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Macha
CLASS & LEVEL
Rogue 5 (Thief)
EXPERIENCE POINTS
6,955
PLAYER NAME
RACE
Tabaxi
BACKGROUND
Criminal
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
-1
8
DEX
+4
19
CON
+2
14
INT
+1
13
WIS
+0
10
CHA
+1
13
+3
PROFICIENCY
BONUS
-1 Strength Saves
+7 Dexterity Saves *
+2 Constitution Saves
+4 Intelligence Saves *
+0 Wisdom Saves
+1 Charisma Saves
* Prof. bonus added
+7 Acrobatics (Dex) *
+0 Animal Handling (Wis)
+1 Arcana (Int)
+2 Athletics (Str) *
+4 Deception (Cha) *
+1 History (Int)
+3 Insight (Wis) *
+1 Intimidation (Cha)
+1 Investigation (Int)
+0 Medicine (Wis)
+1 Nature (Int)
+3 Perception (Wis) *
+1 Performance (Cha)
+1 Persuasion (Cha)
+1 Religion (Int)
+10 Sleight of Hand (Dex) **
+10 Stealth (Dex) **
+0 Survival (Wis)
* Prof. bonus added
13
Armor: light armor
Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword
Tools: gambling dice, thieves tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Athletics, Deception, Insight, Perception, Sleight of Hand, Stealth
Languages: Common, Thieves' Cant, Giant
ARMOR
CLASS
(AC)
15
Armor Worn: Leather armor
INITIATIVE
+4
SPEED
30 ft.
HIT POINTS
38
HIT DICE
5d8
DEATH SAVES: Success O O O Fail O O O
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack action.
Rapier. Melee Weapon Attack: +7 to hit, reach 5 ft. Hit: 1d8+4 piercing damage.
Shortbow. Ranged Weapon Attack: +7 to hit. Hit: 1d6+4 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: +7 to hit, reach 5 ft. 1d4+4 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, 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:
687 gold pieces (gp);
12 silver pieces (sp);
30 copper pieces (cp);
3 gems (worth 50 gp each)
FEATURES, TRAITS & MORE
Alignment: Neutral Evil. I lack compassion and do whatever I want, promoting control over others above all else.
Tabaxi Traits [VGtM p. 113]
• Age: 39-years-old
• Medium Size (5' 7", 144 lbs.)
• Darkvision (60 feet)
• Feline Agility (move double speed on turn once, able to use again after spending one turn moving at 0 speed)
• Cat's Claws (climbing speed 20 ft., natural attack does 1d4+-1 slashing damage on hit)
Class Features [PHB p. 94]
• Expertise (prof. noted with **)
• Sneak Attack (+3d6)
• Thieves' Cant (slang speak in code)
• Cunning Action (Dash, Disengage or Hide)
• Fast Hands (Cunning Action Sleight Of Hand, thieve's tools, use object)
• Second-Story Work (fast climb, double jump distance)
• Uncanny Dodge (use reaction for half damage vs. attack you can see)
Background Features [PHB p. 129]
• Criminal Contact