Lucryas Umbralyen
Lucryas Umbralyen
Aarakocra
Race
-
Origin
Swashbuckler Rogue 9
Class & Level
-
Alignment
-
Deity
-
Faction
-
Rank/Position
-
Loyalty
-
Company
Strength
10
+0
Dexterity
22
+6
constitution
14
+2
intelligence
11
+0
wisdom
12
+1
charisma
16
+3
Total Hit Dice
7
Hit Die
Hit Die
1d8+2
+3
proficiency bonus
+0 | Strength |
+7 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+1 | Wisdom |
+3 | Charisma |
+9 | Acrobatics |
+1 | Animal Handling |
+0 | Arcana |
+0 | Athletics |
+3 | Deception |
+0 | History |
+3 | Insight |
+3 | Intimidation |
+0 | Investigation |
+1 | Martial |
+1 | Medicine |
+0 | Nature |
+5 | Perception |
+3 | Performance |
+5 | Persuasion |
+0 | Religion |
+7 | Sleight of Hands |
+9 | Stealth |
+1 | Survival |
MV
Prestige
Attunement Slots
16
Armor Class
Armor Class
66
Hit Points
Hit Points
+5
Initiative
Initiative
25 FT / FLY 50 FT
Speed
Speed
Talons | 1d20+2 | 1d4+0 |
---|---|---|
Rapier | 1d20+7 | 1d8+5 |
Short sword | 1d20+7 | 1d6+5 |
Dagger | 1d20+7 | 1d4+5 |
Sneak attack | 1d20+7 | 3d6+0 |
Class Starting Proficiencies
Light Armor
simple weapons, hand crossbows, longswords, rapiers, shortswords
thieves' tools
Skill Proficiencies
Acrobatics
Stealth
Perception
Persuasion
Insight (Background)
Sleight of Hand (Skill Expert)
Skill Expertise
Stealth
Persuasion
Thieves' Tools
Perception
Acrobatics (Skill Expert)
Languages
Common
Aarakocra
Auran
Proficiences
Skill Proficiencies
Skill Expertise
Languages
Proficiences
Starting Equipment
Rapier
Short sword
Burglar's pack
Leather Armor
Five Daggers
Thieves' Tools
Belt pouch with 15 gold
Two sets of clothes
Burglar's Pack
a backpack
a bag of 1,000 ball bearings
10 feet of string
a bell
5 candles
a crowbar
a hammer
10 pitons
a hooded lantern
2 flasks of oil
15 days rations
a tinderbox
a waterskin
100 feet of hempen rope
holy water 2
10 kazoos - +1 to performance check
Equipment
Burglar's Pack
a backpack
a bag of 1,000 ball bearings
10 feet of string
a bell
5 candles
a crowbar
a hammer
10 pitons
a hooded lantern
2 flasks of oil
15 days rations
a tinderbox
a waterskin
100 feet of hempen rope
holy water 2
10 kazoos - +1 to performance check
Equipment
-
Faction
Faction
Madman
Stat Array
Stat Array
Racial Traits
Age. Aarakocra reach maturity by age 3. Compared to humans, aarakocra don't usually live longer than 30 years.
Alignment. Most aarakocra are good and rarely choose sides when it comes to law and chaos. Tribal leaders and warriors might be lawful, while explorers and adventurers might tend toward chaotic.
Size. Aarakocra are about 5 feet tall. They have thin, lightweight bodies that weigh between 80 and 100 pounds. Your size is Medium.
Flight. You have a flying speed of 50 feet. To use this speed, you can't be wearing medium or heavy armor.
Talons. Your talons are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.
Language. You can speak, read, and write Common, Aarakocra, and Auran.
Background
+1 ability score increase of your choice - Dexterity
+2 ability score cap increase of your choice - Dexterity
A bonus skill, tool, instrument or vehicle proficiency of your choice - Insight
Level 1 feat - 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. - Wisdom
You gain proficiency in one skill of your choice. - Sleight of Hand
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. - Acrobatics
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. - Thieves' Tools, Persuasion, Stealth , Perception
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.
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.
Roguish Archetype - Swashbuckler
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. 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, your confidence propels you into battle. 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.
4th Level Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - Dexterity +2
5th Level 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.
5th Level Feat - Magic Initiate
Magic Initiate Spells- Booming Blade, Green Flame Blade , Shield
Evasion
Class/Racial Features & Traits
Background
Level 1 feat - Skill Expert
You have honed your proficiency with particular skills, granting you the following benefits:
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. - Thieves' Tools, Persuasion, Stealth , Perception
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.
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.
Roguish Archetype - Swashbuckler
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. 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, your confidence propels you into battle. 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.
4th Level Ability Score Improvement
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. - Dexterity +2
5th Level 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.
5th Level Feat - Magic Initiate
Magic Initiate Spells- Booming Blade, Green Flame Blade , Shield
Evasion
Class/Racial Features & Traits
Aarakocra swashbuckler
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