Profile
♦ Reese Dunnock ♦
Level 1 Half-Elf Rogue
art by arinrose |
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Ability Scores
STR | DEX | CON | INT | WIS | CHA |
8 mod -1 | 15 mod +2 | 13 mod +1 | 12 mod +1 | 11 mod 0 | 17 mod +3 |
Proficiency Bonus +2 Passive Perception 10 Skills: Acrobatics +6 Animal Handling 0 Arcana +1 Athletics +1 Deception +5 History +1 Insight +2 Intimidation +3 Investigation +3 Medicine 0 Nature +1 Perception 0 Performance +3 Persuasion +7 Religion +1 Sleight of Hand +4 Stealth +4 Survival 0 Proficient: Acrobatics, Athletics, Deception, Insight, Investigation, Persuasion, Sleight of Hand, Stealth Expertise: Acrobatics, Sleight of Hand | Max Hit Points 9/9 Armored AC 13 Unarmored AC 11 Saving Throws: STR -1 DEX +4 CON +1 INT +3 WIS 0 CHA +3 Speed 30 ft. Initiative +2 Darkvision 60 ft. |
Armory
Weapon Proficiency
< Daggers, simple, hand, Crossbows, Longswords, Rapiers, Shortswords >
Dagger | +4 to hit , 1d4 + 2 damage Type: Simple Finesse: Yes Damage Type: Piercing Two-Handed: No Melee/Ranged: Melee Versatile: No Range: 20/60 ft. |
Dagger (off hand) | +4 to hit , 1d4 damage Type: Simple Finesse: Yes Damage Type: Piercing Two-Handed: No Melee/Ranged: Melee Versatile: No Range: 20/60 ft. |
Armor Proficiency
< Light: Padded, Leather, Studded Leather >
Unarmored | Base AC: 10 AC 11 No stealth disadvantage |
Leather Armor | Base AC: 11 AC 13 Type: Light Weight: 10lbs No stealth disadvantage |
Abilities
Fey Ancestry - Trait | Advantage on charmed saves and immune to sleep magic. |
Thieves' Cant - Trait | Convey secret messages hidden in normal conversation. |
Expertise - Level 1 | 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. (Acrobatics | Sleight of Hand) |
Sneak Attack - Level 1 | 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. |
Thieves' Cant - Level 1 | 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. |
Spells (Multiclass)*
*Due to his inexperience, Reese only gains a maximum of 1 spell slot(s) per rest period, and may suffer consequential disadvantage during or post casting.
Mage Hand - Level 1 | (Conjuration) — A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration (1 minute) or until you dismiss it as an action. 30ft range. |
Equipment
Feather Necklace (Magic Item) | ??? |
Thieves' Tools | This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any Ability Checks you make to disarm traps or open locks. |
Burglar's Pack | This burlap pack includes 1,000 ball bearings, 10ft of string, a bell, 5 candles, a hooded lantern, 2 flasks of oil, a tinderbox, 50 feet of hempen rope, and a small grapple hook. |
Deck of Playing Cards | A full set of playing cards that are fairly worn from use. |
Backstory
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