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Lil Sus

Rogue 1 Class & Level
Criminal Background
Tiefling Race
Neutral Alignment

Strength 10
+0
Dexterity 14
+2
constitution 13
+1
intelligence 10
+0
wisdom 11
+0
charisma 16
+3
Total Hit Dice 1
Hit Die
1d8+1
+0 proficiency bonus
+0 Strength
+4 Dexterity
+1 Constitution
+2 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+6 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+5 Deception
+0 History
+0 Insight
+3 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+0 Perception
+3 Performance
+5 Persuasion
+0 Religion
+4 Sleight of Hands
+6 Stealth
+0 Survival
skills Acrobatics, Deception, Stealth, Persuasion proficiencies

 
14
Armor Class
9
Hit Points
+2
Initiative
30
Speed
Unarmed Strike 1d20+2 1 Bludgeoning
Shortsword 1d20+5 1d6+3Piercing Finesse, light
Shortbow 1d20+5 1d6+3Piercing Ammunition, (Range 80/320), Loading, two-handed
Attacks
Light amour, Simple Weapons, hand crossbows, longswords, rapiers, shortswords, Thieves' Tools
Proficiences
Shortsword
Shortbow
20 Arrows
Burglar’s Pack (
Equipment
Sarcasm and insults are my weapons of choice. When I set my mind to something, I follow through no matter what gets in my way. I change my mood or my mind as quickly as I change key in a song.
Personality Traits
Independence. I am a free spirit--no one tells me what to do
Ideals
I escaped my life of poverty by robbing an important person, and I'm wanted for it. No one else is going to have to endure the hardships I've been through.

Bonds
I will never fully trust anyone other than myself. I'm never satisfied with what I have--I always want more.
Flaws
Expertise
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.

At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.

Sneak Attack
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.

Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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