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CLASS & LEVEL
Rogue 13 (Assassin)
EXPERIENCE POINTS
127,200
PLAYER NAME
RACE
Lightfoot Halfling
BACKGROUND
Spy
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
-1
8
DEX
+5
20
CON
+2
15
INT
+1
12
WIS
+0
10
CHA
+3
16
+5
PROFICIENCY
BONUS
-1 Strength Saves
+10 Dexterity Saves *
+2 Constitution Saves
+6 Intelligence Saves *
+0 Wisdom Saves
+3 Charisma Saves
* Prof. bonus added
+5 Acrobatics (Dex)
+0 Animal Handling (Wis)
+1 Arcana (Int)
-1 Athletics (Str)
+8 Deception (Cha) *
+1 History (Int)
+0 Insight (Wis)
+8 Intimidation (Cha) *
+6 Investigation (Int)
+0 Medicine (Wis)
+1 Nature (Int)
+5 Perception (Wis) *
+3 Performance (Cha)
+8 Persuasion (Cha) *
+1 Religion (Int)
+15 Sleight of Hand (Dex) **
+15 Stealth (Dex) **
+0 Survival (Wis)
* Prof. bonus added
15
Armor: light armor
Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword
Tools: disguise kit, thieves tools, disguise kit, poisoners kit
Saving Throws: Dexterity, Intelligence
Skills: Deception, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, Stealth
Languages: Common, Thieves' Cant, Halfling
ARMOR
CLASS
(AC)
16
Armor Worn: Leather armor
INITIATIVE
+5
SPEED
25 ft.
HIT POINTS
94
HIT DICE
13d8
DEATH SAVES: Success O O O Fail O O O
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack action.
Rapier. Melee Weapon Attack: +10 to hit, reach 5 ft. Hit: 1d8+5 piercing damage.
Shortbow. Ranged Weapon Attack: +10 to hit. Hit: 1d6+5 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)
Dagger. Melee or Ranged Weapon Attack: +10 to hit, reach 5 ft. 1d4+5 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)
MAGIC & SPECIAL ATTACKS
Sneak Attack: Once per turn, you can deal an extra
damage to one creature 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.
EQUIPMENT & TREASURE
Carried Gear: leather armor
(AC 11), rapier, two (2) daggers, shortbow and 20 arrows, disguise kit
(cosmetics, hair dye, props, etc.), poisoner's kit (vials, chemicals,
venoms), belt pouch, crowbar, set of dark common clothes including a
hood
Lifting and Carrying: 120 lbs. max. carrying capacity;
240 lbs. pushing or dragging (speed -5 ft.); 240 lbs. max. lift.
Coins & Gems:
6,761 gold pieces (gp);
18 silver pieces (sp);
20 copper pieces (cp);
4 gems (worth 50 gp each)
FEATURES, TRAITS & MORE
Alignment: Chaotic Neutral. I follow my shifting whims with little concern about rules or later consequences.
Lightfoot Halfling Traits [PHB p. 26]
• Age: 62-years-old
• Small Size (3' 1", 41 lbs.)
• Brave (adv. fear saves)
• Halfling Nimbleness (through occupied spaces)
• Lucky (reroll 1s on d20s)
• Naturally Stealthy (hide behind others)
Class Features [PHB p. 94]
• Expertise (prof. noted with **)
• Sneak Attack (+7d6)
• Thieves' Cant (slang speak in code)
• Cunning Action (Dash, Disengage or Hide)
• Assassinate (adv. vs. no turn yet and any hit auto-critical)
• Uncanny Dodge (reax. for half damage)
• Evasion (area effect half or no damage)
• Infiltration Expertise (fake an identity)
• Reliable Talent (skill d20 under 10 as 10)
• Impostor (mimic another)
Background Features [PHB p. 129]
• Criminal Contact