Elanna, 4th level Rogue
HP: 30 AC 15 XP 4500
Stats | STR +2 (15) | DEX +4 (18) | CON +4 (18) | INT +1 (13) | WIS +2 (14) | CHA +4 (18) |
Saves | STR +2 | DEX +6 | CON +4 | INT +3 | WIS +2 | CHA +4 |
Skills: Acrobatics, Deception, History, Insight, Perception, Persuasion*
PROF | MOD | SKILL | BONUS |
P | DEX | Acrobatics | +6 |
WIS | Animal Handling | +2 | |
INT | Arcana | +1 | |
STR | Athletics | +2 | |
P | CHA | Deception | +6 |
P | INT | History | +3 |
P | WIS | Insight | +4 |
CHA | Intimidation | +3 | |
INT | Investigation | +1 | |
WIS | Medicine | +2 | |
INT | Nature | +1 | |
P | WIS | Perception | +4 |
CHA | Performance | +4 | |
PE | CHA | Persuasion | +8 |
INT | Religion | +3 | |
DEX | Sleight of Hand | +4 | |
DEX | Stealth | +4 | |
WIS | Survival | +2 |
Human Features Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed. Your base walking speed is 30 feet.
Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
Standard Human
Ability Score Increase. Your ability scores each increase by 1.
Noble Background
Skill Proficiencies History, Persuasion
Tool Proficiencies One type of gaming set
Languages One of your choice
Equipment A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp
Class Features As a rogue, you gain the following class features.
Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves' tools* Saving Throws: Dexterity, Intelligence Skills: Acrobatics, Deception, History, Insight, Perception, Persuasion*
Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
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, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
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 a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Fast Hands Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Second-Story Work When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
Feat: Healer. You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:
When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.
Inventory:
Shortsword (d6 + 4 damage)
Leather armor
Explorer pack
Two daggers
Thieves' tools
Black Rose's Venom (evolving weapon; +0 magical, inflicts 1d4 piercing plus 4 plus 1d10 poison)