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Kael

The document details a character named Kael, a Level 6 Half-Elf Rogue with various attributes, skills, and equipment. It includes information on his abilities, saving throws, and a comprehensive inventory of weapons and tools. Additionally, it outlines special features and actions available to the character, such as Sneak Attack and Cunning Action.

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0% found this document useful (0 votes)
9 views11 pages

Kael

The document details a character named Kael, a Level 6 Half-Elf Rogue with various attributes, skills, and equipment. It includes information on his abilities, saving throws, and a comprehensive inventory of weapons and tools. Additionally, it outlines special features and actions available to the character, such as Sneak Attack and Cunning Action.

Uploaded by

jonhyssama
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Charlatan

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

+2 Wisdom 󰃚 +7 Intelligence 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

󰐽 +2 Animal Handling 󰃚 Forgery Kit

󰐽 +4 Arcana 󰃚 Thieves' Tools

󰐽 +1 Athletics Tools

󰃚 +6 Deception

󰐽 +4 History 󰃚 Common

󰃚 +5 Insight 󰃚 Elvish

󰐽 +3 Intimidation 󰃚 Goblin

󰀥 +10 Investigation 󰃚 Thieves' Cant


Languages
󰐽 +2 Medicine

󰐽 +4 Nature Tameran's Library of Everything

󰐽 +2 Perception (12) This library is still in


󰐽 +3 Performance development!
󰀥 +9 Persuasion We have done our best to fix all the bugs we are

󰐽 +4 Religion aware of before releasing version 1.0- however, with


a project of this scale it is all but guaranteed that
󰀥 +10 Sleight of Hand
some slipped through the cracks!
󰀥 +10 Stealth
If you have found a bug or issue, or if you simply
󰐽 +2 Survival
would like to request that something be added
Skills
sooner rather than later, please visit the LoV Discord
server linked here: https://discord.gg/z3FRWzr63B.

󰃚 Simple Melee Weapons


Thank you for your patience! And thank you for
󰃚 Simple Ranged Weapons helping us build this massive community project!

󰃚 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

󰙅 On hit official papers and personal letters, as long as you


have seen an example of the kind of document or
d4 slashing damage the handwriting you are trying to copy.

d8 thunder damage

Darkvision
Thanks to your elf blood, you have superior vision in
Bonus Action dark and dim conditions.

Cunning Action

Your quick thinking and agility allow you to move


Fey Ancestry
and act quickly. You can take a bonus action on each
You have advantage on saving throws against being
of your turns in combat. This action can be used
charmed, and magic can’t put you to sleep.
only to take the Dash, Disengage, or Hide 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

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.
Sneak Attack Fancy Footwork
Once per turn, you can deal an extra 3d6 damage to During your turn, if you make a melee attack against
one creature you hit with an attack if you have a creature, that creature can’t make opportunity
advantage on the attack roll. The attack must use a attacks against you for the rest of your turn.
finesse or a ranged weapon.

You don’t need advantage on the attack roll if Rakish Audacity


another enemy of the target is within 5 feet of it, that You can give yourself a +3 bonus to your initiative
enemy isn’t incapacitated, and you don’t have rolls.
disadvantage on the attack roll.
You also gain an additional way to use your Sneak
Attack; you don’t need advantage on the attack roll
Sneak Attack to use your Sneak Attack against a creature if you
Once per turn, you can deal an extra 3d6 damage to are within 5 feet of it, no other creatures are within 5
one creature you hit with an attack if you have feet of you, and you don’t have disadvantage on the
advantage on the attack roll. The attack must use a attack roll. All the other rules for Sneak Attack still
finesse or a ranged weapon. apply to you.

You don’t need advantage on the attack roll if


another enemy of the target is within 5 feet of it, that Uncanny Dodge
enemy isn’t incapacitated, and you don’t have Starting at 5th level, when an attacker that you can
disadvantage on the attack roll. see hits you with an attack, you can use your
reaction to halve the attack’s damage against you.

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

Weight Carried: 91.3 lb 25 gp 2 lb

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:

Ammunition (range 80/320): You can use a


Equipped weapon that has the ammunition property to
make a ranged attack only if you have
ammunition to fire from the weapon. Each time
you attack with the weapon, you expend one
piece of ammunition. Drawing the ammunition
from a quiver, case, or other container is part of
the attack. Loading a one-handed weapon
requires a free hand.
At the end of the battle, you can recover half your
expended ammunition by taking a minute to
search the battlefield. If you use a weapon that
has the ammunition property to make a melee
attack, you treat the weapon as an improvised
weapon.
Range: A weapon that can be used to make a
ranged attack has a range shown in
parentheses after the ammunition or thrown
property.
The range lists two numbers. The first is the
weapon’s normal range in feet, and the
second indicates the weapon’s maximum
range. When attacking a target beyond
normal range, you have disadvantage on the
attack roll. You can’t attack a target beyond
the weapon’s long range.

Improvised Weapons: If a character uses a


ranged weapon to make a melee attack, it deals
1d4 damage.
Two-Handed: This weapon requires two hands
to use. This property is relevant only when you
attack with the weapon, not when you simply
hold it.
Backpack 󰸓Belt Pouch
5 sp 1 lb
2 gp 5 lb
15 gp contents 0.3 lb contents
A backpack can hold one cubic foot or 30 pounds of
gear. You can also strap items, such as a bedroll or a
coil of rope, to the outside of a backpack. 0 Platinum pieces

10 gp 0.02 lb

Whip

2 gp 3 lb 15 Gold pieces

A 2gp, 3lb, martial melee weapon, that deals 1d4 15 gp 0.3 lb


slashing damage and has the following properties:
1 gp each 0.02 lb each

Finesse: When making an attack with a finesse


weapon, you use your choice of your Strength or
0 Silver pieces
Dexterity modifier for the attack and damage
rolls. You must use the same modifier for both 1 sp 0.02 lb
rolls.
Reach: This weapon adds 5 feet to your reach
when you attack with it. 0 Copper 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

15 gp 6 lb A 25gp, 2lb, martial melee weapon, that deals 1d8


piercing damage and has the following properties:

Quiver Finesse: When making an attack with a finesse


weapon, you use your choice of your Strength or
1 gp 1 lb
Dexterity modifier for the attack and damage
A quiver can hold up to 20 arrows. rolls. You must use the same modifier for both
rolls.

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

A waterskin can hold up to 4 pints of liquid.


2 Daggers

4 gp 2 lb

2 gp each 1 lb each

A 2gp, 1lb, simple melee weapon, that deals 1d4


piercing damage and has the following properties:

Finesse: When making an attack with a finesse


weapon, you use your choice of your Strength or
Dexterity modifier for the attack and damage
rolls. You must use the same modifier for both
rolls.
Light: A light weapon is small and easy to
handle, making it ideal for use when fighting with
two weapons.
Thrown (range 20/60): If a weapon has the
thrown property, you can throw the weapon to
make a ranged attack. If the weapon is a melee
weapon, you use the same ability modifier for
that attack roll and damage roll that you would
use for a melee attack with the weapon.
Range: A weapon that can be used to make a
ranged attack has a range shown in
parentheses after the ammunition or thrown
property.
The range lists two numbers. The first is the
weapon’s normal range in feet, and the
second indicates the weapon’s maximum
range. When attacking a target beyond
normal range, you have disadvantage on the
attack roll. You can’t attack a target beyond
the weapon’s long range.
Thieves' Tools 10 Days of Rations

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

Perhaps the most common tools used by


adventurers, thieves’ tools are designed for picking
Tinderbox
locks and foiling traps. Proficiency with the tools
also grants you a general knowledge of traps and 5 sp 1 lb
locks.
This small container holds flint, fire steel, and tinder
(usually dry cloth soaked in light oil) used to kindle a
Components. Thieves’ tools include a small file, a
fire. Using it to light a torch—or anything else with
set of lock picks, a small mirror mounted on a metal
abundant, exposed fuel—takes an action. Lighting
handle, a set of narrow-bladed scissors, and a pair of
any other fire takes 1 minute.
pliers.

History. Your knowledge of traps grants you insight


when answering questions about locations that are Mess Kit
renowned for their traps.
2 sp 1 lb
Investigation and Perception. You gain additional This tin box contains a cup and simple cutlery. The
insight when looking for traps, because you have box clamps together, and one side can be used as a
learned a variety of common signs that betray their cooking pan and the other as a plate or shallow
presence. bowl.

Set a Trap. Just as you can disable traps, you can


also set them. As part of a short rest, you can create
a trap using items you have on hand. The total of Bedroll

your check becomes the DC for someone else’s 1 gp 7 lb


attempt to discover or disable the trap. The trap
deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage
equal to half the total of your check, whichever the
DM deems appropriate.

Thieves’ Tools

Activity DC

Pick a lock Varies

Disable a trap Varies


Disguise Kit 󰸓Quiver
A quiver can hold up to 20 arrows.
25 gp 3 lb

This pouch of cosmetics, hair dye, and small props


lets you create disguises that change your physical 20 Arrows

appearance. Proficiency with this kit lets you add


1 gp 1 lb
your proficiency bonus to any ability checks you
make to create a visual disguise. 5 cp each 0.05 lb each

The perfect tool for anyone who wants to engage in


trickery, a disguise kit enables its owner to adopt a
false identity.

Components. A disguise kit includes cosmetics, hair


dye, small props, and a few pieces of clothing.

Deception. In certain cases, a disguise can improve


your ability to weave convincing lies.

Intimidation. The right disguise can make you look


more fearsome, whether you want to scare someone
away by posing as a plague victim or intimidate a
gang of thugs by taking the appearance of a bully.

Performance. A cunning disguise can enhance an


audience’s enjoyment of a performance, provided
the disguise is properly designed to evoke the
desired reaction.

Persuasion. Folk tend to trust a person in uniform. If


you disguise yourself as an authority figure, your
efforts to persuade others are often more effective.

Create Disguise. As part of a long rest, you can


create a disguise. It takes you 1 minute to don such
a disguise once you have created it. You can carry
only one such disguise on you at a time without
drawing undue attention, unless you have a bag of
holding or a similar method to keep them hidden.
Each disguise weighs 1 pound.

At other times, it takes 10 minutes to craft a disguise


that involves moderate changes to your appearance,
and 30 minutes for one that requires more extensive
changes.

Disguise Kit

Activity DC

Cover injuries or distinguishing marks 10


Spot a disguise being used by someone else 15
Spells
Copy a humanoid’s appearance 20

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.

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