Bobwhite Rindherder's Character Sheet

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Bobwhite Rindherder the Road Halfling Rogue

BobwhitePortrait.jpg

Ability Scores

  • Str: 8
  • Dex: 17 (15 base, +2 halfling)
  • Con: 12
  • Int: 15
  • Wis: 12
  • Cha: 10 (9 base, +1 halfling)
  • Proficiency Bonus: +2
  • Save Proficiencies: Int, Dex
  • Skill Proficiencies: Acrobatics, Arcana, Investigation, Perception, Sleight of Hand (x2), Stealth (x2)
  • Tool Proficiencies: Disguise Kit, Thieves' Tools, Forgery Kit

Features

Road Halfling

  • Size: Small (35 lbs, 2'10")
  • Speed: 25
  • Lucky (halfling trait): When rolling a 1 on attack roll, ability check, or saving throw, the halfling can choose to reroll before results are revealed.
  • Brave: Advantage on all saving throws against being frightened
  • Nimbleness: Can move through the space of any creature that is only a single size larger
  • Languages: Ubrekti, Fresian, Thieves' Cant
  • Ability Score Increases: Dex + 2, Cha + 1
  • Naturally Stealthy: Can attempt to hide even when only obscured by a creature at least one size larger

Rogue

  • Base
    • Hit Die: 1d8
    • Proficiencies: light armor, longsword, shortsword, hand crossbow, rapier, simple weapons, int and dex saves, thieves' tools, acrobatics, sleight of hand, stealth, perception
  • Level 1
    • Initial HP: 8 + Con
    • Expertise: Get 2x proficiency bonus on two skills already proficient in (sleight of hand, stealth)
    • Sneak Attack: 1d6
    • Thieves' Cant: Speak with other rogues without letting others in on the secret, takes 4x as long to convey a message.
  • Level 2
    • HP/Level: 5 + Con
    • Cunning Action: Bonus action to dash, disengage or hide

Future

  • Level 3
    • HP/Level: 5 + Con
    • Sneak Attack: 2d6
    • Archetype: Arcane Trickster: Spellcasting, mage hand legerdemain
    • Spellcasting: You can cast spells! You have limited spells known and can change out one non-cantrip per level. All but the spells chosen at level 3, 8, 14 and 20 must be of the Illusion or Enchantment schools, but those spells can be swapped out for other non-Illusion, non-Enchantment spells when swapping out a spell on level change.
      • Three cantrips (minor illusion, mage hand, booming blade OR light)
      • Two illusion/enchantment (silent image, sleep)
      • One any school (find familiar)
      • Slots: 2 first level
    • Mage hand legerdemain: Mage hand is more flexible for you, and also only costs a bonus action to manipulate.
  • Level 4
    • HP/Level: 5 + Con
    • ASI: Squat nimbleness: Gain +1 Dexterity (to 18) and 5 feet of movement speed (to 30). Become proficient in either athletics or acrobatics, and you have advantage on any Strength(athletics) or Dexterity(acrobatics) check to escape a grapple.
    • Spells
      • One illusion/enchantment (charm person OR disguise self OR color spray OR silent image)
      • Slots: +1 first level (total of 3)

Background: Urchin

  • Proficiencies: Arcana (in lieu of sleight of hand), Investigation (in lieu of stealth), disguise kit, forgery kit (in lieu of thieves' tools)
  • City Secrets: When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Gear

  • Studded leather, dagger, light crossbow. Sling in backup.