Sam Beckham (AKA: Black Sam, Bloody Boris Samuelson, Kartoff the Amazing, Sickly Pete the Leper, and so on and so on) – Half-Elf
Rogue – Arcane Trickster – Background - Sailor
12th Level
Str: 11
Dex: 20 +5 4th and 10th level bonus
Con: 12 +1
Int: 16 +3 12th level bonus
Wis: 12 +1
Cha: 12/+1
Base Prof.: +4
Languages: Elvin, Common and Orcish
Darkvision 60’
Skills:
Arcana 6
Acrobatics 9
Athletics 4
Deception 5
Investigation 7
Perception 9
Sleight of Hand 13
Stealth 13
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, short swords
Tools: +1 Thieves’ tools - 14
Rogue Abilities:
Sneak Attack: 6d6
Thieves’ Cant
Expertise: Sleight of Hand, Thieves Tools, Perception and Stealth
Cunning Action
Uncanny Dodge
Evasion
Reliable Talent - Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Mage Hand Legerdemain (makes Mage Hand invisible)
Magical Ambush – spells cast while Hidden incur disadvantage on Saves.
Feat:
Lucky – 3 luck points
Spells:
Spells Known: 8, Slots: 1st: 4, 2nd: 3
Cantrips: Firebolt, Mage Hand, Message, Ray of Frost
1st Level: 4; Charm Person, Disguise Self, Jump, Witch Bolt
2nd Level: 3; Blur, Hold Person, Invisibility, Misty Step
Combat:
Attack Mod: +9 – throwing and finesse weapons (+4 otherwise)
+1 Rapier - +10 to hit, 1d8 +6 piercing
Daggers - +9 to hit, 1d4 +5 piercing, thrown 20/60
Pistols (2) – 1d8 +5 piercing
Hand Crossbow +9 to hit; 1d6 +5 damage; 30/120
Magical Attack Mod: +7/ DC: 15
AC: 19
+2 Studded Leather:
This Glamoured studded leather +2 is worked with dense draconic scales and precious metals, and floats on water, granting Advantage on checks to swim. Change appearance of clothes
Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
HP: 69;
Movement: 30’
Initiative: +5
Saves: Dex and Int.; 9 and 7
Shadow Step
When you are in dim light or darkness, you can use a bonus action to expend one spell slot to teleport up to 30 feet (per spell level) to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Magic Items:
Cloak of the Bat:
Grants Advantage on Stealth checks. In dim light or darkness, can fly 40’ if the ends are grabbed. May polymorph into a bat as an action while in dim light or darkness; keep Int, Cha, and Wis scores. This power recharges at dawn.
Necklace of Adaptation
Tools and Gear:
+1 Thieves tools – Prof. Bonus - +14
Navigator’s Tools
Haversack
50’ silk rope
Spare shot and powder horn
3,500 platinum
5,000 gold
Rogue – Arcane Trickster – Background - Sailor
12th Level
Str: 11
Dex: 20 +5 4th and 10th level bonus
Con: 12 +1
Int: 16 +3 12th level bonus
Wis: 12 +1
Cha: 12/+1
Base Prof.: +4
Languages: Elvin, Common and Orcish
Darkvision 60’
Skills:
Arcana 6
Acrobatics 9
Athletics 4
Deception 5
Investigation 7
Perception 9
Sleight of Hand 13
Stealth 13
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, short swords
Tools: +1 Thieves’ tools - 14
Rogue Abilities:
Sneak Attack: 6d6
Thieves’ Cant
Expertise: Sleight of Hand, Thieves Tools, Perception and Stealth
Cunning Action
Uncanny Dodge
Evasion
Reliable Talent - Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Mage Hand Legerdemain (makes Mage Hand invisible)
Magical Ambush – spells cast while Hidden incur disadvantage on Saves.
Feat:
Lucky – 3 luck points
Spells:
Spells Known: 8, Slots: 1st: 4, 2nd: 3
Cantrips: Firebolt, Mage Hand, Message, Ray of Frost
1st Level: 4; Charm Person, Disguise Self, Jump, Witch Bolt
2nd Level: 3; Blur, Hold Person, Invisibility, Misty Step
Combat:
Attack Mod: +9 – throwing and finesse weapons (+4 otherwise)
+1 Rapier - +10 to hit, 1d8 +6 piercing
Daggers - +9 to hit, 1d4 +5 piercing, thrown 20/60
Pistols (2) – 1d8 +5 piercing
Hand Crossbow +9 to hit; 1d6 +5 damage; 30/120
Magical Attack Mod: +7/ DC: 15
AC: 19
+2 Studded Leather:
This Glamoured studded leather +2 is worked with dense draconic scales and precious metals, and floats on water, granting Advantage on checks to swim. Change appearance of clothes
Saves: Dex. & Int. Immune to Magical Sleep and Advantage vs. Charm spells
HP: 69;
Movement: 30’
Initiative: +5
Saves: Dex and Int.; 9 and 7
Shadow Step
When you are in dim light or darkness, you can use a bonus action to expend one spell slot to teleport up to 30 feet (per spell level) to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Magic Items:
Cloak of the Bat:
Grants Advantage on Stealth checks. In dim light or darkness, can fly 40’ if the ends are grabbed. May polymorph into a bat as an action while in dim light or darkness; keep Int, Cha, and Wis scores. This power recharges at dawn.
Necklace of Adaptation
Tools and Gear:
+1 Thieves tools – Prof. Bonus - +14
Navigator’s Tools
Haversack
50’ silk rope
Spare shot and powder horn
3,500 platinum
5,000 gold
Last edited by whit10 on Mon Jun 28, 2021 9:30 pm; edited 39 times in total