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Tiberius Aurelianus

6 Level (0/23000 XP for level-up) Spy Background Astrican Race / Species / Heritage Alignment
Rouge (Mastermind)
Level 6
Hit Dice: 5/6
1d8+2 Class 1

STR
12
+1
DEX
18
+4
CON
15
+2
INT
14
+2
WIS
14
+2
CHA
18
+4
62
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+7 Dexterity
+2 Constitution
+5 Intelligence
+2 Wisdom
+4 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+10 Deception CHA
+2 History INT
+5 Insight WIS
+4 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+8 Perception WIS
+4 Performance CHA
+10 Persuasion CHA
+2 Religion INT
+10 Sleight of Hand DEX
+10 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Curved Dagger +7 DEX 1d4+4 piercing
 Finess, light, thrown, when hit first time DC12 CON on fail 1d8 bleed damage for two turns
Punch Dagger +7 DEX 1d8+4 piercing
 Finess, Light
Scimitar +7 DEX 1d6+4 slashing
 finess, light
Shortbow +7 DEX 1d6+4 piercing
 ranged (80/320)
Attacks
Feats:
Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

Poisoner
-When you make a damage roll that deals poison damage, it ignores resistance to poison damage.
-You can apply poison to a weapon or piece of ammunition as a bonus action, instead of an action.
-You gain proficiency with the poisoner's kit if you don't already have it. With one hour of work using a poisoner's kit and expending 50 gp worth of materials, you can create a number of doses of potent poison equal to your proficiency bonus. Once applied to a weapon or piece of ammunition, the poison retains its potency for 1 minute or until you hit with the weapon or ammunition. When a creature takes damage from the coated weapon or ammunition, that creature must succeed on a DC 14 Constitution saving throw or take 2d8 poison damage and become poisoned until the end of your next turn.
Features:
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.

Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise Kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.
Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.

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.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages:
Astrican, Old Elven, Beolshaer, Leonii


Proficiencies:
Thief's Tools
Disguise Kit
Forgery Kit
Poisoner's kit
Dice Set

Languages & Proficiencies
Studded Leather Armor, Bow and 20 Arrows, 20x Arrows, 2x Daggers, Grappling Hook, 3 Healing Potions, Mystery Flask, Gemstone

Kits
=================================
Disguise Kit
Forgery Kit
Poisoner's kit
Thieves Tools
Set of Dice

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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