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Gideon

4 Level (0/6500 XP for level-up) Farrow: Courier Background Wood Elf Race / Species / Heritage ??? Alignment
Rogue(Scout)
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
10
+0
DEX
18
+4
CON
13
+1
INT
14
+2
WIS
16
+3
CHA
12
+1
30
Hit Points
+4
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
40/15/15
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+6 Dexterity
+1 Constitution
+4 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+6 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+1 Deception CHA
+2 History INT
+3 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+6 Nature INT
+5 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+8 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
ASIs:Wood Elf: +2 Dex, +1 Wis,
Farrow: +1 Con.
Feats:

  • +1 Dex - Elven Accuracy


Rogue


Level 1: Expertise(), Sneak Attack, Thieves' Cant,
Rogue Archetype(Scout): Skirmisher, Survivalist
Level 2: Cunning Action
Level 3: Steady Aim
Level 4: Eleven Accuracy Feat

Feats


Eleven Accuracy

  • Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.

  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.


Origin/Backgrounds


Farrow: Proficiency with Survival or Nature, +5 movement speed (all existing types)
Courier: You have been trained to deliver mail to the furthest reaches of Galix, and you’ve trained through the difficult terrains of Farrow. You are not hindered by difficult terrain. You gain an additional swim and climb speed of 10ft.

Elf (Wood)


Speed: 35Ft
Size:?
Age: Young
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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.
Keen Senses. You have proficiency in the Perception skill.
Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Fleet of Foot. Your base walking speed increases to 35 feet.
Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Elvish, Thieves' Cant
Skill: Perception(Keen Senses), Acrobatics(Rogue), Stealth(Rogue), SlightofHands(Rogue), Persuasion (Rogue), Animal Handling(Replace Farrow Prof) , Arcane(Christmas)
Expertise: Nature (Scout), Survival (Scout), Stealth (Rogue lv3), ???(Rogue lv3)
Weapon: simple weapons, hand crossbows, longswords, rapiers, shortswords (Rogue&EWT), longsword(EWT = Elf Weapon Training), shortbow(EWT), and longbow(EWT).
Armor: Light Armor
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence.

Languages & Proficiencies


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