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Tuno

Tuno is a human rogue who is a member of the Children of Titania.
Children

Tuno

Medium Human Children of Titania Agent , Chaotic Neutral

Armor Class 15 (leather armor)
Hit Points 72hp (13d8 + 13) 13d8+13
Speed 30ft

STR
11 0
DEX
18 +4
CON
12 +1
INT
13 +1
WIS
13 +1
CHA
11 0

Saving Throws Dexterity +8 [Roll:1d20+8]
Skills Acrobatics +8 1d20+6 Deception +8 1d20+4 Insight +5 1d20+5 Nature +5 1d20+4 Perception +10 1d20+5 Stealth +8 1d20+6 Survival +6 1d20+5
Senses passive Perception 16
Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) 2d20kh1+5 checks that rely on hearing or sight.
Languages Common, Sylvan, Elven
Challenge 10th level Expert


Description

Weapon Proficiencies.Simple Weapons; Longbow; Shortsword
Armour Proficiencies. Light Armour
Tool Proficiencies. Forgery Kit; Thieves Tools

Helpful. 1st-level Expert feature The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.
Cunning Action. 2nd-level Expert feature The sidekick's agility or quick thinking allows it to act speedily. On its turn in combat, it can take the Dash, Disengage, or Hide action as a bonus action.
Expertise. 3rd-level Expert feature Choose two of the sidekick's skill proficiencies. The sidekick's proficiency bonus is doubled for any ability check it makes that uses any of the chosen proficiencies.
Coordinated Strike. 6th-level Expert feature The sidekick is adept at fighting in concert with a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.
Evasion. 7th-level Expert feature Because of extraordinary good luck, the sidekick is skilled at avoiding danger. When the sidekick is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it failed. The sidekick doesn't benefit from this feature while incapacitated.



Actions

Multiattack. The scout two melee attacks or two ranged attacks.
Shortsword. Melee Weapon Attack: +4 1d20+4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) 1d6+2 piercing damage.
Longbow. Ranged Weapon Attack: +4 1d20+4 to hit, ranged 150/600 ft., one target. Hit: 6 (1d8 +2) 1d8+2 piercing damage.


 

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