Deoje

FussyPaws

Info


Created
3 years, 4 months ago
Creator
FussyPaws
Favorites
6

Profile


 DEOJE
SCOUT ROGUE 18 | KOBOLD | CHAOTIC NEUTRAL | ENTERTAINER (JESTER)

STRENGTH
(+0)
10

DEXTERITY
(+5)
20

CONSTITUTION
(+3)
16

INTELLIGENCE
(-1)
9

WISDOM
(+0)
11

CHARISMA
(+3)
16

SAVING THROWS

0         Strength
11         Dexterity
3         Constitution
5         Intelligence
6         Wisdom
3         Charisma


SKILLS

11          Acrobatics (Dex)
0          Animal Handling (Wis)
-1          Arcana (Int)
0          Athletics (Str)
3          Deception (Cha)
-1          History (Int)
12          Insight (Wis)
3          Intimidation (Cha)
11          Investigation (Int)
0          Medicine (Wis)
11          Nature (Int)
0          Perception (Wis)
15          Performance (Cha)
3          Persuasion (Cha)
-1          Religion (Int)
11          Sleight of Hand (Dex)
17          Stealth (Dex)
12          Survival (Wis)

AC
16

INITIATIVE
10

SPEED
55


MAX HIT POINTS

147


PROFICIENCIES & LANGUAGES

Languages:
Common
Draconic
Thieves' Cant

Weapons:
Hand Crossbow
Longsword
Rapier
Shortsword
Simple Weapons

Armor:
Light Armor

Tools:
Thieves' Tools
Disguise Kit
Horn

Saving Throws:
Dexterity
Intelligence
Wisdom

Skills:
Acrobatics (Dex)
Insight (Wis)
Investigation (Int)
Nature (Int)
Performance (Cha)
Sleight of Hand (Dex)
Stealth (Dex)
Survival (Wis)


FEATURES & TRAITS

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’ can understands such messages. It takes 4x longer to convey.

Sneak Attack - You can deal an extra 9d6 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.

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.

Grovel, Cower, And Beg - As an action on your turn, you can cower pathetically to distract nearby foes. Until the end of your next turn, your allies gain advantage on attack rolls against enemies within 10 feet of you that can see you. Once you use this trait, you can't use it again until you finish a short or long rest.

Pack Tactics - You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Sunlight Sensitivity - You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

By Popular Demand - You can always find a place to perform. You receive free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as you perform each night. Your performance makes you something of a local figure. When strangers recognize you in a town where you have performed, they typically take a liking to you.

Cunning Action - 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

Skirmisher - You are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Alert - Always on the lookout for danger, you can’t be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.

Uncanny Dodge - 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.

Evasion - You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Squat Nimbleness - You are uncommonly nimble for your race. Increase your Strength or Dexterity score by 1, to a maximum of 20.\n- Increase your walking speed by 5 feet. You gain proficiency in the Acrobatics or Athletics skill (your choice). You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled.

Superior Mobility - Your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

Mobile - You are exceptionally speedy and agile. Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn. When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Reliable Talent - You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Ambush Master - You excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.

Blindsense - If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind - You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Savage Attacker - Once per turn when you roll damage for a melee weapon attack, you can reroll the damage dice and use either total.

Sudden Strike - You can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.

Elusive - You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.

PERSONALITY TRAITS

Nobody stays angry at me or around me for long, since I can defuse any amount of tension.

I get bitter if I’m not the center of attention.


IDEALS

People. I like seeing the smiles on people’s faces when I perform. That’s all that matters. (Neutral)


BONDS

I would do anything for the other members of my old troupe.


FLAWS

A scandal prevents me from ever going home again. That kind of trouble seems to follow me around.


BACKSTORY


coming soon

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