AntipathicZora

midder

Feb 12th, 2019
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  1. Character Name: Midnight
  2. Player Name: NPC
  3. Class/Level: Rogue 4 (Thief)/Sorceror 1 (Divine Soul)
  4. Race: Drow
  5. Age: ???
  6. Height: 5'5"
  7. Weight: 90lbs
  8. Alignment: Chaotic Good
  9. Background: Urchin
  10.  
  11.  
  12. --- Ability Scores ---
  13.  
  14. Scores: Modifier Saving Throws
  15. Strength ........ 10 ... (+0) ........ [ ]
  16. Dexterity ....... 20 ... (+5) ........ [x]
  17. Constitution .... 10 ... (+0) ........ [x]
  18. Wisdom .......... 14 ... (+2) ........ [ ]
  19. Intelligence .... 12 ... (+1) ........ [x]
  20. Charisma ........ 16 ... (+3) ........ [x]
  21.  
  22.  
  23. --- Statistics ---
  24.  
  25. Base Speed ...... 30 ft
  26. Armor Class ..... (AC) 15
  27. Initiative ...... +5 (Dex modifier)
  28.  
  29. Hit Points ...... 28
  30. Hit Dice ........ 4d8, 1d6
  31. Hit Dice Total .. 5
  32.  
  33. Death saves:
  34. Successes: [ ] [ ] [ ]
  35. Failures: [ ] [ ] [ ]
  36.  
  37. Passive Wisdom (Perception) 12
  38.  
  39.  
  40. --- Skills ---
  41.  
  42. Modifier Skill (Ability Mod) Proficiency?
  43. [+8] ... Acrobatics (Dex) ........... [x] (Expertise)
  44. [+3] ... Animal Handling (Cha) ...... [ ]
  45. [+1] ... Arcana (Int) ............... [ ]
  46. [+0] ... Athletics (Str) ............ [ ]
  47. [+6] ... Deception (Cha) ............ [x]
  48. [+1] ... History (Int) .............. [ ]
  49. [+2] ... Insight (Wis) .............. [ ]
  50. [+6] ... Intimidation (Cha) ......... [x]
  51. [+4] ... Investigation (Int) ........ [x]
  52. [+2] ... Medicine (Wis) ............. [ ]
  53. [+1] ... Nature (Int) ............... [ ]
  54. [+5] ... Perception (Wis) ........... [x]
  55. [+3] ... Performance (Cha) .......... [ ]
  56. [+6] ... Persuasion (Cha) ........... [x]
  57. [+4] ... Religion (Int) ............. [x]
  58. [+8] ... Sleight of Hand (Dex) ...... [x] (Expertise)
  59. [+8] ... Stealth (Dex) .............. [x]
  60. [+2] ... Survival (Wis) ............. [ ]
  61.  
  62.  
  63. --- Equipment and Attacks ---
  64.  
  65. Weapon name: Atk Bonus: Damage/Type:
  66. [Rapier] ............ [+8] ......... [1d8+5 Piercing]
  67. [Shortbow] ............ [+8] ......... [1d6+5 Piercing]
  68. [ ] ............ [ ] ......... [ ]
  69. [ ] ............ [ ] ......... [ ]
  70.  
  71. Wealth:
  72. 00cp, 00sp, 10gp, 00ep, 00pp
  73.  
  74. Other Equipment:
  75. Leather armor
  76. Small knife
  77. Map she can't even use because she's blind
  78. Common clothes
  79. Small leather pouch
  80. Pet bat
  81. Burglar's pack
  82. 2 daggers
  83. Thieves' Tools
  84.  
  85.  
  86. --- Features and Traits ---
  87.  
  88. Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. (blindsight, instead)
  89. Keen Senses. You have proficiency in the Perception skill.
  90. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  91. Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  92. Ability Score Increase. Your Charisma score
  93. increases by 1.
  94. Superior Darkvision. Your darkvision has a radius of 120 feet.
  95. Sunlight Sensitivity. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, at whatever you are trying to perceive is in direct sunlight.
  96. Drow Magic. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once per day. When you reach 51h level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
  97. Drow Weapon Training. You have proficiency with rapiers, shortswords, and hand crossbows.
  98.  
  99. EXPERTISE
  100. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  101.  
  102. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
  103.  
  104. SNEAK ATTACK
  105. Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
  106.  
  107. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
  108.  
  109. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
  110.  
  111. THIEVES' CANT
  112. During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
  113.  
  114. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, 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 a safe house for thieves on the run.
  115.  
  116. CUNNING ACTION
  117. Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
  118.  
  119. ROGUISH ARCHETYPE
  120. At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
  121.  
  122. ABILITY SCORE IMPROVEMENT
  123. When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
  124.  
  125. FAST HANDS
  126. Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
  127.  
  128. SECOND-STORY WORK
  129. When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
  130.  
  131. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
  132.  
  133.  
  134. SPELLCASTING
  135. An event in your past, or in the life of a parent or ancestor, left an indelible mark on you, infusing you with arcane magic. This font of magic, whatever its origin, fuels your spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the sorcerer spell list.
  136.  
  137. CANTRIPS
  138. At 1st level, you know four cantrips of your choice from the sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Sorcerer table.
  139.  
  140. SPELL SLOTS
  141. The Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
  142.  
  143. For example, if you know the 1st-level spell burning hands and have a 1st-level and a 2nd-level spell slot available, you can cast burning hands using either slot.
  144.  
  145. SPELLS KNOWN OF 1ST LEVEL AND HIGHER
  146. You know two 1st-level spells of your choice from the sorcerer spell list.
  147.  
  148. The Spells Known column of the Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
  149.  
  150. Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the sorcerer spell list, which also must be of a level for which you have spell slots.
  151.  
  152. DIVINE MAGIC
  153. Your link to the divine allows you to learn spells from the cleric class. When your Spellcasting feature lets you learn or replace a sorcerer cantrip or a sorcerer spell of 1st level or higher, you can choose the new spell from the cleric spell list or the sorcerer spell list. You must otherwise obey all the restrictions for selecting the spell, and it becomes a sorcerer spell for you. In addition, choose an affinity for the source of your divine power: good, evil, law, chaos, or neutrality. You learn an additional spell based on that affinity, as shown below. It is a sorcerer spell for you, but it doesn’t count against your number of sorcerer spells known. If you later replace this spell, you must replace it with a Spell from the cleric spell list.
  154.  
  155. Good - Cure Wounds
  156.  
  157. FAVORED BY THE GODS
  158. Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.
  159.  
  160.  
  161.  
  162. SPELLCASTING ABILITY
  163. Charisma is your spellcasting ability for your sorcerer spells, since the power of your magic relies on your ability to project your will into the world. You use your Charisma whenever a spell refers to your spellcasting ability. In addition. you use your Charisma modifier when setting the saving throw DC for a sorcerer spell you cast and when making an attack roll with one.
  164.  
  165. Spell save DC~ 8 + your proficiency bonus + your Charisma modifier
  166. Spell Attack modifier~ your proficiency bonus + your Charisma modifier
  167.  
  168.  
  169.  
  170. --- Languages and Proficiencies ---
  171.  
  172. Languages: Common, Elvish
  173.  
  174. Melee Weapon Proficiencies: Simple melee, longswords, shortswords, rapiers, quarterstaves, daggers
  175. Ranged Weapon Proficiencies: Simple ranged, darts, slings, light crossbow, hand crossbow, shortbow
  176. Armor Proficiencies: Leather
  177.  
  178. Tools: Thieves' tools
  179. Vehicles:
  180.  
  181.  
  182. --- Background-Related ---
  183.  
  184. Personality Traits:
  185. - I like to squeeze into small places where no one else can get to me.
  186. - I sleep with my back to walls or trees, everything I own in my arms in a bundle.
  187.  
  188. Ideals:
  189. - All people, rich or poor, deserve respect.
  190.  
  191. Bonds:
  192. - No one else should have to endure the hardships I've been through.
  193.  
  194. Flaws:
  195. - It's not stealing if I need it more than someone else.
  196.  
  197.  
  198. --- Spells ---
  199.  
  200. Spellcasting Ability: Charisma
  201. Spell save DC: 14
  202. Spell attack bonus: +6
  203.  
  204. Cantrips:
  205. - True Strike
  206. - Mage Hand
  207. - Green-Flame Blade
  208. - Poison Spray
  209. -
  210. -
  211. -
  212.  
  213. Spell level 1:
  214. - Magic Missile
  215. - Bane
  216. - Cure Wounds
  217. -
  218. -
  219. -
  220. -
  221. -
  222.  
  223. Spell level 2:
  224. -
  225. -
  226. -
  227. -
  228. -
  229. -
  230. -
  231. -
  232.  
  233. Spell level 3:
  234. -
  235. -
  236. -
  237. -
  238. -
  239. -
  240. -
  241. -
  242.  
  243. Spell level 4:
  244. -
  245. -
  246. -
  247. -
  248. -
  249. -
  250. -
  251. -
  252.  
  253. Spell level 5:
  254. -
  255. -
  256. -
  257. -
  258. -
  259. -
  260. -
  261. -
  262.  
  263. Spell level 6:
  264. -
  265. -
  266. -
  267. -
  268. -
  269.  
  270. Spell level 7:
  271. -
  272. -
  273. -
  274. -
  275.  
  276. Spell level 8:
  277. -
  278. -
  279. -
  280.  
  281. Spell level 9:
  282. -
  283. -
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