20d8 - My Ideals Are Above All: Rouge (20) Investigator Dex
20d8 - My Ideals Are Above All: Rouge (20) Investigator Dex
20d8 - My Ideals Are Above All: Rouge (20) Investigator Dex
INSPIRATION
STRENGTH - I've lost too many friends, and I'm slow to
12 +2 30 make new ones.
+2 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
- I can stare down a hell hound without flinching.
15 PERSONALITY TRAITS
+1 +2 Constitution
CURRENT HIT POINTS
of tyranny. (Chaotic)
IDEALS
● +8 Intelligence
16 ● +6 Wisdom
- My honor is my life.
-1 Charisma - Those who fight beside me are those worth dying for.
+2 ● +5 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision: You can see in dim light within 60 feet of you as if
Short-sword +8 1D6 + 2 it were bright light, and in darkness as if it were dim light. You
14 ● +6 Insight (Wis) can't discern color in darkness, only shades of gray.
-1 Intimidation (Cha) dagger +8 1D4 + 2 Hunter's Intuition: When you make a Wisdom (Perception) or
Wisdom (Survival) check, you can roll a d4 and add the
WISDOM ● 13 Investigation (Int) number rolled to the ability check.
shortbow +7 1D6 + 1
0 Medicine (Wis) Finder's Magic: You can cast the Hunter's Mark spell with this
0 +2 Nature (Int)
trait. Starting at 3rd level, you can also cast the Locate Object
spell with it. Once you cast either spell with this trait, you can't
Number of Attacks: 1 cast that spell with it again until you finish a long rest. Wisdom
● 11 Perception (Wis) is your spellcasting ability for these spells.
15
-1 Performance (Cha) Sneak Attack: Beginning at 1st level, you know how to strike
subtly and exploit a foe's distraction. Once per turn, you can
● +5 Persuasion (Cha) deal an extra 1d6 damage to one creature you hit with an
CHARISMA attack if you have advantage on the attack roll. The attack
+2 Religion (Int) must use a finesse or a ranged weapon.
SKILLS ATTACKS & SPELLCASTING 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
PASSIVE WISDOM (PERCEPTION)
messages. It takes four times longer to convey such a
CP - shortsword message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols
- a shortbow and used to convey short, simple messages, such as whether an
area is dangerous or the territory of a thieves' guild, whether
Armor: Light armors SP quiver of 20 arrows loot is nearby, or whether the people in an area are easy
marks or will provide a safe house for thieves on the run.
- a burglar's pack
Weapons: Simple weapons, hand Cunning Action: Starting at 2nd level, your quick thinking and
EP
- Leather armor, two agility allow you to move and act quickly. You can take a
crossbows, longswords, rapiers, bonus action on each of your turns in combat. This action can
shortswords. daggers, and thieves' be used only to take the Dash, Disengage, or Hide action.
GP
tools Assassinate: Starting at 3rd level, you are at your deadliest
when you get the drop on your enemies. You have advantage
Tool: Thieves' tools - a horn on attack rolls against any creature that hasn't taken a turn in
PP the combat yet. In addition, any hit you score against a
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22 1,72 60
AGE HEIGHT WEIGHT
Ricahrd Jhon Wayneson / xX-ShadowWing-Xx
Grey White Black
CHARACTER NAME EYES SKIN HAIR
Infiltration Expertise: Starting at 9th level, you can unfailingly create false
identities for yourself. You must spend seven days and 25 gp to
establish the history, profession, and affiliations for an identity. You can't NAME
establish an identity that belongs to someone else. For example, you
might acquire appropriate clothing, letters of introduction, and official-
looking certification to establish yourself as a member of a trading house
from a remote city so you can insinuate yourself into the company of
other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures
believe you to be that person until given an obvious reason not to.
Impostor:At 13th level, you gain the ability to unerringly mimic another
person's speech, writing, and behavior. You must spend at least three
hours studying these three components of the person's behavior,
listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature
suspects something is amiss, you have advantage on any Charisma
(Deception) check you make to avoid detection.
Watcher's Eye: Your experience in enforcing the law, and dealing with
lawbreakers, gives you a feel for local laws and criminals. You can easily SYMBOL
find the local outpost of the watch or a similar organization, and just as
easily pick out the dens of criminal activity in a community, although
you're more likely to be welcome in the former locations rather than the
latter.
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Ricahrd Jhon Wayneson / xX-ShadowWing-Xx
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
2 2
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS