Estiana Nasir - Roll20 Characters
Estiana Nasir - Roll20 Characters
INSPIRATION
Despite my noble birth, I do not place
STRENGTH 14 3 30 myself above the common folk. We all have
3 3 PROFICIENCY BONUS
the same blood.
3 0
6
Constitution
Intelligence
CURRENT HIT POINTS
I steal from the wealthy so that I can help
people in need - not without a decent cut for
16 0 Wisdom myself and those I care about though.
2 Charisma
TEMPORARY HIT POINTS IDEALS
CONSTITUTION SAVING THROWS
0 6 Acrobatics (Dex)
6
I am determined to become the greatest
thief who ever lived.
11 0 Animal Handling (…
3 Arcana (Int)
3 Athletics (Str) BONDS
INTELLIGENCE
3 8
6
Deception (Cha)
History (Int)
NAME
Hand Crossbow
ATK
+6
DAMAGE/TYPE
0
0 Medicine (Wis)
3 Nature (Int) Magic Missile +6 1d4+1*3 Force
2
Darkvision
9 Sleight of Hand (D… 34 52 204
Flight
CP SP EP GP PP
9 Stealth (Dex)
15 0 Survival (Wis)
Thieves' Cant
6 Dagger Cunning Action
SKILLS
1 Crossbow Bolt Case Sneak Attack
10 Rations
Roguish Archetype: Arcane Trickster
10 PASSIVE WISDOM (PERCEPTION)
1 Mess Kit
Spellcasting
20 Crossbow Bolts
Uncanny Dodge
1 Leather Armor
TOOL: Dice Set, Thieves' Tools
Mage Hand Legerdemain
1 Bedroll
LANGUAGE: Common, Draconic, Thieves' Cant
EQUIPMENT FEATURES & TRAITS
ARMOR: Light Armor
WEAPON: Hand Crossbow, Rapier, Shortsword,
Simple weapons, Whip
1 Waterskin
1 Hand Crossbow Total: Total:
10 Torch
1 Amulet (?)
1 Magic Whip
0 Heal pot
Total: Total:
2 Troll Marrow (for regen)
1 Fine Clothes
1 grease
1 firebolt
1 Scroll of Ruby Eye Curse
EQUIPMENT
INTELLIGENCE 14 6
0 CANTRIPS 3 0 6 0
Mending
Minor Illusion
4 0 7 0
Punishing Strike
Mage Hand
5 0 8 0
1 3
Magic Missile
9 0
Disguise Self
Charm Person
Color Spray
2 0
FEATURES & TRAITS
Skulker Thieves' Cant Spellcasting
You are an expert at slinking through shadows. During your rogue training you learned thieves’ When you reach 3rd level, you augment your
You gain the following benefits: cant, a secret mix of dialect, jargon, and code martial prowess with the ability to cast spells.
that allows you to hide messages in seemingly
You can try to hide when you are lightly normal conversation. Only another creature Cantrips
obscured from the creature from which you are that knows thieves’ cant understands such You learn three cantrips: Mage Hand and two
hiding. messages. It takes four times longer to convey other cantrips of your choice from the wizard
When you are hidden from a creature and such a messagethan it does to speak the spell list. You learn another wizard cantrip of
miss it with a ranged weapon attack, making same idea plainly. your choice at 10th level.
the attack doesn't reveal your position. In addition, you understand a set of secret
Dim light doesn't impose disadvantage on your signs and symbols used to convey short, Spell Slots
Wisdom (Perception) checks relying on sight. simple messages, such as whether an area is The Arcane Trickster Spellcasting table shows
dangerous or the territory of a thieves’ guild, how many spell slots you have to cast your
Lucky whether loot is nearby, or whether the people wizard spells of 1st level and higher. To cast
You have inexplicable luck that seems to kick in an area are easy marks or will provide a one of these spells, you must expend a slot of
in at just the right moment. safe house for thieves on the run. the spell's level or higher. You regain all
expended spell slots when you finish a long
You have 3 luck points. Whenever you make Cunning Action rest.
an attack roll, an ability check, or a saving Starting at 2nd level, your quick thinking and
throw, you can spend one luck point to roll an agility allow you to move and act quickly. You For example, if you know the 1st-level spell
additional d20. You can choose to spend one can take a bonus action on each of your turns Charm Person and have a 1st-level and a 2nd-
of your luck points after you roll the die, but in combat. This action can be used only to level spell slot available, you can cast Charm
before the outcome is determined. You choose take the Dash, Disengage, or Hide action. Person using either slot.
which of the d20s is used for the attack roll,
ability check, or saving throw. Sneak Attack Spells Known of 1st Level and Higher
Beginning at 1st level, you know how to strike You know three 1st-level wizard spells of your
You can also spend one luck point when an subtly and exploit a foe’s distraction. Once per choice, two of which you must choose from the
attack roll is made against you. Roll a d20 and turn, you can deal an extra 3d6 damage to one enchantment and illusion spells on the wizard
then choose whether the attack uses the creature you hit with an attack if you have spell list.
attacker's roll or yours. advantage on the attack roll. The attack must
use a finesse or a ranged weapon. The Spells Known column of the Arcane
If more than one creature spends a luck point You don’t need advantage on the attack roll if Trickster Spellcasting table shows when you
to influence the outcome of a roll, the points another enemy of the target is within 5 feet of learn more wizard spells of 1st level or higher.
cancel each other out; no additional dice are it, that enemy isn’t incapacitated, and you don’t Each of these spells must be an enchantment
rolled. have disadvantage on the attack roll. or illusion spell of your choice, and must be of
The amount of the extra damage increases as a level for which you have spell slots. For
You regain your expended luck points when you gain levels in this class, as shown in the instance, when you reach 7th level in this
you finish a long rest. Sneak Attack column of the Rogue table. class, you can learn one new spell of 1st or
2nd level.
Criminal Contact Roguish Archetype: Arcane Trickster
You have a reliable and trustworthy contact Some rogues enhance their well-honed skills The spells you learn at 8th, 14th, and 20th
who acts as your liaison to a network of other of stealth and agility with magic, learning tricks level can come from any school of magic.
criminals. You know how to get messages to of enchantment and illusion. These rogues
and from your contact, even over great include pickpockets and burglars, but also Whenever you gain a level in this class, you
distances; specifically, you know the local pranksters, mischief-makers, and a significant can replace one of the wizard spells you know
messengers, corrupt caravan masters, and number of adventurers. with another spell of your choice from the
seedy sailors who can deliver messages for wizard spell list. The new spell must be of a
you. level for which you have spell slots, and it must
be an enchantment or illusion spell, unless
Darkvision you're replacing the spell you gained at 3rd,
You can see in dim light within 120 feet of 8th, 14th, or 20th level from any school of
yourself as if it were bright light and in magic.
darkness as if it were dim light. You discern
colors in that darkness only as shades of gray. Spellcasting Ability
Intelligence is your spellcasting ability for your
Flight wizard spells, since you learn your spells
Thanks to your wings, you have a flying speed through dedicated study and memorization.
equal to your walking speed. You can't use this You use your Intelligence whenever a spell
flying speed if you're wearing medium or refers to your spellcasting ability. In addition,
heavy armor. you use your Intelligence modifier when setting
the saving throw DC for a wizard spell you cast
and when making an attack roll with one.
Mage Hand Legerdemain
Uncanny Dodge Starting at 3rd level, when you cast Mage Spell save DC = 8 + your proficiency bonus +
Starting at 5th level, when an attacker that you Hand, you can make the spectral hand your Intelligence modifier
can see hits you with an attack, you can use invisible, and you can perform the following
your reaction to halve the attack’s damage additional tasks with it: Spell attack modifier = your proficiency bonus
against you.
+ your Intelligence modifier
You can stow one object the hand is holding in
a container worn or carried by another
creature.
You can retrieve an object in a container worn
or carried by another creature.
You can use thieves' tools to pick locks and
disarm traps at range.
You can perform one of these tasks without
being noticed by a creature if you succeed on
a Dexterity (Sleight of Hand) check contested
by the creature's Wisdom (Perception) check.