You are on page 1of 10

Mutie McKilian

Female Dark Elf Criminal Rogue 11


Chaotic Evil

Strength 9 (-1) Size: Medium


Dexterity 20 (+5) Height: 4' 11"
Constitution 15 (+2) Weight: 100 lb
Intelligence 15 (+2) Skin: Black
Wisdom 16 (+3) Eyes:
Charisma 12 (+1) Hair:

Maximum Hit Points: 110

Speed: 30 feet

Inspiration:

Armor Class: 18 = 10 + 3 [mithral shirt] + 5 [dexterity]

Proficiency bonus: +4
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 3 = -1 [strength] + 4 [proficiency]
Attack (missile / finesse): + 9 = + 5 [dexterity] + 4 [proficiency]
Strength save: -1 = -1 [strength]
Dexterity save: + 9 = + 5 [dexterity] + 4 [proficiency]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 6 = + 2 [intelligence] + 4 [proficiency]
Wisdom save: + 3 = + 3 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 13 (18 with advantage)
Investigation (passive): 12 (17 with advantage)
Perception (passive): 21 (26 with advantage)

Carry: 135 lb maximum


For groups using the optional encumberance rules:
If carrying more than 45 lb, encumbered -- -10 on speed

If carrying more than 90 lb, heavily encumbered -- -20 on speed, disadvantage on ability
checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Thieves' Cant Undercommon

Unarmed strike [+3 to hit; 1-1 bludgeoning]

2 Daggers [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)]

Short Bow [+9 to hit; 1d6+5 piercing, 2 lb, ammunition (range 80, 320), two-
handed]

Rapier [+9 to hit; 1d8+5 piercing, 2 lb, finesse]

Short Sword [+9 to hit; 1d6+5 piercing, 2 lb, finesse, light]

Crossbow, hand [+9 to hit; 1d6+5 piercing, 3 lb, ammunition (range 30/120),
light, loading]

Revolver [+5 to hit (not proficient; disadvantage); 2d8+5 piercing, 3 lb,


ammunition (range 40/120), reload six shots]

Mithral shirt [light; + 3 AC; 10 lb.]

Feats:

Key Skill Ability Misc.


Skill Name Trained?
Ability Modifier Modifier Modifier
Acrobatics Dex 13 = +5 + 4 + 4 [expertise]
Animal Handling Wis 3 = +3
Arcana Int 2 = +2
Athletics Str 7= -1 +4 + 4 [expertise]
Deception Cha 5 = +1 + 4
History Int 2 = +2
Insight Wis 3 = +3
Intimidation Cha 1 = +1
Investigation Int 2 = +2
Medicine Wis 3 = +3
Nature Int 2 = +2
Perception Wis 11 = +3 + 4 + 4 [expertise]
Performance Cha 1 = +1
Persuasion Cha 1 = +1
Religion Int 2 = +2
Sleight of Hand Dex 9= +5 +4
Stealth Dex 13 = +5 +4 + 4 [expertise]
Survival Wis 7= +3 +4

Check any artisan tools with which Gragnor is proficient:

Alchemist's supplies Leatherworker's tools

Boyer / fletcher tools Mason's tools

Brewer's supplies Painter's supplies

Calligrapher's supplies Potter's tools

Carpenter's tools Smith's tools

Cartographer's tools Tinker's tools

Cobbler's tools Weaver's tools

Cook's utensils Woodcarver's tools

Glassblower's tools

Goldsmith / silversmith's tools

Jeweler's tools

Check any instruments with which Gragnor is proficient:

Bagpipes Horn

Drum Pan flute

Dulcimer Shawm

Flute Viol

Lute

Lyre

Gragnor is proficient with at least 1 game(s). Check any games with which Gragnor is proficient:
Dragon Chess Dice game:

Three Dragon Ante

Board Game:

Card Game:

Check any other tools with which Gragnor is proficient:

Climber's kit Herbalism kit

Disguise kit Navigator tools

Drive a truck Ride a mount

Fly a plane Sail a ship

Forgery kit Poisoner kit

Healer's kit Thieves' tools

Elf

• Elves receive +2 dexterity (already included).

• Darkvision (see 60 feet black-and-white in pitch-dark)

• Advantage on saving throws against being charmed; immune to magical


sleep

• All elves have a bonus proficiency in perception

• Trance: Instead of sleeping, spend four hours in a sleep-like state but


remain fully aware of surroundings.
Drow / Dark Elf (subrace)

• Dark Elves receive +1 charisma (already included).

• Darkvision -- see in black and white to 120 feet even in darkness.

• Advantage on perception (wisdom) checks, except in sunlight

• Disadvantage on attack rolls and sight-perception (wisdom) checks in


sunlight.

• Advantage on saving throws against being charmed; immune to magical


sleep.

• Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5),
charisma is magic ability.

• Instead of sleeping, spend four hours in a sleep-like state but remain


fully aware of surroundings.

• I added drow sign language as a free language for you.

Criminal

• You have underworld contacts.


• You are probably an accomplished forger.

• Consider bringing thieves tools and at least one kind of gaming set.

Rogue

• Proficient in using thief tools.

• Level 1: Expertise with four skills / tools gives double proficiency bonus
on checks: Acrobatics; Athletics; Perception; Stealth; .

• Level 1: Thieves cant

• Level 1: Sneak attack deals extra 1d6

• Level 2: Cunning action -- take a second action to dash, disengage or


hide

• Level 3: Sneak attack deals extra 2d6

• Level 5: Sneak attack deals extra 3d6


• Level 5: Evasion -- you can use your reaction to take only half damage
from an enemy you can see

• Level 5: Uncanny dodge -- no damage if a dexterity save is made, half


damage if failed

• Level 7: Sneak attack deals extra 4d6

• Level 9: Sneak attack deals extra 5d6

• Level 11: Reliable talent -- when using abilities with proficiencies, all d20
rolls are 10 or better

• Level 11: Sneak attack deals extra 6d6

• Level 13: Sneak attack deals extra 7d6

• Level 14: Blindsense -- sense invisible if you can hear

• Level 15: Slippery mind -- gain proficiency in wisdom saving throws

• Level 15: Sneak attack deals extra 8d6


• Level 17: Sneak attack deals extra 9d6

• Level 18: Elusive -- if you can move, creatures cannot benefit from
advantage in attacks against you

• Level 19: Sneak attack deals extra 10d6

• Level 20: Stroke of Luck -- once between short rests, turn a miss into a
hit, or automatic success on a failed ability check

Thief (rogue archetype)

• Level 3: Burglary / Second Story Work -- climb at full speed, add your
dexterity modifier to distances jumped.

• Level 3: Fast hands -- can use cunning action to make sleight of hands
checks, use thief tools on a trap, open a lock or use something in the
environment.

• Level 9: Supreme sneak -- advantage to hide.

• Level 13: Use magic device

• Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first
round of any battle.
First Ability Score Improvement: +1 dexterity; +1 intelligence;
Second Ability Score Improvement: +2 wisdom
Third Ability Score Improvement: +2 wisdom

Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 5
Level 4: Rogue 5
Level 5: Rogue 5
Level 6: Rogue 5
Level 7: Rogue 5
Level 8: Rogue 5
Level 9: Rogue 5
Level 10: Rogue 5
Level 11: Rogue 5

Hit Dice For Healing


Regain half with each long rest. Use as needed during long or short rests.

Death Saving Throws:

Successes
Failures

Gragnor's Equipment:

24 lb Weapons / Armor / Shield (from above)

1 lb Arrows (quiver of 20) x 1


3 lb Crossbow bolts (quiver of 20) x 2
8 lb Bullets (pistol / musket, package of 10) x 4
4 lb Bullets (modern, package of 10) x 4

5 lb Backpack
7 lb Bedroll
1 lb Mess kit
20 lb Rations (1 day) x 10
10 lb Rope (50', hempen) x 1
1 lb Tinderbox
10 lb Torches x 10

5 lb Waterskins x 1

1 lb Thieves' tools (proficient)


_____
100 lb Total

Gragnor's Personality Traits:

Gragnor's Ideal(s):

Gragnor's Bond(s):

Gragnor's Flaw(s):

More about Gragnor:

You might also like