Taro: Difference between revisions
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HP: 23/23 | |||
Armor Class: 13 | |||
Initiative: +3 | |||
Resistances: Fire | |||
=== Actions === | |||
==== Standard Actions ==== | |||
Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use Object, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with Object. | |||
==== Bonus Actions ==== | |||
''Cunning Action'' - Take a bonus action on each of your turns to take the Dash, Disengage, or Hide action. | |||
''Fast Hands'' - Use the bonus action granted by Cunning Action to make a Sleight of Hand check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action. | |||
==== Reactions ==== | |||
''Uncanny Dodge'' - When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you. | |||
''Hellish Rebuke (2nd)'' - After being damaged by a creature within 60ft of you, the creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much on a successful one. | |||
==== Special ==== | |||
''Sneak Attack'' - Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll or another enemy of the target is within 5 ft. of it. | |||
=== Racial Traits === | |||
Revision as of 07:43, 6 February 2020
Taro
| Taro (He/Him) | |
|---|---|
| Player Character | |
| Information | |
| Race | Tiefling |
| Class | Rogue |
| Level | 5 |
| Alignment | Chaotic Good |
| Age | 27 years |
| Status | Alive |
| Occupation | ??? |
| Played By | James |
Character Sheet
| Total | Mod | Saving Throw | |
|---|---|---|---|
| Strength | 12 | +1 | +1 |
| Dexterity | 16 | +3 | +6 • |
| Constitution | 8 | -1 | -1 |
| Intelligence | 13 | +1 | +4 • |
| Wisdom | 13 | +1 | +1 |
| Charisma | 16 | +3 | +3 |
HP: 23/23
Armor Class: 13
Initiative: +3
Resistances: Fire
Actions
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use Object, Opportunity Attack, Grapple, Shove, Improvise, Two-Weapon Fighting, Interact with Object.
Bonus Actions
Cunning Action - Take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Fast Hands - Use the bonus action granted by Cunning Action to make a Sleight of Hand check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
Reactions
Uncanny Dodge - When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Hellish Rebuke (2nd) - After being damaged by a creature within 60ft of you, the creature must make a Dexterity saving throw. It takes 3d10 fire damage on a failed save, or half as much on a successful one.
Special
Sneak Attack - Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll or another enemy of the target is within 5 ft. of it.