Kael
Kael
Kael halfElf
Level 6 Rogue
https://dicecloud.com/character/7tcZsvWde6HMCktNL
+7 Initiative
+1 Strength
12 Total: 51
+4 Dexterity
Hit Points
18
Total: 6d8
+3 Constitution
16
Hit Dice
+4 Intelligence
+1 Strength Save
18 +7 Dexterity Save
+3 Constitution Save
14
+2 Wisdom Save *
+3 Charisma Save
Saving Throws
+3 Charisma
16
Active?
30 Speed
15 Armor Class
60 Darkvision
+3 Proficiency Bonus
+4 Acrobatics Disguise Kit
+1 Athletics Tools
+6 Deception
+4 History Common
+5 Insight Elvish
+3 Intimidation Goblin
Shortsword
Longsword
Attack
Rapier
+7 Shortbow
Hand Crossbow
Uses: 1 Arrow
Whip
Range (80/320 ft.)
Glaive
Pike
On hit
Net
Weapons
d6 piercing damage
Light Armor
Armor
Attack False Identity (Charlatan)
You have created a second identity that includes
+7 Whip
documentation, established acquaintances, and
Reach disguises that allow you to assume that persona.
Additionally, you can forge documents including
d8 thunder damage
Darkvision
Thanks to your elf blood, you have superior vision in
Bonus Action dark and dim conditions.
Cunning Action
Thieves' Cant
Bonus Action During your rogue training you learned thieves’ cant,
a secret mix of dialect, jargon, and code that allows
Steady Aim
you to hide messages in seemingly normal
As a bonus action, you give yourself advantage on conversation. Only another creature that knows
your next attack roll on the current turn. You can use thieves’ cant understands such messages. It takes
this bonus action only if you haven’t moved during four times longer to convey such a message than it
this turn, and after you use the bonus action, your does to speak the same idea plainly.
speed is 0 until the end of the current turn.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages,
Steady Aim
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
Reaction
a safe house for thieves on the run.
Uncanny Dodge
Cunning Action
Starting at 2nd level, your quick thinking and agility Shortbow
allow you to move and act quickly. You can take a Ammunition, Two-Handed
bonus action on each of your turns in combat. This
action can be used only to take the Dash, Disengage,
or Hide action. Whip
Finesse, Reach
Steady Aim
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.
Inventory Shortbow
Net worth: 158 gp 5 sp A 25gp, 2 lb, simple ranged weapon, that deals 1d6
piercing damage and has the following properties:
Items attuned:
10 gp 0.02 lb
Whip
2 gp 3 lb 15 Gold pieces
1 cp 0.02 lb
Leather Armor
Backpack
10 gp 10 lb
A backpack can hold one cubic foot or 30 pounds
The breastplate and shoulder protectors of this of gear. You can also strap items, such as a
armor are made of leather that has been stiffened by bedroll or a coil of rope, to the outside of a
being boiled in oil. The rest of the armor is made of backpack.
softer and more flexible materials.
Rapier
Clothes, Fine 25 gp 2 lb
Carried
10 Torches Hempen Rope (50 Feet)
1 sp 10 lb 1 gp 10 lb
1 cp each 1 lb each Rope, whether made of hemp or silk, has 2 hit points
and can be burst with a DC 17 Strength check.
A torch burns for 1 hour, providing bright light in a
20-foot radius and dim light for an additional 20 feet.
If you make a melee attack with a burning torch and
hit, it deals 1 fire damage. Waterskin
2 sp 5 lb
4 gp 2 lb
2 gp each 1 lb each
25 gp 1 lb 5 gp 20 lb
This set of tools includes a small file, a set of lock 5 sp each 2 lb each
picks, a small mirror mounted on a metal handle, a
Rations consist of dry foods suitable for extended
set of narrow-bladed scissors, and a pair of pliers.
travel, including jerky, dried fruit, hardtack, and nuts.
Proficiency with these tools lets you add your
proficiency bonus to any ability checks you make to
disarm traps or open locks.
2 Weighted Dice
Thieves’ Tools
Activity DC
Disguise Kit
Activity DC
Booming Blade
evocation cantrip
Casting Time: action
Range: Self (5 foot radius)
Components: Somatic, Material (A melee weapon
worth at least 1 sp)
Duration: 1 round
You brandish the weapon used in the spell’s casting
and make a melee attack with it against one
creature within 5 feet of you. On a hit, the target
suffers the weapon attack’s normal effects, plus an
extra 1d8 thunder damage, and then becomes
sheathed in booming energy until the start of your
next turn. If the target willingly moves 5 feet or more
before then, the target takes 2d8 thunder damage,
and the spell ends.