5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Sneaky Sansibar Surprise! | 3d6 | %2% | %3% |
• Darkvision. You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
• Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.
• Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.• 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.
• Thieves' CantDuring 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.
• Sneak AttackBeginning 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.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
Fancy FootworkWhen 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 of your turn.
you ignore difficult terrain created by marshes or mud. Three times a day you can spend an action to slide 2 ft in one direction. The area through which you move is coated in a think slippery mud as if affected by the move "grease" spell
Rakish AudacityStarting 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 Attack; 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.
PanacheAt 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Elegant ManeuverStarting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master DuelistBeginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Spidersilk Whip
(requires attunement) Woven from fine silk, this whip is very light (has the Light property) and cannot be destroyed by ordinary means. You gain +1 bonus to attack and damage rolls made with this whip. Superior Reach: This whip adds 10 ft to your reach when you attack instead of 5 ft. Whispers of the Web: Spiders are always friendly towards you. You can cast Speak with Animals (Spiders only) at will.
Cloak of Poisonness. Wooly green cloak, normal looking. Upon wearing this cloak, a creature would usually immediately be killed, though those of very high fortitude were able to resist its effects and only become incapacitated for an entire day. The poison in the cloak can be detected with a Detect Poison Spell, after which a small label would appear saying "Nesus Shirt Company." The poison made it impossible to bring the victim back to life with Raise Dead or Ressurection Spell until a neutralize Poison Spell was cast first. To remove this cloak from a person, a Remove Curse spell must be used, which would destroy its magical properties.
• Feline Agility. Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move O feet on one of your turns.
• Cat's Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to [1d4] + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
• 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.
• 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.
• 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.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
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 of your turn.
you ignore difficult terrain created by marshes or mud. Three times a day you can spend an action to slide 2 ft in one direction. The area through which you move is coated in a think slippery mud as if affected by the move "grease" spell
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 Attack; 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.
Panache
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.
Elegant Maneuver
Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.
Master Duelist
Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
Spidersilk Whip
(requires attunement) Woven from fine silk, this whip is very light (has the Light property) and cannot be destroyed by ordinary means. You gain [+1] bonus to attack and damage rolls made with this whip. Superior Reach: This whip adds 10 ft to your reach when you attack instead of 5 ft. Whispers of the Web: Spiders are always friendly towards you. You can cast Speak with Animals (Spiders only) at will.
Cloak of Poisonness. Wooly green cloak, normal looking. Upon wearing this cloak, a creature would usually immediately be killed, though those of very high fortitude were able to resist its effects and only become incapacitated for an entire day. The poison in the cloak can be detected with a Detect Poison Spell, after which a small label would appear saying "Nesus Shirt Company." The poison made it impossible to bring the victim back to life with Raise Dead or Ressurection Spell until a neutralize Poison Spell was cast first. To remove this cloak from a person, a Remove Curse spell must be used, which would destroy its magical properties.
Shortbow, 20 Arrows
Burglar's Pack
Studded Leather Armor
Two Daggers
Thieves Tools
3 grams catnip
Potion of healing
potion of cure poison
waxed travel cloak
sword
dagger
garrotte (special)
6 gems worth 475 gp
a show/ceremonial dagger (150 gp)
150' spider silk bungee
150' spider silk not bungee
2x large treble hooks
Mudwalkers
Spidersilk Whip
Early life: A native of Meztica (home country of the far southwest, beyond the desert (how did you get here?), was from the plains and saw some economic/class/racial disparities and left home.
Adolescence: got in trouble in a new town and eventually was conscripted (indentured) into the army for two years until his time was up. In this time he travelled with trade caravans to other cities (is familiar with trade routes) and learned what he could from outside the city walls of other queendoms. It was, all in all, more of the same.
Religious: Zaltec, chaotic evil alignment?, Symbols include maca weapon, jaguars
Average wealth, but not wealth-motivated
He has not ever met a Drow. He has been a soldier with Wereboars and Werehounds and has a general disregard for all sentient beings.
Currently: Not opposed to breaking the law if he thinks he can get away with it, and has been caught a few times due to his average intelligence. If he had to choose to run a gambit on a person, he would choose a non-tabaxi race. He also works security for hire, specifically for the District Advisor’s Security Warden, or other business owners in the Clumsty, and makes most of his money on the Bright Night (full moon).
Mounted sight on caravan is 200', nightvision / darkvision will apply.
Inspiration token
Shout outs: Stacey, Wesley Muncy, skipper shook, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, yoland katamari, Dave Walker, Rhonda Seiter, Alexa Hobusch, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, ツ Htz_Michelle, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, John Trent Dumproff, Lou Bliss, Pythor Sen, Desedent, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Conall Reilly, keith oneal rogers, Cam Largent, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Dani, Gundar Wez, Nahellion, Ben Pytlik, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Caio Mantovani Alves, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Alex Harford (VA7OMM), jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Dylan Rintoul, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Justin Stensgard, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!