Sachka

Max Hit points = 26

    Hit Dice = 4 x 1d8

    Armour Class

    13 Armour (11+2dex)

    Movement

    Speed: 30 feet

    Initiative

    +2

    Proficiency Bonus

    +2

    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Thieves’ tools

    Details

    Alignment

    Chaotic Good

    Background

    Urchin

    Languages

    Languages:
    Thieves Cant
    Common
    Infernal

    Race

    Tiefling (Bloodline of Dispater)

    Saving Throws

    Spell Save DC

    8 + Proficiency + Charisma Bonus
    8 + 2 + 0 = 10

    Dexterity

    Proficiency + Attribute

    Intelligence

    Proficiency + Attribute

    Others

    + Attribute

    Dice Roller

    Number of dice

    Type of die:

    Modifier


    Result:

    Attributes

    Attiribute score is the large stat.
    Attirbute modifier is the “+3” number.

    Strength

    14 +2

    Dexterity

    15 +2

    Constitution

    13 +1

    Intelligence

    11 +0

    Wisdom

    14 +2

    Charisma

    10 +0

    Skills

    Proficient skills are underlined.
    Proficient skills = 
    d20 + Attribute bonus + Proficiency Bonus
    Everything Else =
    d20 + Attribute bonus

    Acrobatics (Dex)
    Animal Handling (Wis)
    Arcana (Int)
    Athletics (Str)
    Deception (Cha)
    History (Int)
    Insight (Wis)
    Intimidation (Cha)
    Investigation (Int)
    Medicine (Wis)
    Nature (Int)
    Perception (Wis)
    Performance (Cha)
    Persuasion (Cha)
    Religion (Int)
    Sleight of Hand (Dex)
    Stealth (Dex)
    Survival (Wis)

    Spells

    Cantrips

    Thaumaturgy

    Casting Time: 1 action
    Range: 30 feet
    Components: V
    Duration: Up to 1 minute

    You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    • 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.

    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.

    Actions

    Disguise Self (Once a Day)

    Casting Time: 1 action
    Range: 30 feet
    Duration: Concentration, up to 1 minute

    Casting Time: 1 action
    Range: Self
    Components: V, S
    Duration: 1 hour

    You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

    The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Spectral Wolves (Once a Day)

    Casting Time: 1 action
    Range: 90 feet
    Duration: 1 turn

    Roll a 1d4. You summon that number of spectral wolves that each make an attack on chosen enemies.

    BiteMelee Weapon Attack: +4 to hit, reach 5 ft., one target. 

    Hit: 7 (2d4 + 2) piercing damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

     

    Preparations

    None

    None available

    Abilities

    Bonus Actions

    Off-hand Attack

    Attack with second weapon, shield or fist, depending on what you’re holding.

    This doesn’t get any proficiency or attribute bonuses.

    Attack Roll (To hit) = d20

    Damage Roll = Whatever the weapon says

    Take Aim

    As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

    Dash, Hide or Disengage
    Hiding

    The GM decides when circumstances are appropriate for hiding. When you try to hide, make a stealth check. Until you are discovered or you stop hiding, that check’s total is contested by the perception check of any creature that actively searches for signs of your presence.

    You can’t hide from a creature that can see you clearly, and you give away your position if you make noise, such as shouting a warning or knocking over a vase.

    Dash

    Doubles movement until next turn.

    Actions

    Main hand attack

    Attack with dominant hand weapon.

    Attack Roll (Whether you hit) = d20 + proficiency bonus + Attribute bonus.

    Damage Roll = weapon dice + Proficiency + Attribute Bonus

    Most weapons = Str
    Range, Finesse, Thrown = Dex

    Sneak Attack + Swashbucklig Guide

    Standard:

    Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

    You can also do sneak attack as long as on of your allies is next to the enemy. (As long as they’re not knocked out)

    Rakish Audacity:

    As long as you’re not next to anyone else you can use a melee sneak attack on the enemy.

    (Fancy footwork lets you move away from enemies with out swiping at you, as long as you’ve hit them. So a good use for this is to hide behind an ally, move near enemy, sneak attack them, then move back behind the ally)

     

    Fancy Footwork

    If you hit an enemy, they can no longer do reaction attacks when you make way from them!

    Preparations & Utility skills

    Rogue + Tiefling Stuff

    Expertise:

    – Insight
    – Deception
    At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

    Hellish Resistance

    Resistance to fire

    Darkvision

    Legacy of Dis

    Thieves’ Cant

    During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

    In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

     

    Lucky

    You have inexplicable luck that seems to kick in at just the right moment.You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.You regain your expended luck points when you finish a long rest.

    Inventory

    Equipment

    Rapier = 1d8 piercing Finesse

    2x Silver Daggers = 1d4 slash, finesse, light, thrown
    range= 20ft to 60ft

    2x Daggers = 1d4 slash, finesse, light, thrown
    range= 20ft to 60ft

    Scimitar = 1d6 slash, light, finesse

    Leather Armour = 11 ac +2dex

    Shortbow = 1d6 piercing. heavy, two-hand

    10 Silver Arrows

    25 arrows

    3x Darts = 1d4 piercing, light, thrown

    Gear

    151 Gold

    Disguise kit
    Thieves’ tools
    City map (Gorn)
    Daggers (x1)
    Leather armor (11
    +dex)
    4 viles of potions – blue- detect thoughts, green- mystery, yellow- acid and clear- invisability
    Mouse food

    Magic Wolf amulet (Spectral Wolves)

    Notes