Rogue Swashbuckler
Nok Stumbletoe
Stout Halfling
Rogue Urchin– 3
Dex +2, Con +1
Str 12+1
Dex 18+4
Con 14+2
Int 14 +2
Wis 12+1
Cha 8-1
HP 31
AC 17 (studded leather 12+4+1)
PP: 13
spd 25, resistance to poison, brave, lucky, nimble
Saves: dex, int (Adv vs poison + fear)
Prof +2
initiative: +4
Grievous dagger (main, finesse) +6 d4 +4 +d4
Rapier (main, finesse) +6 d8 +4
dagger (off, finesse) +5 d4
dagger (thrown) +6 d4+4
short bow +6 d6+4
Skills: perception +3, athletics +3, investigation +4, acrobatics +6, Sleight of Hand +6, stealth +8*, thieves tools +8*, disguise kit
Lang: common, halfling, thieves cant
Cunning action - bonus Dash, disengage or Hide
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than yours.
Lucky. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and must
use the new roll.
Brave. You have advantage on saving throws against
being frightened.
Stout Resilience. You have advantage on saving
throws against poison, and you have resistance
against poison damage
E x p e r t i s e
At 1st level, choose two o f your skill proficiencies, or
one o f your skill proficiencies and your proficiency with
thieves’ tools. Your proficiency bonus is doubled for any
ability check you make that uses either o f the chosen
proficiencies.
*stealth + *thieves tools
S n e a k A t t a c k
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 w eapon.
You don’t need advantage on the attack roll if another
enemy o f 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 o f the extra damage increases as you
gain levels in this class, as shown in the Sneak Attack
column o f the Rogue table.
+2d6
T h i e v e s ’ C a n t
F e a t u r e : C i t y Se c r e t s
You know the secret patterns and flow to cities and can
find passages through the urban sprawl that others would
miss. When you are not in combat, you (and companions
you lead) can travel between any two locations in the city
twice as fast as your speed would normally allow
FANCY FOOTWORK
When you choose this archetype at 3rd level, you learn
how to land a strike and then slip away without reprisal.
During your turn, if you make a melee attack against a
creature, that creature can’t make opportunity attacks
against you for the rest ofyour turn.
RAKISH AUDACITY
Starting at 3rd level, your confidence propels you into
battle. You can give yourself a bonus to your initiative
rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak At—
tack; you don’t need advantage on the attack roll to use
your Sneak Attack against a creature if you are within 5
feet of it, no other creatures are within 5 feet of you, and
you don’t have disadvantage on the attack roll. All the
other rules for Sneak Attack still apply to you.
Equipment:
Rapier, short bow 20 arrows, burglar's pack, leather armor, 2 daggers, thieves' tools
small knife, goblin warren token, no pet mouse
Grievous Dagger (Orcish). +1d4 bonus to all damage rolls with this weapon. Critical hit also doubles the d4.
Goggles of Night (Halfling). While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Ring +1 AC
45gp70s
Last edited by Chris on Mon Jul 23, 2018 12:16 pm; edited 21 times in total