DD 5e Rogue 3 Swashbuckler Tabaxi Sailor

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Tabaxi 3rd-level Rogue (Swashbuckler) Sailor

RACE LEVEL & CLASS BACKGROUND

Medium
SIZE DESCRIPTION PLAYER

CHARACTER NAME

+2 PROFICIENCY BONUS 14 +6 30 I never pass up a friendly wager.

I like a job well done... especially if I can


STRENGTH
ARMOR FEET convince someone else to do it.

+0
CLASS INITIATIVE SPEED

Strength PERSONALITY TRAITS

+5 Dexterity Hit Point Maximum 15


10 People. I’m committed to my crewmates,
Constitution not to ideals.
+3 Intelligence
DEXTERITY
Wisdom
+3
CURRENT HIT POINTS IDEALS

Charisma
I was cheated out of my fair share of the
SAVING THROWS
16 profits, and I want to get my due.

+7 TEMPORARY HIT POINTS BONDS


CONSTITUTION Acrobatics ( Dex)
Animal Handling ( Wis )
-1 Arcana ( Int)
Total 3D8 SUCCESSES I’ll say anything to avoid having to do
extra work.
+2 FAILURES
Athletics ( Str )
8 +5 HIT DICE DEATH SAVES
Deception ( Cha) FLAWS

History ( Int)
INTELLIGENCE
+3 Insight ( Wis ) NAME ATK BONUS DAMAGE/TYPE
Darkvision. you have superior vision in dark
+1 Intimidation ( Cha) Rapier +5 1D8+3 PIERCING and dim conditions. You can see in dim
light within 60 feet of you as if it were
Investigation ( Int) Shortbow 1 +5 ID6+3 PIERCING bright light, and in darkness as if it were
12 dim light. you can’t discern colour in
Medicine ( Wis )
Dagger 2 +5 ID4+3 PIERCING darkness, only shades of gray.
Nature ( Int) Feline Agility. When you move on your turn
Club +2 1D4 BLUDGEONING
WISDOM +3 Perception ( Wis ) in combat, you can double your speed until
Claws +0 1D4 SLASHING the end of the turn. Once you use this trait,
+1 Performance ( Cha)
Persuasion ( Cha)
1
You can fire a shortbow 80 ft., or up to 320 ft.
you can’t use it again until after a turn on
which you do not move at all.
with disadvantage on the attack roll. Cat’s Claws. Your climbing speed is 20.
13 Religion ( Int) 2
You can throw a dagger 20 ft., or up to 60 ft. Sneak Attack. Once per turn, you can deal an
+5 Sleight of Hand ( Dex) with disadvantage on the attack roll. extra 2d6 damage to one creature you hit
+7 Stealth ( Dex) with an attack if you have advantage on the
CHARISMA
attack roll. The attack must use a finesse
Survival ( Wis ) or ranged weapon. You don’t need advantage
+3 SKILLS
on the attack roll if another enemy of the
target is within 5 ft. of it or if you alone
are within 5 ft. of the target.
16 Cunning Action. As a bonus action on your
PASSIVE WISDOM
13 (PERCEPTION) turn, you can take the Dash, Disengage, or
ATTACKS & SPELLCASTING Hide action.
Fancy Footwork. During your turn, if you
Proficiencies. Light armour, simple Shortsword make a melee attack against a creature, that
weapons, hand crossbows, longswords, Shortbow creature can’t make opportunity attacks
CP arrows ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
rapiers, shortswords, thieves’ tools, against you for the rest of your turn.
( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
navigator’s tools, vehicles (water) leather armour Rakish Audacity. You add your Charisma
Languages. Common, Elvish. SP daggers (2) modifier to your initiative roll (already
thieves’ tools noted on this character sheet).
Backpack
bedroll Ship’s Passage. You can secure free
EP mess kit passage on a sailing ship - either one you
tinderbox served on or have good relations with -
torches ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
rations ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( ) ( )
for you and your companions. (PHB 139)
GP 10 waterskin
50 ft. hempen rope

PP belaying pin (club)


50 ft. silk rope
an old key (lucky charm)
common clothes

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS


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Pre-generated character sheet prepared by joe.nittoly.ca

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