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bwatford

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Sherman Fleece "Bloodnut" - Ratfolk Rogue 1 

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Show Mechanics

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Main Hand: Rapier
Off Hand: Empty

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Action: Your action goes here.
Bonus Action: Your bonus action goes here.
Move: Your movement goes here.
Manipulate: Your one free object interaction goes here.

Show Mini Character Sheet

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Sherman Fleece "Bloodnut"
Ratfolk Rogue 1

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STATS

Str 6 (-2) Dex 17 (+3) Con 14 (+2) Int 12 (+1) Wis 12 (+1) Cha 12 (+1)
HP 10/10 HD 1d8 AC 15 (leather) Speed 25 ft. Swim 10 ft.

Passive Perception 15 Initiative +3
DM Inspiration Yes
Languages Common, Thieves' Cant
Background Sage Feature  Researcher
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

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WEAPONS

Rapier +5 attack, 1d8+3 piercing damage
Dagger (range 20/60) +5 attack, 1d4+3 piercing damage

Shortbow (range 80/320) +5 attack, 1d6+3 piercing damage

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PROFICIENCIES

Proficiency +2 Saving Throws Dexterity +5, Intelligence +3 
Skills Acrobatics +5, Arcana +3, Investigation +3, Perception +5*, Performance +6, Sleight of Hand +5, Stealth +5
Tools Thieves Tools +7*
Weapons simple weapons, hand crossbows, longswords, rapiers, shortswords
Armor Light

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FEATS 

 

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RACIAL FEATURES

Swim: Ratfolk are capable, if slow, swimmers. You have a swimming speed of 10 feet.
Darkvision: Accustomed to living underground and in other dingy places, you have superior vision in dark and dim conditions. To a distance of 60 feet from yourself, you can see in dim light 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.

Nimbleness: You can move through a hostile creature's space in combat as long as it is size medium or larger.
Pack Tactics: You have advantage on your attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Rodent Empathy: You have advantage on Handle Animal checks to influence the behavior of rodents.

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CLASS FEATURES

Expertise: (perception, thieves' tools) 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.

Sneak Attack: (1d6) 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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

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.

 

Show Equipment

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General Inventory (64.84 lbs.)

Rapier - 2 lbs.
Shortbow - 2 lbs.
Quiver (20 arrows) - 1 lb.
Leather Armor - 10 lbs.
2 x Daggers - 2 lbs.
Thieves' Tools - 1 lb.
Bottle of Black Ink

Quill
Small Knife - 1 lb.
Letter from family about sister's antidote material
Common Clothes - 3 lbs.
Belt Pouch - 1 lb.
Backpack - 5 lbs.
Bag of 1,000 ball bearings - 2 lbs.
String 10 ft
Bell
5 x Candles
Crowbar - 5 lbs.
Hammer - 3 lbs.
Pitons x10 - 2.5 lbs.
Hooded Lantern - 2 lbs.
2 x Flask of Oil - 2 lbs.
5 x Rations (day) - 10 lbs.
Tinderbox
Waterskin - 5 lbs.
Silk Rope 50ft - 5 lbs.


Coin Purse (0.34 lbs.)
Platinum: 0
Gold: 17
Electrum: 0
Silver: 0
Copper: 0

 

Encumbrance

Max Load: 90 lbs. (15 x STR)

Current Weight: 64.84 lbs.


 

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