Remove these ads. Join the Worldbuilders Guild

Quinn Tanglewind

Rogue 3 Class & Level
Quinn Background Background
Fairy Race
Lawful Neutral Alignment

Strength 11
+0
Dexterity 19
+4
constitution 13
+1
intelligence 13
+1
wisdom 15
+2
charisma 12
+1
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+0 Strength
+4 Dexterity
+1 Constitution
+1 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+1 Arcana
+0 Athletics
+1 Deception
+1 History
+2 Insight
+1 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+2 Perception
+1 Performance
+1 Persuasion
+1 Religion
+4 Sleight of Hands
+4 Stealth
+2 Survival
skills

 

Armor Class
25
Hit Points
+0
Initiative
30
Speed
Attacks

Heroes Enabled

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

The statblocks of your class features

https://www.worldanvil.com/sheet/658759/view   Rogue Overview “ALWAYS WEARING A HIJAB OR MASK TO HIDE FROM THE WORLD]
[block: ROGUES SEEK TO CONCEAL THEIR IDENTITIES AS THEY MAINLY SERVE AS MERCENARIES OR HIRED HITMAN.” Level Proficiency Bonus Sneak Attack Features 1st +2 1d6 Expertise]
[block: Thieves’ Cant 2nd +2 1d6 Cunning Action 3rd +2 2d6 Roguish Archetype 4th +2 2d6 Ability Score Improvement 5th +3 3d6 Uncanny Dodge 6th +3 3d6 Expertise 7th +3 4d6 Evasion 8th +3 4d6 Ability Score Improvement 9th +4 5d6 Roguish Archetype Feature 10th +4 5d6 Ability Score Improvement 11th +4 6d6 Reliable Talent 12th +4 6d6 Ability Score Improvement 13th +5 7d6 Roguish Archetype Feature 14th +5 7d6 Blindsense 15th +5 8d6 Slippery Mind 16th +5 8d6 Ability Score Improvement 17th +6 9d6 Roguish Archetype Feature 18th +6 9d6 Elusive 19th +6 10d6 Ability Score Improvement 20th +6 10d6 Stroke of Luck Hit Dice 1d8 per level Hit Points At 1st Level 8 + your Constitution modifier Hit Points At Higher Levels 1d8 (or 5) + Constitution Modifier per level Armor Proficiencies Light armor Weapon Proficiencies Simple weapons]
[block: shortswords Tools Thieves’ tools Saving Throws Dexterity]
[block: Intelligence Skills Choose four from Acrobatics]
[block: and Stealth Starting Equipment You start with the following equipment]
[block: in addition to the equipment granted by your background:   (a) a rapier or (b) a shortsword   (a) a shortbow and quiver of 20 arrows or (b) a shortsword   (a) a burglar’s pack]
[block: or (c) an explorer’s pack   Leather armor]
[block: and thieves’ tools     Spellcasting Class Features Expertise At 1st level]
[block: 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]
[block: you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit. Sneak Attack Beginning at 1st level]
[block: 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]
[block: and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class]
[block: as shown in the Sneak Attack column of the Rogue table. Thieves' Cant During your rogue training you learned thieves’ cant]
[block: 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]
[block: 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]
[block: or Hide action. Roguish Archetype At 3rd level]

Ferren Mannerism


1d20 Description
1-2You are fastidious about cleanliness.
3-4You like to knock things over.
5-6You sleep as often as you can.
7-8You like to hide or climb.
9-10You are attracted to small moving things.
11-12You are given to sudden outbursts of manic energy.
13-14You tend to shred things you handle.
15-16You hiss when you get angry or frightened.
17-18You always bury your excrement.
19-20You are attracted to water;especially running water.
[block: and 17th level. Ability Score Increase When you reach 4th level]

Blighted Mutations


D10NameDescriptionEffect
1SpellFailureWhatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers.
When casting a spell Roll 1d10
on a 1 the spell fizzles; it counts as a use even as it has no effect.
2TumorSomewhere on your body there is a mass of flesh that keeps growing.An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character.
3Extra EyeYou grow an additional eye—perhaps it is on your faceperhaps not—but wher-ever it grows it confuses your vision.You suffer -4 to mutation modifier Perception Checks.
4StupidityYou have increasing difficul-ty putting together coherent thoughts.You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4).
5FrenziedYou are liable to to fly into a frenzy over any pettiness: a spilled glassa woundor even an insult.When dropped to below 50% of your hitpointsyou enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternatelyif the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpointsthey can choose to double the duration with all benefits/limitations at no additional cost or disadvantage.
6ImpulsiveYou have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you.You suffer a -2 Mutation Modifier on Will Saves.
7Beast’s MawYour throat is growing thick and bestialmaking you una-ble to shape intelligible words.You are now mutecan only communicate verbally through grunts. While you can still approximate verbal components to cast spellsdoing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency.
8Extreme HungerYou are always hungry and must eat incessantly or grow ill.If you have not eaten a meal equal to a day’s rations within the last 2 hoursyou gain the sickened conditionif not eaten within the last 4 hours you gain the nauseated condition.
9Misshapen HandsYour fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands.You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands
10Misshapen BodyYour spine or limbs twist in ways they weren't supposed to.Your movement speed is reduced by 10 feet
[block: you can’t increase an ability score above 20 using this feature. Using the optional feats rule]
[block: you can forgo taking this feature to take a feat of your choice instead. Uncanny Dodge Starting at 5th level]
[block: you can use your reaction to halve the attack’s damage against you. Evasion Beginning at 7th level]
[block: and only half damage if you fail. Reliable Talent By 11th level]
[block: you can treat a d20 roll of 9 or lower as a 10. Blindsense Starting at 14th level]
[block: you are aware of the location of any hidden or invisible creature within 10 feet of you. Slippery Mind By 15th level]
[block: you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. Elusive Beginning at 18th level]
[block: 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]
[block: you can treat the d20 roll as a 20. Once you use this feature]
[block: you can’t use it again until you finish a short or long rest. Subclass Options Roguish Archetypes Shadow Some rogues choose to delve into the intricacies of shadow magic]
[block: shadow rogues become difficult to catch and even harder to kill. Bonus Cantrips When you choose this archetype at 3rd level]
[block: you gain the umbraturgy cantrip and the dueling shadows cantrip. Charisma is your spellcasting ability for these spells. Severed Shadow Starting at 3rd level]
[block: and is completely opaque and solid. As a bonus action on your turn]
[block: reuniting yourself with it. Once you reunite with your shadow]
[block: you can’t separate from it again until you complete a short or long rest. Deceiving Darkness Starting at 9th level]
[block: you have advantage on Dexterity (Stealth) checks if you are in dim light or darkness. Shadow Simulacrum At 13th level]
[block: and your shadow can also manipulate objects weighing up to 25 pounds. Master of Shadows When you reach 17th level]

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

[block: https://www.dndbeyond.com/races/fairy-ua   https://www.gmbinder.com/share/-L7WV-V-eOYpooMV8q7g]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

MenoaDracum.

Statblock Type

Character Sheet (Legacy)

Link/Embed