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Pirate

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0% found this document useful (0 votes)
24 views6 pages

Pirate

Uploaded by

k.holden274
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Str: 10 Captain ‘Clem Coblyn’ Bitterbeard

Rogue B/G NG
Fighter
Con: 14
Spec Race God

Dex: 16 Weigh Age ft


t
Prof + AC CC
Int: 10 Mod
HP INIT SPEED ft
Wis: 12
weapon Weapon weapon Cp
2d6 + 4 1d8 + 4 1d6 + 4 Sp
Cha: 14
gp
Hit M 4+2 6
pp
Hit R 2+1 3
Class Features
1. +2 Expertise, Sneak Attack, Thieves' Cant
Proficiencies
2. +2 Cunning Action Skill: Athletics , Persuasion, Perception, Insight,
3. +2 Roguish Archetype, Steady Aim (Optional) Investigation and Stealth
4. +2 ASI + 2 Dex Tool: Vehicles (water)
5. +3 Uncanny Dodge Languages: One of your choice
6. +3 Expertise Saving Throws: Dexterity, Intelligence
7. +3 Evasion Feature:
8. +3 ASI +2 Dex Harvest the Water
9. +4 Roguish Archetype feature You gain advantage on ability checks made using fishing tackle. If you have
access to a body of water that sustains marine life, you can maintain a
10. +4 Fighting Style, Second Wind moderate lifestyle while working as a fisher, and you can catch enough food to
11. +4 Action Surge (x1) feed yourself and up to ten other people each day.
12. +4 Martial Archetype Fishing Tale
13. +5 ASI +2 Con, Martial Versatility (Optional) You can tell a compelling tale, whether tall or true, to impress and entertain
others. Once a day, you can tell your story to willing listeners. At the DM's
14. +5 Extra Attack (x1) discretion, a number of those listeners become friendly toward you; this is not
15. +5 ASI Tough , Martial Versatility (Optional) a magical effect, and continued amicability on their part depends on your
16. +5 Martial Archetype feature actions.
17. +6 ASI Lucky, Martial Versatility (Optional) Gear
18. +6 Indomitable (x1)
19. +6 Martial Archetype feature
20. +6 Extra Attack (x2)

Personality Trait

I laugh heartily, feel deeply, and fear nothing.

Ideal

Plunder. Take all that you can and leave nothing for the scavengers.

Bond

Someone else's greed destroyed my livelihood, and I will be


compensated.

Flaw

I am inclined to tell long-winded stories at inopportune times.


Pirate Cannibal
I captained the Banshee's Wail, a pirate ship from the city of Luskan. After the vessel got stuck in the ice, I led a
party ashore to seek help from Ten-Towns. We got lost in a blizzard along the way. I was the only one who made
it, and only by eating my mates. The ship and its treasure are still out there.

Fishing Tale

Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.

(a) a rapier or (b) a shortsword

(a) a shortbow and quiver of 20 arrows or (b) a shortsword

(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

Leather armor, two daggers, and thieves' tools

Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of
traveler's clothes, and a belt pouch containing 10 gp
Class Features

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

(a) a rapier or (b) a shortsword

(a) a shortbow and quiver of 20 arrows or (b) a shortsword

(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

Leather armor, two daggers, and thieves' tools

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your
proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that
uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this
benefit.

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you
can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the
attack roll. The attack must use a finesse or a ranged weapon.

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 disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak
Attack column of the Rogue table.
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 messages. It takes four times longer to convey such a message than
it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple
messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is
nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on
the run.

Cunning Action

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a
bonus action on each of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your
archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

Steady Aim (Optional)

At 3rd level, 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 during this turn, and after you use the
bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one
ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal,
you can't increase an ability score above 20 using this feature.

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your
reaction to halve the attack's damage against you.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red
dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make
an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible
creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving
throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No
attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a
target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can
treat the d20 roll as a 20.

Once you use this feature, you can't use it again until you finish a short or long rest.

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