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Teeny

Goblin Race
Urchin Origin
Rogue (5) (Ninja) | Barbarian (1) 6 Class & Level
Chaotic Neutral Alignment
None Deity
Honorary Knight of Amogus Faction
Rank/Position
Loyalty
Company

Strength 13
+1
Dexterity 20
+5
constitution 16
+3
intelligence 14
+2
wisdom 14
+2
charisma 14
+2
Total Hit Dice 1
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+8 Dexterity
+3 Constitution
+5 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+8 Acrobatics
+2 Animal Handling
+2 Arcana
+1 Athletics
+8 Deception
+1 History
+5 Insight
+2 Intimidation
+8 Investigation
+2 Martial
+2 Medicine
+1 Nature
+5 Perception
+2 Performance
+2 Persuasion
+1 Religion
+8 Sleight of Hands
+11 Stealth
+2 Survival
skills

 
12
MV

Prestige

Attunement Slots
20
Armor Class
65
Hit Points
+5
Initiative
35ft
Speed
WeaponAttackDamage
Rapier 1d20+7 1d8+5
Dagger 1d20+7 1d4+5
Short Bow 1d20+7 1d6+5
Attacks
Languages- Common, Goblin, Thieves Cant
Tool-
Disguise Kit (urchin)
Thieves Tools (rouge)
Skill-
Stealth (Urchin) [Exitpertise]
Slight of Hand (Urchin)
Perception (Rogue)
Investigation (Rogue) [Expertise]
Insight (Rogue)
Deception (Rogue) [Expertise]

Proficiences
Black silk Facemask

2033 Gold
15 silver
25 copper
9 elven coins
Handy Haversack
Adventurer membership card
Rapier
Short bow
55 arrows
Burglars pack
Fulcrum Studded Leather Armor with 1 fire dr
Studded Leather Armor
2 Daggers
Thieves Tools
1 brass lockbox
10gp gem
25gp of silver dust
1 Longbow
3 Health Potion
1 greater health potion

Muramasa
Muramasa
Katana - Weightless - Soulchain Attunement

Crafted by a legendary swordsmith long forgotten to the ancient past of Onu Okuku, this blade drips with the venom of its creator, their hatred and malice seeping from it's edge.

Attacks made using this weapon deals an extra 1d4 acid damage on a hit. In addition, attacks made using this weapon ignore resistant to acid damage.

Shallow Cuts. Even the smallest of cuts can let poison enter the blood stream. Whenever you hit a creature using this weapon, you can force them to make a DC 13 Constitution saving throw or become poisoned for 1 minute. You can do this a number of times equal to your Dexterity modifier (minimum of once), regaining all uses after finishing a long rest.


Suspicious button
Suspicious Button
Wondrous (Strange Implement) - Common
An implement that consists of a small box with a button in the middle. It gives off a small aura of fear.

Witty Remark: This item can be used as an action. When pressed a single word or phrase will emanate from the person who pressed it, which can be heard up to 10ft away. The word or phrase is determined by rolling a d20 on this item's table:
1 - SUS
2 - AMOGUS
3 - HE GOT DA DRIP
4 - SUSSUS AMOGUS
5 - LOOKING SUSSY
6 - SAW HIM VENT
7 - I WAS AT ELECTRICAL
8 - BLUE IS SAFE
9 - IT WAS RED
10 - GREEN FOLLOWED ME
11 - PINK VENTED
12 - YELLOW LOOKIN SUS
13 - WHITE WAS WITH ME
14 - BROWN IS THE IMPOSTER
15 - CYAN WATCHED ME SCAN
16 - BLACK SELF REPORTED
17 - TURN ON LIGHTS
18 - WHERE
19 - I SAW YOU ON CAMS
20 - WHY WONT IT SWIPE

Equipment
Honorary Knight of Amogus
Faction
18/15/14/14/13/13
Stat Array
Darkvision.
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.

Fury of the Small.
When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.



Nimble Escape.
You can take the Disengage or Hide action as a bonus action on each of your turns.




City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.



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.


Feats
Lvl 4- Skill expert +1 int prof in acrobatics expertise stealth


Rage
In battle, you fight with primal ferocity. On Your Turn, you can enter a rage as a Bonus Action.

While raging, you gain the following benefits if you aren't wearing heavy armor:

• You have advantage on Strength checks and Strength Saving Throws.

• When you make a melee weapon Attack using Strength, you gain a +2 bonus to the damage roll. This bonus increases as you level.

• You have Resistance to bludgeoning, piercing, and slashing damage.

If you are able to cast Spells, you can't cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked Unconscious or if Your Turn ends and you haven't attacked a Hostile creature since your last turn or taken damage since then. You can also end your rage on Your Turn as a Bonus Action.

Once you have raged the maximum number of times for your Barbarian level, you must finish a Long Rest before you can rage again. You may rage 2 times at 1st Level, 3 at 3rd, 4 at 6th, 5 at 12th, and 6 at 17th.

Unarmored Defense
While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a Shield and still gain this benefit.
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

poison57.

Statblock Type

Verum Character Sheet

Link/Embed