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Rogue (6) - Plague Doctor Vigilante
Rogue (6) - Plague Doctor Vigilante
INSPIRATION
STRENGTH
15 +4 30
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
8 PERSONALITY TRAITS
+4 ●
0 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS
18 +3 Wisdom
0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
0 ●
+7 Acrobatics (Dex) SUCCESSES
+1 0 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
13 +3 Insight (Wis)
Dagger +7 1d4+4 piercing
Poisoner's Kit
WISDOM ●
0 Intimidation (Cha)
+4 Investigation (Int)
Crossbow, light +7 1d8+4 piercing
Thieves' Tools
+6 Medicine (Wis)
+3
●
+1 Nature (Int)
16
+3 Perception (Wis) Number of
0
0
Performance (Cha)
Persuasion (Cha)
Attacks: 1
CHARISMA
+1 Religion (Int)
0 ●
+4 Sleight of Hand (Dex)
+7 Stealth (Dex)
10 ●
+6 Survival (Wis)
SP
Tool Proficiencies: Alchemist's
Supplies; Disguise Kit; Poisoner's
Kit; Thieves' Tools EP
Shortsword; Simple
PP
Armor Proficiencies: Light
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Cunning Action. As a bonus action you can Dash, Disengage or Hide (use
once/turn).
Fast Hands. Use your Cunning Action to make Sleight of Hand checks, use
thieves' tools, or take Use and Object action.
-------------Reactions-------------
Uncanny Dodge. Halve the damage from an attacker you can see that hits you.
-----------Other Traits------------
Sneak Attack. 3d6 extra damage on attack where you have advantage or
another enemy of creature is within 5 ft. (use once/turn).
Battlefield Medicine
Your field of study often bringing you to the front lines of warzones where
pestilence and disease is rife and you have learned to quickly make yourself
useful; At 1st level you can craft a healer's kit from ingredients taken from the
environment around you. Foraging takes 3 hours and crafting a healer's kit can
be done during a long rest. Aditionally you also gain proficiency with the
Medicine skill
Noxious Blast
At 1st level, you may throw an infectious package at any creature within 30ft of
you as an action. The target must make a constitution saving throw DC15 or be
infected. Any infected target takes 1d4 magical necrotic damage at the start of
their turn for 3 rounds. The damage increases to 3d4 at 5th. At 11th level the
damage dice it uses changes to 3d6, then increases to 4d6 at 17th level.
Experimental Vapours
Once you reach 3rd level, you can minister to an ally with yet untested
concoctions which should help them recover from injuries. During a short rest,
one ally can gain the maximum amount of healing possible from a number of hit
dice equal to your wisdom modifier when rolling hit dice to regain hit points.
Additionally, for the next 1 hour, whenever that ally gets healed, they heal for an
additional amount equal to your intelligence modifier. You can use this ability
once, regaining the use of it when you complete a long rest.