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Mora Starkova

Rogue 4 Class & Level
Criminal Background
Wood Elf Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 18
+4
constitution 12
+1
intelligence 11
+0
wisdom 14
+2
charisma 14
+2
Total Hit Dice 4
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+6 Dexterity
+1 Constitution
+2 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+0 Arcana
-1 Athletics
+4 Deception
+0 History
+4 Insight
+2 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+6 Perception
+4 Performance
+4 Persuasion
+0 Religion
+6 Sleight of Hands
+6 Stealth
+2 Survival
skills

 
14
Armor Class
27
Hit Points
+6
Initiative
35
Speed
Rapier 1d20+6 1d8+4
Dagger 1d20+6 1d4+4
Attacks
flute, playing cards
Proficiences
Backpack [1000 ballbearings, bell, candle, crowbar, hammer, lantern, oil, 10 pitons, 10 strings, tinderbox, waterskin, 50 ft hempen rope]
Thieves tools
Equipment

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

Swashbuckler


Hit Points

Hit Dice: d8 per Swashbuckler level
Hit Points at first Level: See Rogue
Hit Points at Higher Levels: See Rogue

Proficiences

Armor: See Rogue
Weapons: See Rogue
Tools: See Rogue
Saving Throws: See Rogue
Skills: See Rogue

Subclass Options

Fancy Footwork

At 3rd level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.  

Rakish Audacity

Starting at 3rd level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.   You also gain an additional way to use your Sneak Attack: you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

Panache

At 9th level, as an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, if you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Wood Elf

Ability Score Increase +2 Dex, +1 Wis
Size Medium
Speed 35ft

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.

Languages. You can speak, read, and write Common and Elvish.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

ofcatsandstars.

Statblock Type

Character Sheet (Legacy)

Link/Embed