Reginaldo
Reginaldo
Reginaldo
INSPIRATION
STRENGTH
ARMOR
+3 30
13 +2 PROFICIENCY BONUS
CLASS INITIATIVE SPEED
17 +3
+2
Constitution
Intelligence
+3 -1 Wisdom
+1 Charisma TEMPORARY HIT POINTS
16 d8 FAILURES
-1
Deception (Cha)
History (Int) Pistol +5 1d10+3 (P)
+2 Perception (Wis)
+0
+1 Performance (Cha) Name
CP
+1 Persuasion (Cha)
CHARISMA
12
+0
+5
Religion (Int)
Sleight of Hand (Dex)
d6 SP
+7 Stealth (Dex) EP
+1 +0 Survival (Wis)
SKILLS GP
PP
11 PASSIVE WISDOM (PERCEPTION)
Languages
Common, Orc
EQUIPMENT
Skillful Resourceful
You gain proficieny in a skill of your choice. You gain Inspiration whenever you finish a long rest
on ss
Cla yourFeratnugrees
d attack rolls.
Class Features
Sneak Attack Thieves Can't
You know how to strike subtly and exploit a foe's distraction. Once per During your rogue training you learned thieves' cant, a secret mix of
turn, you can deal an extra 1d6 damage to one creature you hit with an dialect, jargon, and code that allows you to hide messages in
attack if you have advantage on the attack roll. The attack must use a seemingly normal conversation. Only another creature that knows
finesse or a ranged weapon. It Increase as you gain Rogue levels. thieves' cant understands such messages. It takes four times longer to
convey such a message than it does to speak the same idea plainly.
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 In addition, you understand a set of secret signs and symbols used to
disadvantage on the attack roll. convey short, simple messages, such as whether an area is dangerous
Class Features or the territory of a thieves' guild, whether loot is nearby, or whether
Cunning Action the people in an area are easy marks or will provide a safe house for
Your quick thinking and agility allow you to move and act quickly. You can thieves on the run.
take a bonus action on each of your turns in combat. This action can be Class Features
Geas Tattoo of Flesh to Stone
used only to take the Dash, Disengage, Hide or Use Item (Mundane)
actions. You have a cursed tattoo on your flesh. If activated you make three Con
Saving Throws (DC17), if you succeed in any roll the effect stops, if you
Weapon Mastery fail all three you became Petrified. Once a month you can attempt to
Your training with weapons allows you to use the Mastery property of direct the curse outwards on another creature. The creatute makes three
two kinds of your choice that you can use. You don't add your Con Saving Throws (DC10), if it fails all rolls it becames Petrified, if it
proficiency bonus when using a Mastery property. Whenever you finish succeed any roll the curse bounces back to you and you must make
a Long Rest, you can practice weapon drills and change one of those three Con Saving Throws (DC17) or become Petrified.
weapon choices. Class Features
Hair Trigger
Scimitar - Vex: If you hit a creature with this weapon and deal damage
to the creature, you have Advantage on your next attack roll against that You have advantage on Initiative rolls. Also, when you roll for initiative,
creature before the end of your next turn. you can immediately use your reaction to take one of the following
Musket - Slow: If you hit a creature with this weapon and deal damage actions:
to the creature, you can reduce its Speed by 10 feet until the start of
• Antecipate your action this round with a weapon attack with advantage
your next turn.
Class Features •Move your speed, or your mount’s speed, without provoking opportunity
Steady Aim
attacks
As a bonus action, you give yourself advantage on your next attack roll on
the current turn. You can use this bonus action only if you haven't moved • Take the Dodge action
during this turn, and after you use the bonus action, your speed is 0 until
the end of the current turn. • Interact with an object or use an item
Class Features
Trusty Mount
You can cast the find steed spell. When you do, its creature type remains
beast rather than changing to your choice of celestial, fey, or fiend. Once
you cast this spell using this feature, you can’t do so again until you
finish a long rest
Class Features
Ride them Down
You gain an additional way to use your Sneak Attack: you don’t need
advantage on the attack roll to use your Sneak Attack against a creature if
you or your mount moved at least 20 feet this turn, and you don’t have
disadvantage on the attack roll. All the other rules for Sneak Attack still
apply.
Gear and Supplies
TREASURE
Ammunition Food