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5th Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Mau
Character Name
Rogue 5
Class & Level
Urchin
Background
Tabaxi
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
+4
18
16
+
2
(Race)
CONSTITUTION
+3
16
15
+
1
(Race)
INTELLIGENCE
+1
13
13
+
0
(Race)
WISDOM
+2
14
14
+
0
(Race)
CHARISMA
+1
12
12
+
0
(Race)
ARMOR CLASS
15
INITIATIVE
+
+0
PROFICIENCY
+
3
3
+
PERCEPTION
1515
+
SPEED
40 ft
40 climb
HIT POINTS
Max:
44
44
TEMP HP
POINT BUY
No (8-15)
Picture URL:
Token URL:
-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)
+
3
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
3
* Stealth (Dex)
+
Survival (Wis)
+
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
15
DC
Cast Mod
3d6
Sneak Attack
/
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]
Species

Tabaxi

Cat's Claws

You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent You have proficiency in the Perception and Stealth skills.

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 discern colors in that darkness only as shades of gray.

Feline Agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.



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.

Uncanny Dodge: 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.

Level 1 feat: Observant

Quick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


Level 4 Feat: Mobile

You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.

When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.



Subclass

Rogue 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.

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

[b]Species[/b]
[b]Tabaxi[/b]

[b]Cat's Claws[/b]
You can use your claws to make unarmed strikes. When you hit with them, the strike deals [1d6] + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

[b]Cat's Talent[/b] You have proficiency in the Perception and Stealth skills.

[b]Darkvision[/b]
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 discern colors in that darkness only as shades of gray.

[b]Feline Agility[/b]
Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.



[b]Class[/b]

[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]Uncanny Dodge:[/b] 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.

[b]Level 1 feat: Observant[/b]

Quick to notice details of your environment, you gain the following benefits:

Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

You have a [+5] bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


[b]Level 4 Feat: Mobile[/b]

You are exceptionally speedy and agile. You gain the following benefits:

Your speed increases by 10 feet.

When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.



[b]Subclass[/b]
Rogue Inquisitive

[b]Ear for Deceit[/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[/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[/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.

When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
FEATURES & TRAITS
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
1
Rapier
2
1
Shortbow
2
2
Dagger
2
1
Leather Armor [11+Dex]
10
1
Arrows (20)
1
1
Thieves Tools
1
1
Explorers Pack
59
Total: 79.2 lbs
EQUIPMENT
CP
0
SP
0
EP
0
GP
10
PP
0
WEALTH
Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools
Languages: Common, Common Sign Language, Thieve's cant
PROFICIENCIES & LANGUAGES
Silent, methodical, protective
PERSONALITY TRAITS
Anything is survivable
IDEALS
Anything to protect Ei
BONDS
Failed in assassin college :)
FLAWS
 
Trinket: Cage with no door
DESCRIPTION & EXTRA INFO
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