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Izorin "Izo" Amaris in Dungeons & Dragons 5e

Izorin "Izo" Amaris

Rogue 5 Class & Level
Sailor Background
Half-Elf Race
CG Alignment

Strength 10
+0
Dexterity 15
+2
constitution 15
+2
intelligence 8
-1
wisdom 12
+1
charisma 16
+3
Total Hit Dice 5
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+2 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+8 Acrobatics
+1 Animal Handling
-1 Arcana
+3 Athletics
+3 Deception
-1 History
+4 Insight
+3 Intimidation
-1 Investigation
+1 Medicine
+2 Nature
+7 Perception
+6 Performance
+3 Persuasion
-1 Religion
+2 Sleight of Hands
+2 Stealth
+1 Survival
skills

 
13
Armor Class
40
Hit Points
+2
Initiative
30
Speed
WeaponAttackDamage
Rapier 1d20+5 1d8+2
Shortsword 1d20+5 1d6+2
Unarmed 1d20+3 1
Attacks
Light Armor
Hand Crossbows, Longsword, Rapier, Shortsword, Simple Weapons
Thieves' Tools
Common, Elvish, Undercommon, Thieves' Cant
Proficiences
Rapier, Shortsword, Dagger x2,
Equipment
I stretch the truth for the sake of a good story.
Personality Traits
The thing that keeps a ship together is the mutual respect between captain and crew.
Ideals
I was cheated out of a share of my profits - I will have my due.
Bonds
Once someone questions my courage, I never back down no matter how dangerous the situation.
Flaws
As a sailor, I can secure free passage on a ship for myself and my party. Because I'm calling in a favor with an acquaintance or former crew member, I can't be sure of the schedule or route. In return for passage, the party is expected to assist the crew.
Features & Traits

Heroes Enabled

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