Character
    Currency
    • d4
    • d6
    • d8
    • d10
    • d12
    • d20
    Mochini
    • Rogue 13
    • Background Spy
    • Player Name Megan
    • Race Tabaxi
    • Alignment Lawful Good
    • Experience Points
    Character
    Abilities
    Notes
    • Masterful Mimicry

      You can unerringly mimic another person's speech, handwriting, or both if you have spent at least 1 hour studying them

    • Feline Agility

      Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

    • Roving Aim

      Your Speed isn't reduced to 0 by using Steady Aim.

    • Evasion

      You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.

    • Reliable Talent

      Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

    • 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.

    • Assassin

      You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

      Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.

    • Steady 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

    • Assassinate

      Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

    • Cunning Action

      Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the DashDisengage, or Hide action.

    • Sneak Attack

      Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. 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.

      4D6

    • Darkvision

      You have a cat's keen senses, especially in the dark. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

    • Cat's Claws

      Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

    • 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.

    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • 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)
    Armor Class
    Initiative
    Speed
    Failures
    Successes
    Equipment
    Inspiration
    Proficiency Bonus
    Inventory

    armor +1 to AC
     

    NECKLACE OF FIREBALLS

    This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3

    Fireball (save DC 15).

    You can hurl multiple beads, or even the whole necklace, at one time.

    When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).

    Rakdos Riteknife

    You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored to life only by a wish spell. The dagger can hold a maximum of five souls.

    For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit. While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.

    The dagger has the following additional properties.

    Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain 1d10 hit points per soul released.

    Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If the target dies, you can't use this property again until you finish a long rest.

    Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

    Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

    A rapier

    Short bow and quiver with 20 arrows

    Explorers pack

    Leather armor

    2 daggers

    thieves tools

     

    Personality
    Ideals
    Bonds
    Flaws
    Languages
    • Common
    • Thieves' Cant
    Other Proficiencies
    • Thieves tools
    • Disguise kit
    • Poisoners kit