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Dopey

Rogue 6 Class & Level
Folk Hero Background
Lightfoot Halfling Race
Neutral Good Alignment

Strength 10
+0
Dexterity 18
+4
constitution 11
+0
intelligence 12
+1
wisdom 15
+2
charisma 12
+1
Total Hit Dice 6
Hit Die 1d8+0
3 proficiency bonus
12 Passive perception
0 Strength
7 Dexterity
0 Constitution
4 Intelligence
2 Wisdom
1 Charisma
saving throws
4 Acrobatics
5 Animal Handling
1 Arcana
6 Athletics
7 Deception
1 History
2 Insight
1 Intimidation
1 Investigation
2 Medicine
1 Nature
2 Perception
1 Performance
7 Persuasion
1 Religion
4 Sleight of Hands
10 Stealth
5 Survival
skills
15
AC
33
Hit Points
4
Initiative
25
Speed
Light Armor

Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons

Disguise Kit, Poisoner's Kit, Thieves' Tools, Tinker's Tools, Vehicles (Land)

Common, Halfling
Proficiencies
Dagger1d20+71d4+4Piercing
Dagger1d20+71d4+4Piercing
Rapier1d20+71d8+4Piercing
Shortbow1d20+71d6+4Piercing
Unarmed Strike1d20+31Bludgeoning
Dagger | 1d20+7 | 1d4+4 | Piercing
Dagger | 1d20+7 | 1d4+4 | Piercing
Rapier | 1d20+7 | 1d8+4 | Piercing
Shortbow | 1d20+7 | 1d6+4 | Piercing
Unarmed Strike | 1d20+3 | 1 | Bludgeoning Attacks

Spellcasting

Equipment
I judge people by their actions, not their words.
I’m confident in my own abilities and do what I can to instill confidence in others.
Personality Traits
Freedom. Tyrants must not be allowed to oppress the people. (Chaotic)
Ideals
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
Bonds
The people who knew me when I was young know my shameful secret, so I can never go home again.
Flaws
Rogue Features

Hit Points:
(Level)d8+CON

Proficiencies:
Stealth
Deception
Persuasion
Athletics

Expertise:
Your proficiency bonus is doubled for any ability check you make that uses any of the chosen proficiencies.
Deception
Athletics

Sneak Attack 3d6:
Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Sneak Attack = (No Action)

Thieves’ Cant:
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning Action:
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Cunning Action = 1 Bonus Action

Roguish Archetype:
Assassin

Bonus Proficiencies:
You gain proficiency with the disguise kit and the poisoner’s kit.

Assassinate:
You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet, and any hit you score against a creature that is surprised is a critical hit.

Ability Score Improvement:
Dexterity Score
Wisdom Score

Uncanny Dodge:
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
Uncanny Dodge = 1 Reaction

RACIAL TRAITS

Lucky:
When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave:
You have advantage on saving throws against being frightened.

Halfling Nimbleness:
You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy:
You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Features & Traits

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