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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Generate Character
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Campaign Manager
Sue Rodgers
Character Name
Rogue 3
Class & Level
Investigator
Background
Variant Human
Race
Lawful Neutral
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+3
16
15
+
1
(Race)
CONSTITUTION
+1
12
12
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+2
14
13
+
1
(Race)
CHARISMA
+2
14
14
+
0
(Race)
ARMOR CLASS
14
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1616
+
SPEED
30 ft
HIT POINTS
Max:
17
17
TEMP HP
POINT BUY
Standard
Picture URL:
https://imgur.com/TGFpqJL
Token URL:
https://imgur.com/TGFpqJL
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
2
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
2
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
4
KNOWN
12
DC
Cast Mod
3
Cantrip:
2
/
2
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:

Battle Guide:

Within battle, Remember that Sue is very frail. Take the long ranged approach.
Her slingshot is her best option with great range. Use an advantage giving ability, either Steady Aim or Insightful Fighting before using your Sharpshooter feat to flatten the roll to 1d20 w/ adv with a +10dmg. (1d6 +13)

Note: Insightful Fighting is a better option for a single opponent in combat, leaving a bonus action available every turn following. Though Steady Aim is far more reliable for varying combat.



Out of Battle:

Magnifying Glass
This lens allows a closer look at small objects.
- A magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
It is also useful as a substitute for flint and steel when starting fires.
- Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
[b]Battle Guide:[/b]

Within battle, Remember that [b]Sue is very frail. Take the long ranged approach.[/b]
Her slingshot is her best option with great range. [b]Use an advantage giving ability, either Steady Aim or Insightful Fighting[/b] before using your Sharpshooter feat to flatten the roll to [b][1d20] w/ adv[/b] with a [b]+10dmg.[/b] (1d6 +13)
[b]Note:[/b] Insightful Fighting is a better option for a single opponent in combat, leaving a bonus action available every turn following. Though Steady Aim is far more reliable for varying combat.

---
[b]Out of Battle:[/b]

[b]Magnifying Glass[/b]
This lens allows a closer look at small objects.
- A magnifying glass grants [b]advantage on any ability check made to appraise or inspect an item[/b] that is small or highly detailed.
It is also useful as a substitute for [b]flint and steel[/b] when starting fires.
- Lighting a [b]fire with a magnifying glass[/b] requires light as bright as sunlight to focus, tinder to ignite, and about 5 minutes for the fire to ignite.
SPELLCASTING
[+instructions]

Race - Variant Human:
+1 Wis +1 Dex

+1 Feat at Lvl 1


Feats:
Sharpshooter:
You have mastered ranged weapons and can make shots that others find impossible.
You gain the following benefits:
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. (MAX DISTANCE)
- Your ranged weapon attacks ignore half and three-quarters cover.

- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.


Class - Rouge

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.

Lvl 1&2 = 1d6, 3&4 = 2d6, 4&5 = 3d6, etc.

Thieves' Cant:
You learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.

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 an additional action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Steady Aim:
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn.
-You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Subclass - Inquisitive

Ear for Deceit:
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:

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:
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]Race - Variant Human:[/b]--- [+1] Wis [+1] Dex
+1 Feat at Lvl 1

---[b]Feats:[/b]---[b]Sharpshooter:[/b]
You have mastered ranged weapons and can make shots that others find impossible.
[b]You gain the following benefits:[/b]
- Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. [b](MAX DISTANCE)[/b]
- Your ranged weapon attacks ignore half and three-quarters cover.
- Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a [b]-5 penalty to the attack roll. If that attack hits, you add [+10] to the attack's damage.[/b]

---[b]Class - Rouge[/b]---
[b]Sneak Attack:[/b]
-Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. [b]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.[/b] The attack must use a finesse or a [i]ranged[/i] weapon.
-[b]You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it[/b], 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.
Lvl 1&2 = [1d6], 3&4 = [2d6], 4&5 = [3d6], etc.

[b]Thieves' Cant:[/b]
You learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.
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.

[b]Cunning Action:[/b]
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly.
- [b]You can take an additional action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.[/b]

[b]Steady Aim:[/b]
At 3rd level, [b]as a bonus action, you give yourself advantage on your next attack roll on the current turn.[/b]
-You can use this bonus action [b]only if you haven't moved during this turn[/b], and after you use the bonus action, [b]your speed is 0 until the end of the current turn[/b].
---[b]Subclass - Inquisitive[/b]---
[b]Ear for Deceit:[/b]
When you choose this archetype at 3rd level, [b]you develop a keen ear for picking out lies[/b].
- 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:[/b]
Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to [b]spot a hidden creature or object[/b] or to make an Intelligence (Investigation) check to uncover or decipher clues.

[b]Insightful Fighting:[/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.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Leather Armor [11+Dex]
10
1
Rapier
2
1
Shortbow
2
2
Dagger
1
1
Thieves' Tools
1
Magnifying Glass
Total: 16.2 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
10
PP
0
WEALTH
Proficiencies: Light/medium armor, shields, all simple weapons, Disguise kit, Thieves' tools
Languages: Common (English)
PROFICIENCIES & LANGUAGES
A signature piece of clothing or distinct weapon serves as an emblem of who I am.
I'm quick to jump to extreme solutions. Why risk a lesser option not working?
PERSONALITY TRAITS
Escape. I believe there is something beyond the world I know, and I need to find it.
Obsession. I've lived this way for so long that I can't imagine another way.
IDEALS
Someone I love has become a monster, murderer, or other threat. It's up to me to redeem them.
BONDS
I'm convinced something is after me, appearing in mirrors, dreams, and places where no one could.
FLAWS
 
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