Class & Level

Swashbuckler Rogue Lv3

Species

Elf

Background

Smuggler

Alignment

______________

Strength

10

+0

Dexterity

18

+4

Constitution

12

+1

Intelligence

10

+0

Wisdom

12

+1

Charisma

14

+2

15

Armour
Class

+6

Initiative
Bonus

30

Movement
Speed

21

Max Health Points

Saving Throws

Strength

+0

Dexterity

+6

Constitution

+1

Intelligence

+2

Wisdom

+1

Charisma

+2

+2

Proficiency
Bonus

CHA

+2

Spellcasting
Modifier

10

Spellsave
DC

Skills

Acrobatics Dex

+4

Animal Handling Wis

+1

Arcana Int

+0

Athletics Str

+2

Deception Cha

+4

History Int

+0

Insight Wis

+1

Intimidation Cha

+2

Investigation Int

+0

Medicine Wis

+1

Nature Int

+0

Perception Wis

+3

Performance Cha

+2

Persuasion Cha

+2

Religion Int

+0

Sleight of Hand Dex

+8

Stealth Dex

+8

Survival Wis

+3

Traits & Gear

Traits

Fey Ancestry:
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Darkvision:
You can see in the dark up to 60ft, but cant discern colours in heavy darkness.

Thieves’ Cant:
Rogues can communicate in subtle code that only rogues can understand.

Proficiencies:
– Thieve’s tools: +7

Equipment & Money

Rapier: +6 to hit, 1d8+4 damage.
Short bow+arrows: +6 to hit, 1d6+4 damage, up to 60 feet, up to 320 feet with Disadvantage.
Leather armour: 11+4 AC
2x Dagger: +6 to hit 1d4+4 damage
Thieves tools

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Rakish Audacity

You are skilled with swiftness and grace. You gain bonuses to you sneak attacks, dodging ability and initiative. All these have been added to your stats or listed below.

Sneak Attack

You know how to strike a distracted enemies vitals.

As long as you don’t have disadvantage on an attack, you may gain +2d6 damage on attacks. As a swashbuckler, you always get this on melee attacks.

For ranged attacks, you gain this damage is you have advantage on the attack or if an ally is in melee range of the target, thus distracting it.

Fancy Footwork

You are quick on your feet and skilled at distraction. When you attack an enemy, you can move out of their range without them being able to take opportunity attacks against you.

Actions

Abilities that take require an action, bonus action or reaction. 

Rapier Attack

D20+6 to hit, 1d8+4 Damage.

Short bow

D20+6 to hit, 1d6+4 damage. Ranged up to 60ft or up to 320ft with disadvantage.

Dagger

D20+6 to hit, 1d4+4 Damage. Melee or range up to 20ft or up to 60ft with disadvantage.

Cunning Action

You are agile and swift. Where others must take an action to dash, hide or disengage, you can do these as bonus actions.

Dash: double you movement this turn.

Hide: as long as it’s not obvious, you can attempt to hide from an enemy. They may have to use an action to find you.

Disengage: You can move away from an enemy without them making an opportunity attack.

 

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.