Gubert

Yowo

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7 months, 4 days ago
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Yowo
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Untitled183_20231020011320.png?ex=654481
Name Gubert Alignment Chaotic Neutral
Class Rogue Race Plasmoid
Background Criminal Level 5
Gender Slime Pronouns He/Him

From the power of a magic blast from the arrival of one of his crewmates, a cannonball submerged in some slime in the wooden cracks of the ship comes alive and Gubert is born. He doesn't know much about the world, but tries his best to be a loyal member of the crew.

PERSONALITY

Super dumb but very good at fufilling orders, as long as he understands them. He always tells the best jokes even though only the crew can understand his slime language. He's always willing to pick up a fight even if it kills him.

IDEALS

Whatever everyone else believes, he will believe it too.

BONDS

He's super loyal to anyone he bonds with and will use everything he can do help them.

FLAWS

He doesn't really have a brain and tends to just follow whatver he's told, even if it means self destruction. He will sometimes misunderstand instructions which could cause problems within the party.

Proficiency Bonus +3 Passive Wisdom 9
Speed 30 Armour Class 15
Hit Points 31 Temporary Hit Points 0
Hit Dice 6d8 Inspiration +0

STRENGTH

+0

11

  • +0 Saving Throw
  • +0 Strength

DEXTERITY

+4

18

  • +7 Saving Throw
  • +7 Acrobatics
  • +7 Slight of Hand
  • +7 Stealth

CONSTITUTION

+1

12

  • +1 Saving Throw

INTELLIGENCE

-2

7

  • +1 Saving Throw
  • -2 Arcana
  • -1 History
  • -2 Investigation
  • -2 Nature
  • -2 Religion

WISDOM

-1

9

  • -1 Saving Throw
  • -1 Animal Handling
  • -1 Insight
  • -1 Medicine
  • -1 Perception
  • -1 Survival

CHARISMA

+3

16

  • +3 Saving Throw
  • +6 Deception
  • +3 Intimidation
  • +3 Performance
  • +9 Persuasion
PROFICIENCIES
Languages
  • Common
  • Deep Speech
  • Thieves' Cant
Armour
  • Light
Weapons
  • Dagger
  • Shortbow
  • Shortsword
Other
  • Schrodinger's Arrows
  • Crowbar
  • Hammer
  • Lanterns
  • Oil
  • Rations
  • Rope
  • String

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: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.

ATTACKS

Dagger +7 1d4+4 Piercing
Shortbow +7 1d6+4 Piercing
Shortsword +7 1d6+4 Piercing

Sneak Attack

Sneak Attack -- 3d6

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.

Unarmed Strike

Unarmed Strike +3 1 Bludgeoning

You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier

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