Advertisement
SGarr17

D&D 5th Ed. - Sugar the Swift

Jan 31st, 2015
196
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.78 KB | None | 0 0
  1. Sugar the Swift
  2. Male Elf Entertainer Rogue 1
  3. Neutral Evil
  4. Representing Simon
  5.  
  6. Strength 13 (+1)
  7. Dexterity 15 (+2)
  8. Constitution 10 (+0)
  9. Intelligence 15 (+2)
  10. Wisdom 13 (+1)
  11. Charisma 13 (+1)
  12.  
  13. Size: Medium
  14. Height: 5' 5"
  15. Weight: 125 lb
  16. Skin: Pale
  17. Eyes: Blue
  18. Hair: Light Brown Straight; Beardless
  19.  
  20. Maximum Hit Points: 8
  21.  
  22. Speed: 30 feet
  23.  
  24. Inspiration: _
  25.  
  26. Armour Class: 14 = 10 + 2 [studded leather] + 2 [dexterity]
  27.  
  28. Proficiency bonus: + 2
  29. Initiative modifier: + 2 = + 2 [dexterity]
  30. Attack (handheld / thrown): + 3 = + 1 [strength] + 2 [proficiency]
  31. Attack (missile / finesse): + 4 = + 2 [dexterity] + 2 [proficiency]
  32. Strength save: + 1 = + 1 [strength]
  33. Dexterity save: + 4 = + 2 [dexterity] + 2 [proficiency]
  34. Constitution save: + 0
  35. Intelligence save: + 4 = + 2 [intelligence] + 2 [proficiency]
  36. Wisdom save: + 1 = + 1 [wisdom]
  37. Charisma save: + 1 = + 1 [charisma]
  38. Insight (passive): 11 (16 with advantage)
  39. Investigation (passive): 14 (19 with advantage)
  40. Perception (passive): 13 (18 with advantage)
  41.  
  42. Carry: 195 lb maximum
  43.  
  44. For groups using the optional encumbrance rules:
  45. • If carrying more than 65 lb, encumbered = -10 on speed
  46. • If carrying more than 130 lb, heavily encumbered = -20 on speed, disadvantage on ability checks, attack rolls, and saves involving strength, constitution, and/or dexterity
  47.  
  48. Languages: Common Elvish, Thieves' Cant, Undercommon
  49.  
  50. Unarmed strike [+3 to hit; 1+1 bludgeoning]
  51. 2 Daggers [+4 to hit; 1d4+2 piercing, 1 lb, finesse, light, thrown (range 20/60)]
  52. Sickle [+3 to hit; 1d4+1 slashing, 2 lb, light]
  53. Short Bow [+4 to hit; 1d6+2 piercing, 2 lb, ammunition (range 80, 320), two-handed]
  54. Short Sword [+4 to hit; 1d6+2 piercing, 2 lb, finesse, light]
  55. Studded leather [medium; + 2 AC; 13 lb.]
  56.  
  57. Feats:
  58.  
  59. Skill Name Key Skill Ability Trained? Misc.
  60. Ability Modifier Modifier Modifier
  61. Acrobatics Dex 4 = +2 + 2
  62. Animal Handling Wis 1 = +1
  63. Arcana Int 2 = +2
  64. Athletics Str 3 = +1 + 2
  65. Deception Cha 1 = +1
  66. History Int 4 = +2 + 2
  67. Insight Wis 1 = +1
  68. Intimidation Cha 1 = +1
  69. Investigation Int 4 = +2 + 2
  70. Medicine Wis 1 = +1
  71. Nature Int 2 = +2
  72. Perception Wis 3 = +1 + 2
  73. Performance Cha 5 = +1 + 2 +2 [expertise]
  74. Persuasion Cha 1 = +1
  75. Religion Int 2 = +2
  76. Sleight of Hand Dex 2 = +2
  77. Stealth Dex 6 = +2 + 2 +2 [expertise]
  78. Survival Wis 1 = +1
  79.  
  80. Check any artisan tools with which Sugar is proficient:
  81. Alchemist's supplies _
  82. Boyer / fletcher tools _
  83. Brewer's supplies _
  84. Calligrapher's supplies _
  85. Carpenter's tools _
  86. Cartographer's tools _
  87. Cobbler's tools _
  88. Cook's utensils _
  89. Glassblower's tools _
  90. Goldsmith / silversmith's tools _
  91. Jeweler's tools _
  92. Leatherworker's tools _
  93. Mason's tools _
  94. Painter's supplies _
  95. Potter's tools _
  96. Smith's tools _
  97. Tinker's tools _
  98. Weaver's tools _
  99. Woodcarver's tools _
  100.  
  101.  
  102.  
  103. Sugar is proficient with at least 1 musical instrument(s). Check any instruments with which Sugar is proficient:
  104. Bagpipes ±
  105. Drum _
  106. Dulcimer _
  107. Flute _
  108. Lute _
  109. Lyre _
  110. Horn _
  111. Pan flute _
  112. Shawm _
  113. Viol _
  114.  
  115. Check any games with which Sugar is proficient:
  116. Dragon Chess _
  117. Three Dragon Ante _
  118. Board Game:
  119. Card Game:
  120. Dice game:
  121.  
  122. Check any other tools with which Sugar is proficient:
  123. Climber's kit _
  124. Disguise kit ±
  125. Drive a truck _
  126. Fly a plane _
  127. Forgery kit _
  128. Healer's kit _
  129. Herbalism kit _
  130. Navigator tools _
  131. Ride a mount _
  132. Sail a ship _
  133. Poisoner kit ±
  134. Thieves' tools ±
  135. Elf
  136. • Elves receive +2 dexterity (already included).
  137. • Darkvision (see 60 feet black-and-white in pitch-dark)
  138. • Advantage on saving throws against being charmed; immune to magical sleep
  139. • All elves have a bonus proficiency in perception
  140. • Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
  141. Drow / Dark Elf (subrace)
  142. • Dark Elves receive +1 charisma (already included).
  143. • Darkvision -- see in black and white to 120 feet even in darkness.
  144. • Advantage on perception (wisdom) checks, except in sunlight
  145. • Disadvantage on attack rolls and sight-perception (wisdom) checks in sunlight.
  146. • Advantage on saving throws against being charmed; immune to magical sleep.
  147. • Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
  148. • Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
  149. • I added drow sign language as a free language for you.
  150. Entertainer
  151. • You might be an actor, musician, jester, or gladiator.
  152. • You will be liked and can earn your keep as you travel.
  153. • You are proficient with a disguise kit and one musical instrument.
  154. • Choose your gear depending on what you do.
  155. Rogue
  156. • Proficient in using thief tools.
  157. • Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Performance; Stealth; .
  158. • Level 1: Thieves cant
  159. • Level 1: Sneak attack deals extra 1d6
  160. • Level 2: Cunning action -- take a second action to dash, disengage or hide
  161. • Level 3: Sneak attack deals extra 2d6
  162. • Level 5: Sneak attack deals extra 3d6
  163. • Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
  164. • Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
  165. • Level 7: Sneak attack deals extra 4d6
  166. • Level 9: Sneak attack deals extra 5d6
  167. • Level 11: Reliable talent -- when using abilities with proficiencies, all d20 rolls are 10 or better
  168. • Level 11: Sneak attack deals extra 6d6
  169. • Level 13: Sneak attack deals extra 7d6
  170. • Level 14: Blindsense -- sense invisible if you can hear
  171. • Level 15: Slippery mind -- gain proficiency in wisdom saving throws
  172. • Level 15: Sneak attack deals extra 8d6
  173. • Level 17: Sneak attack deals extra 9d6
  174. • Level 18: Elusive -- if you can move, creatures cannot benefit from advantage in attacks against you
  175. • Level 19: Sneak attack deals extra 10d6
  176. • Level 20: Stroke of Luck -- once between short rests, turn a miss into a hit, or automatic success on a failed ability check
  177. Assassin (rogue archetype)
  178. • Begin with bonus proficiencies -- disguise and poisoner kit.
  179. • Level 3: Assassinate -- you have advantage against any creature that has not yet taken a turn in combat. Hits on surprised creatures are criticals.
  180. • Level 9: Infiltration expertise -- fake identity.
  181. • Level 13: Impostor.
  182. • Level 17: Death strike. A surprised creature that you hit must save vs constitution d10 or take double damage
  183.  
  184. Class HP rolled
  185. Level 1: Rogue 8
  186.  
  187. Hit Dice For Healing
  188. Regain half with each long rest. Use as needed during long or short rests.
  189. _
  190.  
  191. Death Saving Throws:
  192. Successes _ _ _
  193. Failures _ _ _
  194.  
  195. Sugar's Equipment:
  196. 21 lb Weapons / Armor / Shield (from above)
  197.  
  198. 5 lb Arrows (quiver of 20) x 5
  199.  
  200. 5 lb Backpack
  201. 7 lb Bedroll
  202. 3 lb Blanket, winter x 1
  203. 5 lb Crowbar
  204. Flint and steel
  205. 1 lb Mess kit
  206. 20 lb Rations (1 day) x 10
  207. 10 lb Rope (50', hempen) x 1
  208. Sewing needle
  209. Signal whistle
  210. String, ten feet x1
  211. 20 lb Tent (sleeps two)
  212. 1 lb Tinderbox
  213. 10 lb Torches x 10
  214.  
  215. 5 lb Waterskins x 1
  216.  
  217. 6 lb Bagpipes (proficient)
  218. 1 lb Thieves' tools (proficient)
  219.  
  220. A tiny blunt dagger on a chain.
  221. _____
  222. 120 lb
  223. Total
  224.  
  225. Sugar's Personality Traits: A witty, cunning and smart problem solver.
  226. Sugar's Ideal(s): Do good, but make a profit.
  227. Sugar's Bond(s):
  228. Sugar's Flaw(s):
  229. More about Sugar:
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement