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Half-Elf Criminal

Rogue
Ipomea RACE BACKGROUND

Chaotic Good
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 4 Swashbuckler
ROGUISH ARCHETYPE
LEVEL

+2 PROFICIENCY PASSIVE
PERCEPTION 14 AC INITIATIVE SPEED
SNEAK ATTACK
1
Once per turn, you can deal an extra 1d6 damage to one

15 +4
creature you hit with an attack if you have advantage on the attack roll. The

INSPIRATION PASSIVE
INSIGHT 14
30ft. 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 o f 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.

Hit Point Temporary


LEVEL
28 2
Maximum Hit Points
CUNNING ACTION
STRENGTH +0 SAVING THROWS You can take a bonus action on each of your turns in combat. This can only be used to

+0
● +2 ATHLETICS take the Dash, Disengage, or Hide action.

LEVEL

10 *Rakish Audacity
ROGUISH ARCHETYPE FEATURE
3
HIT DICE DEATH SAVES You can give yourself a bonus to your initiative rolls equal to your
Charisma modifier.
DEXTERITY Used Total You don't need advantage on the attack roll to use your Sneak Attack
◆ +6 SAVING THROWS SUCCESSES
against a creature if you are within 5 feet of it, no other creatures are

+4

● +8 ACROBATICS within 5 feet of you, and you don't have disadvantage on the attack
FAILURES
+6 roll. All the other rules for Sneak Attack still apply to you.
● SLEIGHT OF HAND 4d8
● +6 STEALTH
LEVEL

18 NAME ATK BONUS DAMAGE/TYPE


UNCANNY DODGE
5
When an attacker that you can see hits you with an attack, you can use your
Shortsword +6 1d6 piercing reaction to halve the attack’s damage.
CONSTITUTION +0 SAVING THROWS LEVEL
Rapier +6 1d8 piercing
+0
EVASION
When you are subjected to an effect that allows you to make
7
Dagger +6 1d4 piercing a Dexterity saving throw to take only half damage, you instead take

11 Hand Crossbow +6 1d6 piercing


no damage if you succeed on the saving throw, and only half damage
if you fail.

LEVEL
INTELLIGENCE ◆ +3 SAVING THROWS ROGUISH ARCHETYPE FEATURE
9
+1
+1 ARCANA SNEAK ATTACK DAMAGE
+1 HISTORY

2d6
+1 INVESTIGATION

12
+1 NATURE
+1 RELIGION

WISDOM +2 SAVING THROWS LEVEL


ADDITIONAL COMBAT FEATURES RELIABLE TALENT
11
+2
+2 ANIMAL HANDLING
● +4 INSIGHT Whenever you make an ability check that lets you add your proficiency bonus,
+2 MEDICINE *Fancy Footwork you can treat a d20 roll of 9 or lower as a 10.

14 ● +4 PERCEPTION
During your turn, if you make a LEVEL
+2 SURVIVAL
melee attack against a creature,
ROGUISH ARCHETYPE FEATURE
13
CHARISMA +3 SAVING THROWS that creature can't make
+3
● +5 DECEPTION
+3 INTIMIDATION opportunity attacks against you
+3 PERFORMANCE
for the rest of your turn.
17 +7 PERSUASION

LEVEL
BLINDSENSE
If you are able to hear, you are aware of the location of any hidden or invisible
14
RACIAL TRAITS creature within 10 feet of you.

* Darkvision LEVEL
You can see in darkness (shades of gray) up to 60 ft.
* Fey Ancestry
ROGUISH ARCHETYPE FEATURE
17
You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
* Skill Versatility
You gain proficiency in two skills of your choice.

LEVEL

18
PROFICIENCIES LANGUAGES
ELUSIVE
LIGHT
ARMOUR
SIMPLE
WEAPONS
Celestial, Common, No attack roll has advantage against you while you aren’t incapacitated.
● ● Undercommon, Thieves' cant
MEDIUM MARTIAL LEVEL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES STROKE OF LUCK
20
HEAVY
ARMOUR
SHIELDS Dice set, Poisoner's kit, If your attack misses a target within range, you can turn the miss into a hit.
Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.

Thieves tools Once you use this feature, you can’t use it again until you finish a short or
long rest.

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