+10 | Expertise Bonus | |
+5 | Proficiency Bonus | |
+2 | Jack of all Trades |
+7 | Strength | |
+9 | Dexterity | |
+7 | Constitution | |
+4 | Intelligence | |
+0 | Wisdom | |
+3 | Charisma |
+14 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+7 | Athletics | STR | |
+3 | Deception | CHA | |
-1 | History | INT | |
+0 | Insight | WIS | |
+8 | Intimidation | CHA | |
-1 | Investigation | INT |
+0 | Medicine | WIS | |
-1 | Nature | INT | |
+0 | Perception | WIS | |
+8 | Performance | CHA | |
+13 | Persuasion | CHA | |
-1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
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You gain a +2 bonus to attack rolls you make with ranged weapons.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
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 show in in the Sneak Attack column of the Rogue table.
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 the area are easy marks or will provide a safe house for thieves on the run.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
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.
You have undergone extensive physical training to gain the following benefits:
Thanks to extensive practice with the crossbow, you gain the following benefits:
You master fighting with two weapons, gaining the following benefits:
Common, Elvish, Kealan, Tabaxan
Dagger, Light Crossbow, Tiger Fork, Hand Crossbow, Longbow, Scimitar, Whip, Sickle, Glaive
Light Armour, Medium Armour, Heavy Armour, Shields
Thieves' Tools, Dice Set, Playing Card Set
Venus embraces a free-spirited and adventurous approach to life, mirroring her love for the thrill of exploration and pirate escapades.
Venus is naturally playful and enjoys engaging in flirtatious banter, especially when it comes to interactions with attractive individuals.
Venus exhibits strong loyalty to her sister, Ophelia, and is protective of her well-being. This loyalty extends to the crew, fostering a sense of unity and camaraderie.
Venus has a rebellious side, challenging authority when necessary and embracing a more unconventional lifestyle as a pirate.
Venus possesses a charismatic and charming demeanor, making her adept at social interactions and easily connecting with others, including potential love interests.
Venus maintains an optimistic outlook, even in challenging situations. Her resilience helps her navigate the unpredictable nature of pirate life.
Due to her friendship with a sea creature, Venus displays a soft and affectionate side when interacting with aquatic beings. This bond adds a touch of empathy to her character.
Venus values her freedom and the ability to make decisions without unnecessary restrictions. She cherishes the autonomy that comes with being a pirate, free to chart her own course.
Deeply rooted in Venus is the belief in strong bonds among crew members. She sees her fellow pirates as a family, and the sense of camaraderie is essential for the success and unity of the crew.
Venus finds excitement in the unpredictability of pirate life. The thrill of facing unknown challenges and discovering new horizons fuels her passion for adventure.
Venus believes in fair treatment for everyone in the crew. Regardless of background or skills, she advocates for equal opportunities, fostering a sense of inclusivity among her fellow pirates.
Venus recognizes the value of seizing opportunities for profit and advancement. She is quick to identify chances for the crew to gain an edge, whether through treasure hunting or strategic decisions.
In the unpredictable world of piracy, Venus appreciates clever solutions and making the most of limited resources. She values crew members who can think on their feet and find inventive ways to overcome challenges.
Venus admires courage and bold decision-making. She believes that taking risks is often necessary for achieving greater rewards and leaving a mark on the pirate world.
Recognizing that each crew member brings something unique to the table, Venus values individual contributions. She encourages diversity and appreciates the distinct skills and qualities that make each pirate special.
Venus shares an unbreakable bond with her older sister, Ophelia. Their familial connection is a driving force, and Venus is fiercely loyal to Ophelia's leadership and guidance.
Venus forms close bonds with her fellow pirates, viewing them as an extended family. The camaraderie and shared experiences build strong connections that go beyond the confines of a pirate crew.
Venus and Ophelia share a clandestine partnership in smuggling and stealing ammunition for their pirate crew. This covert operation strengthens their bond as they work together to achieve shared goals.
Venus holds a strong bond with the principles of the pirate code. This set of rules and guidelines governs her actions, fostering a sense of unity and shared purpose among pirates.
Venus shares a unique bond with a sea creature, perhaps a magical aquatic being. This connection adds an intriguing aspect to her character and influences her interactions with the sea.
Venus heavily relies on her charm and flirtatious nature to navigate situations, occasionally neglecting other aspects of problem-solving or negotiation.
Venus may find herself easily distracted by new and exciting stimuli, potentially diverting her attention from critical tasks or responsibilities.
Venus's love for adventure and thrill-seeking can lead her to take unnecessary risks, putting herself and others in precarious situations.
Venus may not excel in academic pursuits, especially those requiring extensive study or deep intellectual engagement.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.