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Johnny Two-Shoes in Dungeons & Dragons 5e

Johnny Two-Shoes

Medium Human, Thief, Chaotic Neutral

Armor Class 15
Hit Points 28 Seven times their level (number of d8 Hit Dice equal to their level)
Speed: 30 ft

STR

10
( +0 )

DEX

16
( +3 )

CON

10
( +0 )

INT

12
( +1 )

WIS

10
( +0 )

CHA

11
( +0 )

Saving Throws +2 (PB) to all
Skills Acrobatics +5, Deception +2, Sleight of Hand +7, Stealth +7, Thieves Tools +5
Senses Passive Perception 10
Languages Common, Utharan, and Thieves Cant
Proficiency Bonus 2 (Mentor's PB)

Description

Brown skin, hair, and eyes. Short and thin for his age he looks younger than he is. He only wears one shoe.

Ideals

Johnny believes that social change is the nature of the world. The worthy are brought up and the high are brought down. Johnny believes he will prove himself worthy of a better life.

Bonds

Johnny will always follow his mentor and their commands.

Flaws

Johnny has self doubt and poor self confidence and picks on other people with jokes when he thinks he can get away with it. He also believes those who can't defend what is theirs' don't deserve to keep it.


3RD-LEVEL Low Blow (1/DAY): Using his signature attack, Johnny attacks a weak point on an enemy creature, causing it to fall prone. The target must succeed on a Constitution saving throw or suffer disadvantage on all attacks it makes until the end of its next turn.   5TH-LEVEL Flash Powder (1/DAY): Johnny throws a satchel of powder at a point he can see within 60 feet, and it explodes in a blinding flash. Each creature within 5 feet of the flash must make a Constitution saving throw or be blinded. At the end of each of its following turns, a blinded creature can repeat this saving throw. On a success, the creature is no longer blinded.   7TH-LEVEL Smoke Bomb (1/DAY): Johnny throws a smoke bomb at a point he can see within 30 feet, and it explodes in a choking cloud with a 20-foot radius. Any creature that enters the cloud or starts its turn there must make a Constitution saving throw. On a failed save, it takes 16 (3d10) poison damage, or half as much damage on a successful one. The smoke spreads around corners, and the area is heavily obscured. This effect lasts for 1 minute.

Actions

Signature Attack (Daggers). Melee or Ranged Weapon Attack: +3 plus PB to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2d4 plus PB piercing damage. Beginning at 7th level, the sneak can make this attack twice, instead of once, when they take the Attack action on their turn.

Bonus Actions

Johhny can disengage as a bonus action.


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