Taro: Difference between revisions

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* ''Darkvision'' - You can see in darkness up to 60 ft.
* ''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.
* ''Second-Story Work'' - Climbing does not cost extra movement. Running jumps increase distance covered by +3 ft.
* 1247/7,500 EXP • 0 CP • 0 SP • 0 EP • 375 GP • 0 PP
* 1247/7,500 EXP • 0 CP • 1662 SP • 375 GP • 0 PP


== Actions ==
== Actions ==

Revision as of 17:00, 19 March 2020

Taro
(He/Him)
Player Character
Taro's Portrait
Information
RaceTiefling
ClassRogue
Level5
AlignmentChaotic Good
Age27 years
StatusAlive
OccupationStreet Performer
Played ByJames


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.
  • 1247/7,500 EXP • 0 CP • 1662 SP • 375 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 +6 1d4+3 piercing Throwing range 20/60.

Equipment

Intelligence Potion, Potion of Healing, gold engraved ring (cursed, -5 max hp)