Paytaydo

notbecca

Info


Created
4 years, 11 months ago
Creator
notbecca
Favorites
6

Profile


 PAYTAYDO
ROGUE | LVL 5 | GREENSKIN GOBLIN | CHAOTIC NEUTRAL | HARBORFOLK

STRENGTH
(-1)
9

DEXTERITY
(+4)
18

CONSTITUTION
(+2)
14

INTELLIGENCE
(+1)
12

WISDOM
(+0)
10

CHARISMA
(+3)
16

SAVING THROWS

-1         Strength
+4         Dexterity
+2         Constitution
+1         Intelligence
+0         Wisdom
+3         Charisma


SKILLS

+4          Acrobatics (Dex)
+3          Animal Handling (Wis)
+1          Arcana (Int)
+2          Athletics (Str)
+3          Deception (Cha)
+1          History (Int)
+0          Insight (Wis)
+3          Intimidation (Cha)
+7          Investigation (Int)
+0          Medicine (Wis)
+1          Nature (Int)
+3          Perception (Wis)
+3          Performance (Cha)
+6          Persuasion (Cha)
+1          Religion (Int)
+10          Sleight of Hand (Dex)
+10          Stealth (Dex)
+0          Survival (Wis)

AC
11

INITIATIVE
+4

SPEED
30


MAX HIT POINTS

42


PROFICIENCIES & LANGUAGES

Languages:
Common
Goblin
Thieves' Cant

Weapons:
Simple Weapons
Hand Crossbows
Longswords

Armor:
Light Armor


FEATURES & TRAITS

Darkvision - 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.

Fury of the Small - When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your level. Once you use this trait, you can't use it again until you finish a short or long rest.

Nimble Escape - You can take the Disengage or Hide action as a bonus action on each of your turns. 

Run For It - When the odds are against you, at least you can trust your legs. When using the disengage action, difficult terrain doesn't cost you extra movement on that turn. 

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.

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.

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.

Harborfolk - You grew up on the docks and waters of Mulmaster Harbor. The harborfolk remember you and still treat you as one of them. They welcome you and your companions. While they might charge you for it, they'll always offer what food and shelter they have; they'll even hide you if the City Watch is after you (but not if the Hawks are).

PERSONALITY TRAITS

 I am curious. I want to know why things are how they are and why people do what they do. 


IDEALS

 I go where the winds blow. No man or woman tells me where or when to sail. 


BONDS

 I once lost everything but my rowboat. I'll do anything to protect it. 


FLAWS

 I almost always cheat. I can't help myself. 


SPELLS

---|CANTRIPS|---

Vicious Mockery - You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.

Mage Hand - A spectral, floating hand appears. The hand lasts for the duration or until you dismiss it as an action. It vanishes if it's ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use it to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet at a time. The hand can't attack, activate magic items, or carry more than 10 pounds.

Message - You point your finger toward a creature and whisper a message. It hears the message and can reply in a whisper only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magic silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell can travel freely around corners and openings.

Minor Illusion - You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, it can be any volume and noise. The sound can continue unabated for the duration, or you can make sounds at different times. If you create an image of an object it must be no larger than a 5-foot cube. The image can't create any sensory effects. Physical interaction with the image reveals it to be an illusion. A creature can use its action to make an Investigation check on the illusion. If it discerns the illusion for what it is, the illusion becomes faint to it.


---|LEVEL ONE|---

Disguise Self - Until the spell ends or you use an action to dismiss it, you can disguise yourself magically in many ways. You can appear to be shorter or taller by about a foot and change the appearance of your body weight, but you cannot change the basic structure of your body. The illusion can include your clothes, armor, weapons, and other belongings one your person. The illusion is only visual, so any sort of physical contact will only interact with the real size and shape of you. Someone may also use an action to make an investigation check against your spell save DC.

Feather Fall - Choose up to five falling creatures. Its descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for it.

Detect Magic - An aura forms around objects or creatures you can see, indicating that it is magical. It must be within 30 feet. You also learn its school of magic, if it has one. This spell can't detect magic through 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

D&D HTML Profile byCoywolfy