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Sole

Kobold Race
Urchin Origin
Rogue 1 Class & Level
Neutral Alignment
N/A Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 19
+4
constitution 13
+1
intelligence 16
+3
wisdom 12
+1
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+1
+2 proficiency bonus
+1 Strength
+6 Dexterity
+1 Constitution
+5 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+3 Arcana
+1 Athletics
+1 Deception
+3 History
+3 Insight
+1 Intimidation
+7 Investigation
+1 Martial
+1 Medicine
+3 Nature
+3 Perception
+1 Performance
+1 Persuasion
+3 Religion
+6 Sleight of Hands
+8 Stealth
+1 Survival
skills

 
0
MV
0
Prestige
3
Attunement Slots
15
Armor Class
9
Hit Points
+4
Initiative
30
Speed
WeaponTo HitDamage
Shortsword 1d20+6 1d6+4
Shortbow 1d20+6 1d6+4
Attacks
Acrobatics, Investigation Expertise, Insight, Perception, Sleight of hand, Stealth Expertise

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools, Disguise kit
Saving Throws: Dexterity, Intelligence

Languages: Common, Draconic
Proficiences
Shortsword
Dagger x2
Thieves' tools
Shortbow
x20 Arrows
Explorer's Pack
Leather armor
A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, a handy haversack, and a guild membership
35gp
Equipment
17/13/13/12/12/12
Stat Array
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.
Investigation
Stealth

 


Sneak Attack

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

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.

 


Grovel, Cower, and Beg

Grovel, Cower, and Beg
As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

 


Pack Tactics

Pack Tactics
You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

 


Sunlight Sensitivity

Sunlight Sensitivity
You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

 


City Secrets

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.

 

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

skinnypanda.

Statblock Type

Verum Character Sheet

Link/Embed