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Kama

Variant Human Race
Majital - Guild Born Origin
Rogue 1 Class & Level
True Neutral Alignment
Wode Deity
Linnorm Lords Faction
N/A Rank/Position
0 Loyalty
Unaffiliated Company

Strength 11
+0
Dexterity 17
+3
constitution 16
+3
intelligence 12
+1
wisdom 14
+2
charisma 10
+0
Total Hit Dice 2
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+5 Dexterity
+3 Constitution
+3 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+2 Animal Handling
+3 Arcana
+2 Athletics
+0 Deception
+1 History
+2 Insight
+2 Intimidation
+3 Investigation
+2 Martial
+2 Medicine
+1 Nature
+4 Perception
+0 Performance
+2 Persuasion
+1 Religion
+3 Sleight of Hands
+7 Stealth
+2 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
15
Armor Class
21
Hit Points
+3
Initiative
30
Speed
Attacks

Proficiency


Proficiency list

Weapons and Armour
Light Armor
Simple Weapons
Hand crossbows
Longswords
Rapiers
Shortswords
Longbow (Weapon Master Feat)
Heavy Crossbow (Weapon Master feat)
Scimitar (Weapon Master feat)
Whip (Weapon Master Feat)

Exotic weapons
Majitalian Flail

Languages:
Common, Thieves Cant

Saving throws
Dexterity
Intelligence

Skills
Athletics (Racial)
Persuasion (Guild Born)
Arcana (Majital)
Calligrapher's Supplies (Guild born)
Acrobatics (Rogue)
Investigation (Rogue)
Perception (Rogue)
Intimidation (Rogue)

Expertise:
Stealth (Lip Service - Wode)
Thieves Tools

Proficiences

Can cast at will


Detect Magic
1st level divination
Casting Time: 1 action
Range: Self
Components: V S
Duration: Up to 10 minutes

Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Spellcasting

Weapons and Armour


Default Equipment if DM does not allow custom upgrades from Origin Money

1 Shortsword
1 Shortbow
20 Arrows
2 Daggers
Set of Leather Armor

Tools


Thieves' Tools

Money


1000gp (Origin - Guild Born)

Explorer's Backpack


• a Bedroll
• a Mess kit
• a Tinderbox
• 10 torches
• 10 days of Rations
• a Waterskin
• 50 feet of Hempen rope
• Holy symbol of Wode (Emblem of a Cracked Mirror)

 


Weapons and Armour - In case DM allows me to use Guild Born funds as part of origin / in town

1 Heavy crossbow
2 cases of 20 crossbow bolts
Studded leather armour
2 Bandoleers (5 Potions of Healing, 1 Bottled Breath)

1 Majitalian Flail


Explorer's Backpack
• a Bedroll
• a Tinderbox
• 10 torches
• 10 days of Rations
• a Waterskin
• 50 feet of Silken rope
• Holy symbol of Wode (Emblem of a Cracked Mirror)
• 2 bags of 20 Caltrops
• Travelers Clothes
• Soap
• 10 Pitons
Equipment
Linnorm Lords
Faction
The Madman
Stat Array

Origin


Majital - Guild Born
1+ Intelligence
Proficiency: Arcana, Persuasion, Calligrapher's Supplies
Detect Magic (At will)
Start game with additional 1000gp

Racial Traits


Variant Human
1+ to Dex and Con
Proficiency in Athletics
1 Feat of choice

Faction


Linnorm Lords


Linnormous Blessing
Increases maximum hit points by 10

Feats


Weapon Master
+1 Dexterity
Proficiency in:
Majitalian Flail
Longbow, Heavy Crossbow, Scimitar and Whip
Bonus to AC vs Longbow attacks equal to proficiency modifier (+2)

Alignment


True Neutral
Goal Oriented, will perform Evil acts if necessary to achieve a given task or mission with highest probability. Defaults to Chaotic Good if off duty or in low-stakes situations.

Follower of Wode
Does not recognize Wode as an evil deity, but something along the lines of a primal force inherent to existence.

Hope, dreams and desires are what people live for, but fear is what keeps people alive. It is fear that separates reckless bravado from informed action. Fear teaches us how to survive, what is to be avoided, what cannot be fought, what MUST be fought. Fear teaches respect for that which can cause harm, for what we would not wish upon ourselves and the repercussions of doing such unto others . Fear of loss teach us what has true value.

Level 1 upgrades with Guild Born money


Shopping List if DM allows

Shopping List
Studded Leather Armour - 45gp (replace Leather Armor, set AC to 12 + DEX)
Heavy Crossbow - 50p (replaces Shortbow)
2 Bandoleers - 2gp
5 Potion of Healing - 125gp
1 Bottled Breath - 25gp
2 Crossbow Bolt Cases (40 bolts) - 2gp (replace Arrows)
2 bags of caltrops (40) - 2gp
50ft Silk Rope - 10gp (replace Hempen Rope)

1 Majitalian Flail - 60gp

Total Cost: 321gp
Remaining Gold: 679gp

 


Class Features

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.

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.


 

Class/Racial Features & Traits

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

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Attreayia.

Statblock Type

Verum Character Sheet

Link/Embed