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Rogue 10th Sage NPC #4

CLASS & LEVEL BACKGROUND PLAYER NAME


Bandy Took
Harfoot Hobbit Lawful-Good 64,000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
25 ft
+0 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 69 HP


Strength
DEXTERITY

+5



Dexterity
Constitution
69 HP
CURRENT HIT POINTS IDEALS
● Intelligence
17+3 Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 10D8

Acrobatics (Dex) Total SUCCESSES
12
Animal Handling (Wis) D8 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
Athletics (Str)

+3 Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE

x2
History (Int) Innocent: When casting spells your
17 Insight (Wis) Spell Save DC is -5, and you have
disadvantage on spell attack rolls.
Intimidation (Cha)
WISDOM Investigation (Int) Inner Strength: You have advantage on
Medicine (Wis) Constitution saving throws.
+0 Nature (Int) Precise Throw: You have advantage on
thrown weapon attacks with weapons 1 Overlooked: You have advantage on
10

x2
Perception (Wis) saving throws against spells, and spell
lb or less and double your prof. bonus
Performance (Cha) attacks against you have disadvantage.
when throwing a small stone.
CHARISMA Persuasion (Cha)
Hobbitish Appetite: You can go without
Religion (Int)
food for only half the usual amount of
+2 ●
Sleight of Hand (Dex) days.

x2
Stealth (Dex)
14 Elevensies: Eating a full meal (1 hour
Survival (Wis)
for a hobbit) restores 1 hit dice.
SKILLS ATTACKS & SPELLCASTING
Trackless Step. Anyone trying to track
PASSIVE WISDOM (PERCEPTION)
you has disadvantage to their Wisdom
CP (Survival) check.

Lucky: When you roll a 1 on an attack


Languages: Hobbitish, Common SP
roll, ability check, or saving throw, you
can reroll the die and must use the new
Armor: Light armor
EP roll.
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords Brave: You have advantage on saving
GP
throws against being frightened.
Tools: Thieves’ Tools (Double Bonus),
Gardeners Tools
PP Hobbit Nimbleness. You can move
through the space of any creature that
is a size larger than you.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
44 4'5" 150 lbs
AGE HEIGHT WEIGHT
Bandy Took
Green Fair Brown
CHARACTER NAME EYES SKIN HAIR

Skulker: You are expert at slinking NAME


through shadows. You gain
the following benefits:
• You can try to hide when you are
lightly obscured from the creature
from which you are hiding.
• When you are hidden from a
creature and miss it with a ranged
weapon attack, making the attack
doesn't reveal your position.
• Dim light doesn’t impose
disadvantage on your Wisdom
(Perception) checks relying on SYMBOL
sight.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

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.

Expertise: Choose 2 of your skill proficiencies, or


your proficiency with thieves’ tools. Your proficiency
bonus is doubled for any ability check you make that
uses either of them. At 6th level, you can choose 2
more of your proficiencies to gain this benefit.

Sneak Attack: 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 w eapon.
You don’t need advantage on the attack roll if another
enemy o f the target is within 5 feet o f it, that enemy
isn’t incapacitated, and you don’t have disadvantage on
the attack roll.
The amount o f the extra damage increases as you
gain levels in this class, as shown in the Sneak Attack
column o f the Rogue table.
Thieves’Cant
During your rogue training you learned thieves’ cant, a
secret mix o f 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 o f secret signs and
symbols used to convey short, simple messages, such
as whether an area is dangerous or the territory o f a
thieves’ guild, whether loot is nearby, or whether the
people in an area are easy marks or w ill provide a safe
house for thieves on the run.
CunningAction
Starting at 2nd level, your quick thinking and agility

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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