Profile
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 |
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Armour |
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Other |
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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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