5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| Shortbow | +7 | 1d6+4 piercing | 80/320 | |
| Dagger | +7 | 1d4+4 piercing | 20/60 | |
| Great Scythe | +7 | 2d4 | 5ft |
Class
Expertise: 2x proficiency for two skills, or one skill and thieves' tools.
Sneak Attack: Once per turn add 1d6 damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.
Thieves' Cant: a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.
Cunning Action: 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.
Ear for Deceit (Inquisitive): When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail (Inquisitive): Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.Insightful Fighting(Inquisitive): At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
Fey Magic: You have learned from the shadows and disappear! You are able to cast misty step once per short or long rest (Charisma would be your Spellcasting DC).
Vanish: You can attempt to Hide in dim light, when covered or in darkness with advantage on stealth, but have disadvantage in direct sunlight or any source of bright light.Poisoner(Feat): You can prepare and deliver deadly poisons, gaining the following benefits:
When you make a damage roll, you ignore resistance to poison damage.You can coat a weapon in poison as a bonus action, instead of an action.
You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
[b]Expertise:[/b] 2x proficiency for two skills, or one skill and thieves' tools.
[b]Sneak Attack:[/b] Once per turn add [1d6] damage to an attack if you have advantage or a non-incapacitated ally adjacent (and you don't have disadvantage). Attack must be a ranged weapon or finesse. Damage increases as you level.
[b]Thieves' Cant:[/b] a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only others that knows thieves' cant understand such messages. It takes four times longer to convey than it does to speak the same idea plainly. You also understand secret signs in the cant.
[b]Cunning Action:[/b] 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.
[b]Ear for Deceit (Inquisitive):[/b] When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the [d20] as an 8.
[b]Eye for Detail (Inquisitive):[/b] Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
[b]Insightful Fighting(Inquisitive):[/b] At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
[b]Fey Magic: [/b] You have learned from the shadows and disappear! You are able to cast misty step once per short or long rest (Charisma would be your Spellcasting DC).
[b]Vanish: [/b] You can attempt to Hide in dim light, when covered or in darkness with advantage on stealth, but have disadvantage in direct sunlight or any source of bright light.
[b]Poisoner(Feat): [/b] You can prepare and deliver deadly poisons, gaining the following benefits:
When you make a damage roll, you ignore resistance to poison damage.
You can coat a weapon in poison as a bonus action, instead of an action.
You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take [2d8] poison damage and become poisoned until the end of your next turn.
Shortbow
2 Daggers
Leather Armor of super stealth [+2]
20 Arrows
Thieves' Tools
Explorer's Pack
SpyGlass
Poisoner's Kit
Disguise kit
hour glass
gloves
1 Thaumaturgy
2 Silent Image
1 Darkness
1 Disguise Self
personal tent
communication piece
1 alchemy supply
2 vials of spider venom
1 mist vial
Languages: Common, Dwarven
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