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Treasurehunter

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0% found this document useful (0 votes)
18 views13 pages

Treasurehunter

Uploaded by

k.holden274
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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Str: 8 Name

Class/Level B/G NG
Con: 16 Spec Race God
Weigh Age ft
Dex: 14 t
Prof + AC CC
Int: 12 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
Proficiencies
1. +2 Expertise, Sneak Attack, Thieves' Cant Skill:
2. +2 Cunning Action Tool:
3. +2 Roguish Archetype, Steady Aim (Optional) Languages:
4. +2 Ability Score Improvement
Saving Throws:
5. +3 Uncanny Dodge
6. +3 Expertise Feature:
7. +3 Evasion
8. +3 Ability Score Improvement
9. +4 Roguish Archetype feature
10. +4 Ability Score Improvement
11. +4 Reliable Talent Gear
12. +4 Ability Score Improvement [+2 Str]
13. +5 Roguish Archetype feature
14. +5 Blindsense
15. +5 Slippery Mind
16. +5 Ability Score Improvement
17. +6 Roguish Archetype feature
18. +6 Elusive
19. +6 Ability Score Improvement
20. +6 Stroke of Luck

Feats

Personality Trait

Ideal

Bond

Flaw
Mordenkainen's Monsters of the Multiverse
Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of
their scales and in their roars. Legends tell of the first kobolds emerging from the Underdark near the lairs of the
earliest dragons. In some lands, kobolds serve chromatic or metallic dragons — even worshiping them as divine
beings. In other places, kobolds know too well how dangerous those dragons can be and help others defend
against draconic destruction.

Whatever their relationship to dragons, kobold scales tend to be rust colored, although the occasional kobold
sports a scale color more akin to that of a chromatic or a metallic dragon. A kobold’s cry can express a range of
emotion: anger, resolve, elation, fear, and more. Regardless of the emotion expressed, their cry resonates with
draconic power.

Ability Score Increase. When determining your character’s ability scores, increase one score by 2 and increase a
different score by 1, or increase three different scores by 1. You can't raise any of your scores above 20.

Creature Type. You are a Humanoid.

Size. You are Small.

Speed. Your walking speed is 30 feet.

Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim
light. You discern colors in that darkness only as shades of gray.

Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your
next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you.
You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when
you finish a long rest.

Kobold Legacy. Kobolds’ connection to dragons can manifest in unpredictable ways in an individual kobold.
Choose one of the following legacy options for your kobold:

Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine,
Sleight of Hand, or Survival.
Racial Traits

Ability Score Increase

Your Dexterity score increases by 2.

Age

A halfling reaches adulthood at the age of 20 and generally lives into the middle of his or her second century.
Alignment

Most halflings are lawful good. As a rule, they are good-hearted and kind, hate to see others in pain, and have no
tolerance for oppression. They are also very orderly and traditional, leaning heavily on the support of their
community and the comfort of their old ways.

Size

Halflings average about 3 feet tall and weigh about 40 pounds. Your size is Small.

Speed

Your base walking speed is 25 feet.

Lucky

When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new
roll.

Brave

You have advantage on saving throws against being frightened.

Halfling Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Languages

You can speak, read, and write Common and Halfling. The Halfling language isn't secret, but halflings are loath
to share it with others. They write very little, so they don't have a rich body of literature. Their oral tradition,
however, is very strong. Almost all halflings speak Common to converse with the people in whose lands they
dwell or through which they are traveling.

Lightfoot Halfling Traits

Ability Score Increase

Your Charisma score increases by 1.

Naturally Stealthy

You can attempt to hide even when you are obscured by only a creature that is at least one size larger than you.

Class Features

As a rogue, you gain the following class features.

Hit Points
Hit Dice: 1d8 per rogue level

Hit Points at 1st Level: 8 + your Constitution modifier

Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies

Armor: Light armor

Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Thieves' tools

Saving Throws: Dexterity, Intelligence

Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception,
Performance, Persuasion, Sleight of Hand, and Stealth

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.

Archetype Source

Arcane Trickster Player's Handbook

Assassin Player's Handbook

Inquisitive Xanathar's Guide to Everything

Mastermind Xanathar's Guide to Everything

Phantom Tasha's Cauldron of Everything

Scout Xanathar's Guide to Everything

Soulknife Tasha's Cauldron of Everything

Swashbuckler Xanathar's Guide to Everything

Thief Player's Handbook

D&D Beyond Partnered Content

Wild Card Legends of Runeterra: Dark Tides of Bilgewater

Archived Unearthed Arcana

Phantom Unearthed Arcana 72 - Subclasses Revisited

Revived Unearthed Arcana 64 - Fighter, Ranger, Rogue


Soulknife (2019) Unearthed Arcana 66 - Fighter, Rogue, Wizard

Soulknife (2020) Unearthed Arcana 71 - Psionic Options Revisited

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.

Dragonborn Features

Age. Young dragonborn grow quickly. They walk hours after hatching, attain the size and development of a 10-
year-old human child by the age of 3, and reach adulthood by 15. They live to be around 80.
Size. Dragonborn are taller and heavier than humans, standing well over 6 feet tall and averaging almost 250
pounds. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Draconic Ancestry. You are distantly related to a particular kind of dragon. Choose a type of dragon from the
below list; this determines the damage and area of your breath weapon, and the type of resistance you gain.

Dragon Color Damage Type Breath Weapon

Silver Cold 15 ft. cone (Con. save)

Breath Weapon. You can use your action to exhale destructive energy. It deals damage in an area according to
your ancestry. When you use your breath weapon, all creatures in the area must make a saving throw, the type
of which is determined by your ancestry. The DC of this saving throw is 8 + your Constitution modifier + your
proficiency bonus. A creature takes 2d6 damage on a failed save, and half as much damage on a successful
one. The damage increase to 3d6 at 6th level, 4d6 at 11th, and 5d6 at 16th level. After using your breath
weapon, you cannot use it again until you complete a short or long rest.

Languages. You can read, speak, and write Common and Draconic.

Standard Dragonborn

Damage Resistance. You have resistance to the damage type associated with your ancestry.
race
Background
class

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