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Rogue 5  
CLASSE & LIVELLO STORIA PLAYER NAME
Rogue stregone
RAZZA ALLINEAMENTO PUNTI ESPERIENZA
NOME DEL PERSONAGGIO

ISPIRAZIONE

FORZA 17 6 9

-1 3 BONUS DI COMPETENZA

8
Punti Ferita Massimi TRATTI CARATTERIALI
-1 Forza
DESTREZZA 6 Destrezza

3 2
3
Costituzione
Intelligenza
PUNTI FERITA ATTUALI

16 0 Saggezza
3 Carisma IDEALI
PUNTI FERITA TEMPORANEI
COSTITUZIONE TIRI SALVEZZA

2 6 Acrobazia (Des)
5

14 0 Addestrare Anima…
3 Arcano (int)
LEGAMI

INTELLIGENZA -1 Atletica (For)

0
6 Inganno (Car) NOME ATT DANNO / TIPO

0 Storia (Int)

10 3 Intuizione (Sag)
3 Intimidire (Car)
ATTACCHI & INCANTESIMI
0 Indagare (Int)
SAGGEZZA
DIFETTI

0
0 Medicina (Sag)
0 Natura (int) CP SP EP GP PP

3 Percezione (Sag)
10 Thieves Cant
6 Intrattenere (Car)
Cunning Action
9 Persuasione (Car)
CARISMA Steady Aim
0 Religione (Int)

3 6 Rapidità di Mano (…
Charger

Fancy Footwork
9 Furtività (Des)
17 EQUIPAGGIAMENTO
Rakish Audacity
0 Sopravvivenza (S…

ABILITÀ Curse

Hexblade

13 SAGGEZZA (PERCEZIONE) PASSIVA PRIVILEGI & TRATTI

ALTRE COMPETENZE & LINGUAGGI


CARISMA 14 6

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUCCHETTI 3 0 6 0

4 0 7 0
1 1

5 0 8 0
2 0

9 0
PRIVILEGI & TRATTI
Thieves Cant Charger Curse
During your rogue training you learned thieves' When you use your action to Dash, you can Starting at 1st level, you gain the ability to
cant, a secret mix of dialect, jargon, and code use a bonus action to make one melee place a baleful curse on someone. As a bonus
that allows you to hide messages in seemingly weapon attack or to shove a creature. If you action, choose one creature you can see
normal conversation. Only another creature move at least 10 feet in a straight line within 30 feet of you. The target is cursed for 1
that knows thieves' cant understands such immediately before taking this bonus action, minute. The curse ends early if the target dies,
messages. It takes four times longer to convey you either gain a +5 bonus to the attack’s you die, or you are incapacitated. Until the
such a message than it does to speak the damage roll (if you chose to make a melee curse ends, you gain the following benefits:
same idea plainly. In addition, you understand attack and hit) or push the target up to 10 feet You gain a bonus to damage rolls against the
a set of secret signs and symbols used to away from you (if you chose to shove and you cursed target. The bonus equals your
convey short, simple messages, such as succeed). proficiency bonus. Any attack roll you make
whether an area is dangerous or the territory against the cursed target is a critical hit on a
of a thieves' guild, whether loot is nearby, or Fancy Footwork roll of 19 or 20 on the d20. If the cursed target
whether the people in an area are easy marks When you choose this archetype at 3rd level, dies, you regain hit points equal to your
or will provide a safe house for thieves on the you learn how to land a strike and then slip warlock level + your Charisma modifier
run. away without reprisal. During your turn, if you (minimum of 1 hit point). You can’t use this
make a melee attack against a creature, that feature again until you finish a short or long
Cunning Action creature can't make opportunity attacks rest.
Starting at 2nd level, your quick thinking and against you for the rest of your turn.
agility allow you to move and act quickly. You Hexblade
can take a bonus action on each of your turns Rakish Audacity At 1st level, you acquire the training necessary
in combat. This action can be used only to Starting at 3rd level, your confidence propels to effectively arm yourself for battle. You gain
take the Dash, Disengage, or Hide action. you into battle. You can give yourself a bonus proficiency with medium armor, shields, and
to your initiative rolls equal to your Charisma martial weapons. The influence of your patron
Steady Aim modifier. You also gain an additional way to also allows you to mystically channel your will
At 3rd level, as a bonus action, you give use your Sneak Attack; you don't need through a particular weapon. Whenever you
yourself advantage on your next attack roll on advantage on the attack roll to use your Sneak finish a long rest, you can touch one weapon
the current turn. You can use this bonus action Attack against a creature if you are within 5 that you are proficient with and that lacks the
only if you haven't moved during this turn, and feet of it, no other creatures are within 5 feet of two-handed property. When you attack with
after you use the bonus action, your speed is 0 you, and you don't have disadvantage on the that weapon, you can use your Charisma
until the end of the current turn. attack roll. All the other rules for Sneak Attack modifier, instead of Strength or Dexterity, for
still apply to you. the attack and damage rolls. This benefit lasts
until you finish a long rest. If you later gain the
Pact of the Blade feature, this benefit extends
to every pact weapon you conjure with that
feature, no matter the weapon's type.
INCANTESIMI

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