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Estiana Nasir - Roll20 Characters

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23 views7 pages

Estiana Nasir - Roll20 Characters

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extramountain63
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Arcane Trickster Rogue 6 Noble/Criminal

CLASS & LEVEL BACKGROUND PLAYER NAME


"Estiana Nasir" Owlin Chaotic Good
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

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.

I would rather make a new friend than a


16 new enemy.
Hit Point Maximum 41
3 Strength PERSONALITY TRAITS
DEXTERITY 6 Dexterity

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

1d6+3 Piercing When I see something valuable, I can't think


about anything but how to steal it.
16 3 Insight (Wis)
Kakorrhaphiophobia
2 Rapier +6 1d8+3 Piercing
Intimidation (Cha)
3 Investigation (Int)
WISDOM Magic Whip +7 1D4+4 Slashing FLAWS

0
0 Medicine (Wis)
3 Nature (Int) Magic Missile +6 1d4+1*3 Force

0 Perception (Wis) Skulker


10 Dagger +6 1d4+3 Piercing
2 Performance (Cha) Lucky
8 Persuasion (Cha) ATTACKS & SPELLCASTING
Criminal Contact
CHARISMA
3 Religion (Int)

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

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE Total: Total: 20
CP SP EP GP PP
20
CROSSBOW BOLTS
1 Rapier
1 Tinderbox
1 Hempen rope Total: 5 Total: 3
1 Thieves' Tools 0 3
ATTACKS & SPELLCASTING 1 Backpack LUCK POINTS (OTHER) LUCK POINTS (FEAT)

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

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

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.

In addition, you can use the bonus action


granted by your Cunning Action to control the
hand.
SPELLS
Mending Punishing Strike Magic Missile
transmutation cantrip abjuration cantrip evocation 1
Casting Time: 1 Minute Casting Time: Casting Time: 1 Action
Range: Touch Range: Touch Range: 120 Feet
Target: Target: Target:
Components: V S M Components: V Components: V S
Duration: Instantaneous Duration: Duration: Instantaneous
Description: Description: Description:
This spell repairs a single break or tear in an As part of the action used to cast this spell, You create three glowing darts of magical
object you touch, such as a broken chain link, you must make an unarmed strike or melee force. Each dart hits a creature of your choice
two halves of a broken key, a torn cloak, or a weapon attack against one creature within the that you can see within range. A dart deals 1d4
leaking wineskin. As long as the break or tear spell's range, otherwise the spell fails. On a + 1 force damage to its target. The darts all
is no larger than 1 foot in any dimension, you hit, the target suffers the attack's normal strike simultaneously, and you can direct them
mend it, leaving no trace of the former effects. In addition, a black web of necrotic to hit one creature or several.
damage. energy radiates across its skin from where it At Higher Levels: When you cast this spell
was struck until the start of your next turn. If using a spell slot of 2nd level or higher, the
This spell can physically repair a magic item or the target willingly takes a reaction before spell creates one more dart for each slot level
construct, but the spell can’t restore magic to then, it immediately takes 1d8 necrotic above 1st.
such an object. damage, and the spell ends. This spell's
damage increases when you reach higher Disguise Self
Minor Illusion levels. At 5th level, the melee attack deals an illusion 1
illusion cantrip extra 1d8 necrotic damage to the target, and Casting Time: 1 action
Casting Time: 1 Action the damage the target suffers for taking a Range: Self
Range: 30 Feet reaction increases to 2d8. Both damage rolls Target:
Target: increase by 1d8 at 11th level and 17th level. Components: V S
Components: S M Duration: 1 Hour
Duration: 1 Minute Mage Hand Description:
Description: conjuration cantrip You make yourself – including your clothing,
You create a sound or an image of an object Casting Time: 1 Action armor, weapons, and other belongings on your
within range that lasts for the duration. The Range: 30 Feet person – look different until the spell ends or
illusion also ends if you dismiss it as an action Target: until you use your action to dismiss it. You can
or cast this spell again. Components: V S seem 1 foot shorter or taller and can appear
Duration: 1 MInute thin, fat, or in between. You can’t change your
If you create a sound, its volume can range Description: body type, so you must adopt a form that has
from a whisper to a scream. It can be your A spectral, floating hand appears at a point the same basic arrangement of limbs.
voice, someone else’s voice, a lion’s roar, a you choose within range. The hand lasts for Otherwise, the extent of the illusion is up to
beating of drums, or any other sound you the duration or until you dismiss it as an action. you.
choose. The sound continues unabated The hand vanishes if it is ever more than 30
throughout the duration, or you can make feet away from you or if you cast this spell The changes wrought by this spell fail to hold
discrete sounds at different times before the again. up to physical inspection. For example, if you
spell ends. use this spell to add a hat to your outfit,
You can use your action to control the hand. objects pass through the hat, and anyone who
If you create an image of an object—such as a You can use the hand to manipulate an object, touches it would feel nothing or would feel your
chair, muddy footprints, or a small chest—it open an unlocked door or container, stow or head and hair. If you use this spell to appear
must be no larger than a 5-foot cube. The retrieve an item from an open container, or thinner than you are, the hand of someone
image can’t create sound, light, smell, or any pour the contents out of a vial. You can move who reaches out to touch you would bump into
other sensory effect. Physical interaction with the hand up to 30 feet each time you use it. you while it was seemingly still in midair. To
the image reveals it to be an illusion, because discern that you are disguised, a creature can
things can pass through it. The hand can’t attack, activate magical items, use its action to inspect your appearance and
or carry more than 10 pounds. must succeed on an Intelligence
If a creature uses its action to examine the (Investigation) check against your spell save
sound or image, the creature can determine DC.
that it is an illusion with a successful
Intelligence (Investigation) check against your
spell save DC. If a creature discerns the
illusion for what it is, the illusion becomes faint
to the creature.
Charm Person Color Spray
illusion 1 illusion 1
Casting Time: 1 Action Casting Time: 1 Action
Range: 30 Feet Range: Self (15 Foot Cone)
Target: Target:
Components: V S Components: V S M
Duration: 1 Hour Duration: 1 Round
Description: Description:
You attempt to charm a humanoid you can see A dazzling array of flashing, colored light
within range. It must make a Wisdom saving springs from your hand. Roll 6d10, the total is
throw, and does so with advantage if you or how many hit points of creatures this spell can
your companions are fighting it. If it fails the effect. Creatures in a 15-foot cone originating
saving throw, it is charmed by you until the from you are affected in ascending order of
spell ends or until you or your companions do their current hit points (ignoring unconscious
anything harmful to it. The charmed creature creatures and creatures that can’t see).
regards you as a friendly acquaintance. When
the spell ends, the creature knows it was Starting with the creature that has the lowest
charmed by you. current hit points, each creature affected by
At Higher Levels: When you cast this spell this spell is blinded until the end of your next
using a spell slot of 2nd level or higher, you turn. Subtract each creature’s hit points from
can target one additional creature for each slot the total before moving on to the creature with
level above 1st. The creatures must be within the next lowest hit points. A creature’s hit
30 feet of each other when you target them. points must be equal to or less than the
remaining total for the creature to be affected.
At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, roll an
additional 2d10 for each slot level above 1st.

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