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DD 5e Rogue 3 Scout Human Outlander

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0% found this document useful (0 votes)
17 views2 pages

DD 5e Rogue 3 Scout Human Outlander

Uploaded by

Simón Natale
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Human 3rd-Level Rogue (Scout) Outlander

RACE LEVEL & CLASS BACKGROUND

Medium
SIZE DESCRIPTION PLAYER

CHARACTER NAME

+2 PROFICIENCY BONUS 14 +8 30 You’re a stealthy, keen-eyed scout ranging


through the wilderness in advance of your
allies, striking foes from the forest’s
STRENGTH
ARMOR FEET
shadows and darting quickly out of their

+1
CLASS INITIATIVE SPEED reach.
Strength
+5 Dexterity Hit Point Maximum 18
12
Constitution Alert. Always on the lookout for danger,
you gain the following benefits:
+4 Intelligence
DEXTERITY
• You gain +5 to Initiative (already noted)
Wisdom
+3
CURRENT HIT POINTS
• You can’t be surprised while you are
Charisma conscious.
SAVING THROWS • Other creatures don’t gain advantatge on
16 attack rolls against you when they are
unseen by you.
+5 Acrobatics ( Dex)
TEMPORARY HIT POINTS Sneak Attack. You know how to strike subtly
CONSTITUTION
and exploit a foe’s distraction. Once per
Animal Handling ( Wis ) turn, you can deal an extra 2d6 damage to
+0 Arcana ( Int)
Total 1D8 SUCCESSES one creature you hit with an attack if you
have advantage on the attack roll. The
+4 FAILURES attack must use a finesse or ranged weapon.
Athletics ( Str )
10 +1 HIT DICE DEATH SAVES
You don’t need advantage on the attack roll
Deception ( Cha) if another enemy of the target is within 5 ft.
History ( Int) of it, that enemy isn’t incapacitated, and you
INTELLIGENCE don’t have disadvantage on the attack roll.
NAME ATK BONUS DAMAGE/TYPE
Insight ( Wis )
Cunning Action. As a bonus action on your
+2 Intimidation ( Cha) Shortbow 1 +5 1D6+3 PIERCING turn, you can take the Dash, Disengage, or
Hide action.
+4 Investigation ( Int) Shortsword 2 +5 1D6+3 PIERCING
Skmirmisher. As a reaction, you can move up
14 Medicine ( Wis )
Dagger 2,3 +5 1D4+3 PIERCING to half your speed when an enemy ends its
+6 turn within 5 ft. of you, without provoking
Nature ( Int) 1
You can fire a shortbow 80 ft., or up to 320 ft. opportunity attacks.
WISDOM +6 Perception ( Wis ) with disadvantage on the attack roll.
Thieves’ Cant. During your rogue training you

+2 You can attack with your shortsword and learned thieves cant, a secret mix of
2
Performance ( Cha)
dagger, one in each hand, using a bonus action dialect, jargon, and code that allows you to
Persuasion ( Cha) to make an extra attack. When doing so, you hide messages in seemingly normal
don’t add your ability modifier to the extra conversation. Only another creature that
14 Religion ( Int)
attack’s damage. knows thieves’ cant understands such
Sleight of Hand ( Dex) messages. (See PHB 96 for more)
3
You can throw a dagger 20 ft., or up to 60 ft.
CHARISMA +7 Stealth ( Dex) with disadvantage on the attack roll. Wanderer. You have an excellent memory
for geography and you can recall the
+6 Survival ( Wis )
-1
layout of terain, settlements, and other
features around you. Plus, you can find
SKILLS food and fresh water for you and up to
five others each day.
8
PASSIVE WISDOM
16 (PERCEPTION)
ATTACKS & SPELLCASTING

Proficiencies. Light armour; simple Outlander Gear:


weapons, hand crossbows, longswords, • Staff
• Hunting trap
rapiers, shortwords; thieves’ tools (+5); a • Trophy from an animal kill
musical instrument. • traveler’s clothes
• 10 gold pieces
Languages. Common, Elvish
Rogue Gear:
• Short Sword
• Short bow
• Arrows ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
• Leather armour
• Daggers (2)
• Thieves’ Tools

Explorer’s Pack:
• bedroll
• mess kit
• tinderbox
• 10 torches
• 10 days rations
• waterskin
• 50 ft. hempen rope
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2016 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY.
Pre-generated character sheet prepared by joe.nittoly.ca

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