Taro
| Taro (He/Him) | |
|---|---|
| Player Character | |
| Information | |
| Race | Tiefling |
| Class | Rogue/Warlock |
| Level | 5 |
| Alignment | Chaotic Neutral |
| 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 | 13 | +1 | +1 |
| Dexterity | 16 | +3 | +6 P |
| Constitution | 10 | 0 | 0 |
| Intelligence | 13 | +1 | +4 P |
| Wisdom | 10 | 0 | 0 |
| Charisma | 16 | +3 | +3 |
| Acrobatics | Animal Handling | Arcana | Athletics | Deception | History | Insight | Intimidation | Investigation |
|---|---|---|---|---|---|---|---|---|
| +6 P | +1 | +1 | +1 | +9 P E | +1 | +1 | +3 | +1 |
| Medicine | Nature | Perception | Performance | Persuasion | Religion | Sleight of Hand | Stealth | Survival |
| +1 | +1 | +4 P | +3 | +6 P | +1 | +6 P | +9 P E | +1 |
- HP: 28/28
- Armor Class: 14
- Initiative: +3
- Proficiency Bonus: +3
- Speed: 30 ft.
- Resistances: Fire
- Spell save DC = 8 + proficiency bonus + charisma modifier
- Spell attack modifier = proficiency bonus + charisma modifier
- 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.
- Next Level in 5725xp • 0 CP • 0 SP • 322 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. |
| 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) |
Rod of the Pact Keeper (+2): While holding the rod, +2 bonus to spell attack rolls, +2 saving throw DCs of warlock spells. Once every long rest, you can regain one warlock spell slot as an action.
Equipment
- 1x Intelligence Potion
- 1x Potion of Healing
- 1x Potion of Bludgeoning Invulnerability
- 1x Leather Armor (Light, +1 AC)
Warlock Stuff (for when you hit 6)
Pact Magic - your arcane research and magic bestowed on you by your patron have given you facility with spells.
- Spell Slots - 1
- Slot Level - 1st
Otherworldly Patron - the Fiend
- Dark One's Blessing - when you reduce a hostile creature to 0 hit points, gain temporary hit points equal to your Charisma modifier + your warlock level (min 1)
Cantrips (2)
Toll the Dead - The target must make a Wisdom saving throw or take 1d8 necrotic damage. If it is missing any hit points, it takes 1d12 necrotic damage instead.
Eldritch Blast - Make a ranged spell attack (120ft) against the target. On hit, the target takes 1d10 force damage.
Spells (2)
Burning Hands - Each creature in a 15-foot cone makes a Dexterity saving throw. A creature takes 3d6 fire damage on a failed save, or half as much on a successful one.
Cause Fear - If the target within 60 feet fails a Wisdom saving throw, they become frightened of you until the spell ends (1 minute). They can repeat the saving throw at the end of each of its turns.