Taro: Difference between revisions
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== Equipment == | == Equipment == | ||
Intelligence Potion, Potion of Healing, | Intelligence Potion, Potion of Healing, Potion of Bludgeoning Invulnerability | ||
Revision as of 15:04, 16 April 2020
| Taro (He/Him) | |
|---|---|
| Player Character | |
| Information | |
| Race | Tiefling |
| Class | Rogue |
| Level | 5 |
| Alignment | Chaotic Good |
| Age | 27 years |
| Status | Alive |
| Occupation | Street Performer |
| Played By | James |
Description
After defeating a band of demons for a demon slaying organization, Taro was unable to find a position for him within the organization and went back to street performances that usually involved swindling folks out of their money. One day he made the mistake of doing so in a high-class part of town. The police who arrested him, feeling like they had seen him cause trouble too many times, decided to exile him to the newly-founded Sunholm guild. Taro has had a rough go at things and is just trying to find his place in this new place.
Character Sheet
| Total | Mod | Saving Throw | |
|---|---|---|---|
| Strength | 12 | +1 | +1 |
| Dexterity | 16 | +3 | +6 P |
| Constitution | 8 | -1 | -1 |
| Intelligence | 13 | +1 | +4 P |
| Wisdom | 13 | +1 | +1 |
| Charisma | 16 | +3 | +3 |
| Acrobatics | Animal Handling | Arcana | Athletics | Deception | History | Insight | Intimidation | Investigation | Medicine | Nature | Perception | Performance | Persuasion | Religion | Sleight of Hand | Stealth | Survival |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| +6 P | +1 | +1 | +1 | +9 P E | +1 | +1 | +3 | +1 | +1 | +1 | +4 P | +3 | +6 P | +1 | +6 P | +9 P E | +1 |
- HP: 23/23
- Armor Class: 13
- Initiative: +3
- Proficiency Bonus: +3
- Speed: 30 ft.
- Resistances: Fire
- Spellcasting Ability: Charisma
- Darkvision - You can see in darkness up to 60 ft.
- Second-Story Work - Climbing does not cost extra movement. Running jumps increase distance covered by +3 ft.
- 1410/7,500 EXP • 0 CP • 0 SP • 0 GP • 0 PP
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, half if successful.
Special Actions
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.
Cantrips
Thaumaturgy - You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical Effects within range. If you cast this spell multiple times, you can have up to three of its 1-minute Effects active at a time, and you can dismiss such an effect as an action.
- Your voice booms up to three times as loud as normal for 1 minute.
- You cause flames to flicker, brighten, dim, or change color for 1 minute.
- You cause harmless tremors in the ground for 1 minute.
- You create an Instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
- You instantaneously cause an unlocked door or window to fly open or slam shut.
- You alter the appearance of your eyes for 1 minute.
Darkness - Once per long rest, cast a 15 ft. radius sphere anywhere within 60 ft. A creature with Darkvision can't see through this darkness, and nonmagical light can't illuminate it. If the point you choose is on an object that isn't being worn or carried, the darkness moves with the object.
Weapons
| Name | Hit | Damage/Type | Description |
|---|---|---|---|
| Vicious Rapier | +6 | 1d8+3 piercing | Extra 2d6 piercing on crit. |
| Shortbow | +6 | 1d6+3 piercing | Range 80/320. 20 arrows. Two-handed. |
| Dagger of Returning | +6 | 1d4+3 piercing | Throwing range 20/60. Once per day (or after short rest), the dagger can return to your hand (free action) |
Equipment
Intelligence Potion, Potion of Healing, Potion of Bludgeoning Invulnerability