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Miles Jones Hatch /Shrub)

Variant Human Race
Daborak (Courier) Origin
Mastermind Rogue 7 Class & Level
Lawful Good Alignment
Deityless Deity
Factionless Faction
Member Rank/Position
- Loyalty
- Company

Strength 12
+1
Dexterity 20
+5
constitution 14
+2
intelligence 16
+3
wisdom 12
+1
charisma 10
+0
Total Hit Dice 3d8
Hit Die
1d8+2
+3 proficiency bonus
+1 Strength
+8 Dexterity
+2 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+9 Arcana
+4 Athletics
+0 Deception
+3 History
+4 Insight
+0 Intimidation
+9 Investigation
+7 Martial
+1 Medicine
+3 Nature
+1 Perception
+0 Performance
+0 Persuasion
+3 Religion
+8 Sleight of Hands
+11 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
0
Attunement Slots
18
Armor Class
52
Hit Points
+5
Initiative
30 ft
Speed
Rapier+1 1d20+8+1 1d8+5+1
Scatter Shot Bow 1d20+8 1d6+5
Dagger 1d20+5 1d4+3
Attacks
Armor
Light armor


Weapons
Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords


Saving Throws
Dexterity and Intelligence


Tools
The Disguise kit(Mastermind), The Forgery kit(Mastermind), The dragon chess set(Mastermind), The thieves' tools(Rogue), Calligraphy Supplies(Factionless)


Languages
Common, Elven, Halfling, Dragonic, Sylvan, Dwarven, Orclin, Giant, Wicked, Celestial and Thieves' Cant


Skill Proficiency
Arcana (Factionless), Insight (Rogue), Martial (Rogue), Investigation (Rogue), Stealth (Rogue), Athletics (Origin) and Sleight of Hand (Sub-origin)


Proficiences
280 g
Rapier +1
Potion of Greater Healing x3
Carrion Caller Mucus x2
Bandolier x2 (2g)
Scatter Shot Bow
Scatter Shot Bow:
A bow so powerful it occasionally splinters the arrows it shoots.

Choose 2 of the following effects:

1. Your [a. Dexterity] ability score increases by 2, up to a maximum equal to your ability score cap.

2. On a critical hit, you can make the arrow splinter causing the attack to become a 10 foot radius centered on the target. The damage is the total of your critical damage. All creatures must make a DC 15 Dexterity saving throw taking half damage on a success. The original target makes this save at disadvantage. You can use this ability twice, regaining all uses after finishing a short or long rest.


Quiver with 20 arrows
An Explorer's pack
Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope

Stubbed Leather Armour +1 (AC 12) (45g)
Two daggers
Thieves' tools
Equipment
Factionless
Faction
The Mad Man
Stat Array
Feat: Linguist
Linguistic:
Increase your Intelligence by 1, to a maximum of 20.

You learn three languages of your choice.

You can ably create written ciphers. Others cannot decipher a code you create unless you teach it to them, they succeed on an Intelligence check (DC = your Intelligence score + your proficiency bonus), or they use magic to decipher it. (Halfling, Dragonic and Sylvan)


Sneak Attack (4d6)
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. (4d6)


Expertise
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 (Martial and Arcana) .


Factionless
Factionless:
Starting as Factionless at 1st level grants 1 Tool and 1 Skill proficiency of your choice. You cannot choose a class critical tool, such as thieves' tools for rogues unless, you are of that class. If a character later becomes Factionless, this bonus is not granted. (Arcana and Calligraphy Supplies)


Origin
Daborak:
Daborak is a warrior nation, built on military service, discipline, courage and horses. All of its citizenry are trained, at least to some degree, in warfare. You are among these well trained individuals. While Daborakians may have different callings, all share the following abilities.

+1 to Strength

Skill Proficiency – Athletics


Sub-origin
Courier:
Daborak is a nation that spurns the use of non combat magic. They find it lazy and weak. As such, couriers are the main source of communication in Daborak. Excellent riders and cunning travelers, Couriers are also extremely trustworthy, as they often carry sensitive documents. So it was, you were once a Courier and as such you have developed a set of abilities to match.

Skill Prof – Sleight of Hand

You gain 3 additional languages. (Dwarven, Orclin and Giant)


Cunning Action
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.


Master of Intrigue
Master of Intrigue:
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language. (Wicked and Celestial))


Master of Tactics
Master of Tactics:
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.


Ability Score Improvement
Ability Score Improvement:
Increase you Dexterity score by 2


Uncanny Dodge
Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.


Expertise
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. (Investigation and Stealth)


Evasion
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

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

Ipex.

Statblock Type

Verum Character Sheet

Link/Embed