character Sheet (2018)

Link/Embed