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Assassin Rogue 4 Archaeologist (Whip)

CLASEY NIVEL TRASFONDO NOMBRE DEL JUGADOR


Farram Forest Gnome Neutral 2700
RAZA ALINEAMIENTO PE
NOMBRE DE PERSONAJE

INSPIRACIÓN

FUERZA 15 4.19 25 I might fail, but I will never give up. You
might think I'm a scholar, but I love a good

-1 2 NIFICACIÓN POR COMPETENC brawl. These fists were made for punching.

8 RASGOS DE PERSONALIDAD
Puntos de Golpe Máximos 27
-1 Fuerza

DESTREZA 6 Destreza
Danger. With every great discovery comes

4
1 Constitución PUNTOS DE GOLPE ACTUALES
grave danger. The two walk hand in hand.
5 Inteligencia (Any)
0 Sabiduría
19 IDEALES
0 Carisma
PUNTOS DE GOLPE TEMPORALES
CONSTITUCIÓN TIRADAS DE SALVACIÓN

1
I'm secretly in love with the wealthy patron
4
who sponsors my archaeological exploits.
4 Acrobacias (Des)

13 0 T. con Animales (…
3 C. Arcano (Int) VÍNCULOS

INTELIGENCIA -1 Atletismo (Fue)

3
4 Engaño (Car) NOMBRE ATQ DAÑO/TIPO
I have no time for friends or family. I spend
5 Historia (Int)
Rapier +6 1d8+4 Piercing every waking moment thinking about and
0 Perspicacia (Sab)
16 preparing for my next expedition.
0 Intimidación (Car) Shortbow +6 1d6+4 Piercing
DEFECTOS
3 Investigación (Int)
SABIDURÍA
0 Medicina (Sab) Dagger +6 1d4+4 Piercing

0 3

2
Naturaleza (Int)
Percepción (Sab)
ATAQUES Y LANZAMIENTO DE CONJUROS Thieves' Cant

10 0 Interpretación (Car)
Sneak Attack
125 Gnome Cunning
0 Persuasión (Car)
CARISMA CP SP EP GP PP
3 Religión (Int) Darkvision

0 6

8
Juego de Manos (…
Sigilo (Des)
1 A wooden case containing a map to a ruin or
dungeon
Natural Illusionist

Speak with Small Beasts


10 2 Supervivencia (Sab)
1 Two-person tent
Dust Digger
1 A trinket recovered from a dig site
HABILIDADES Historical Knowledge
1 Rapier
Cunning Action
1 Shortbow
12 SABIDURÍA PASIVA (PERCEPCIÓN)
1 Quiver
Steady Aim

20 Arrows Bonus Proficiencies

EQUIPO Assassinate
HERRAMIENTA: Disguise Kit, Navigator's Tools,
RASGOS Y ATRIBUTOS
Poisoner's kit, Thieves' Tools
IDIOMA: Common, Giant, Gnomish, Thieves'
Cant
ARMADURA: Light Armor
ARMA: Hand Crossbow, Longsword, Rapier,
Shortsword, Simple weapons

OTRAS COMPETENCIAS E IDIOMAS


NOMBRE ATQ DAÑO/TIPO Total: Total:
CP SP EP GP PP
20
ARROWS
1 Leather Armor
2 Dagger
1 Thieves' Tools Total: Total:
1 Bullseye lantern
1 Miner's Pick
ATAQUES Y LANZAMIENTO DE CONJUROS
1 Traveler's clothes
1 Shovel Total: Total:
1 Pouch
1 Dungeoneer's Pack
1 Backpack
1 Crowbar
1 Hammer
10 Piton
10 Torch
1 Tinderbox
10 Rations
1 Waterskin
1 Hempen rope

EQUIPO
NINGUNA 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 TRUCOS 3 0 6 0

Minor Illusion

4 0 7 0

1 0

5 0 8 0

2 0

9 0
RASGOS Y ATRIBUTOS
Thieves' Cant Darkvision Historical Knowledge
During your rogue training you learned thieves’ Accustomed to life underground, you have superior When you enter a ruin or dungeon, you can
cant, a secret mix of dialect, jargon, and code that vision in dark and dim conditions. You can see in correctly ascertain its original purpose and
allows you to hide messages in seemingly normal dim light within 60 feet of you as if it were bright determine its builders, whether those were dwarves,
conversation. Only another creature that knows light, and in darkness as if it were dim light. You elves, humans, yuan-ti, or some other known race.
thieves’ cant understands such messages. It takes can't discern color in darkness, only shades of gray. In addition, you can determine the monetary value
four times longer to convey such a message⁠than it of art objects more than a century old.
does to speak the same idea plainly. In addition, Natural Illusionist
you understand a set of secret signs and symbols You know the minor illusion cantrip. Intelligence is Cunning Action
used to convey short, simple messages, such as your spellcasting ability for it. Starting at 2nd level, your quick thinking and
whether an area is dangerous or the territory of a agility allow you to move and act quickly. You can
Speak with Small Beasts take a bonus action on each of your turns in
thieves’ guild, whether loot is nearby, or whether
Through sounds and gestures, you can combat. This action can be used only to take the
the people in an area are easy marks or will provide
communicate simple ideas with Small or smaller Dash, Disengage, or Hide action.
a safe house for thieves on the run.
beasts. Forest gnomes love animals and often keep

Sneak Attack squirrels, badgers, rabbits, moles, woodpeckers, Steady Aim

Beginning at 1st level, you know how to strike and other creatures as beloved pets. As a bonus action, you give yourself advantage on

subtly and exploit a foe’s distraction. Once per turn, your next attack roll on the current turn. You can
Dust Digger use this bonus action only if you haven't moved
you can deal an extra 2d6 damage to one creature
Prior to becoming an adventurer, you spent most of during this turn, and after you use the bonus action,
you hit with an attack if you have advantage on the
your young life crawling around in the dust, your speed is 0 until the end of the current turn.
attack roll. The attack must use a finesse or a
pilfering relics of questionable value from crypts
ranged weapon. You don’t need advantage on the
and ruins. Though you managed to sell a few of Bonus Proficiencies
attack roll if another enemy of the target is within 5
your discoveries and earn enough coin to buy When you choose this archetype at 3rd level, you
feet of it, that enemy isn’t incapacitated, and you
proper adventuring gear, you have held onto an gain proficiency with the disguise kit and the
don’t have disadvantage on the attack roll. The
item that has great emotional value to you. Roll on poisoner’s kit.
amount of the extra damage increases as you gain
the Signature Item table to see what you have, or
levels in this class, as shown in the Sneak Attack Assassinate
choose an item from the table.
column of the Rogue table. Starting at 3rd level, you are at your deadliest when
you get the drop on your enemies. You have
Gnome Cunning
advantage on attack rolls against any creature that
You have advantage on all Intelligence, Wisdom,
hasn’t taken a turn in the combat yet. In addition,
and Charisma saving throws against magic.
any hit you score against a creature that is surprised
is a critical hit.
CONJUROS
Minor Illusion
Ilusión cantrip
Tiempo de Lanzamiento: 1 action
Alcance: 30 feet
Objetivo: See text
Componentes: S M
Duración: 1 minute
Descripción:
You create a sound or an image of an object within
range that lasts for the duration. The illusion also
ends if you dismiss it as an action or cast this spell
again. If you create a sound, its volume can range
from a whisper to a scream. It can be your voice,
someone else’s voice, a lion’s roar, a beating of
drums, or any other sound you choose. The sound
continues unabated throughout the duration, or you
can make discrete sounds at different times before
the spell ends. If you create an image of an object
—such as a chair, muddy footprints, or a small
chest—it must be no larger than a 5-foot cube. The
image can’t create sound, light, smell, or any other
sensory effect. Physical interaction with the image
reveals it to be an illusion, because things can pass
through it. If a creature uses its action to examine
the sound or image, the creature can determine that
it is an illusion with a successful Intelligence
(Investigation) check against your spell save DC. If
a creature discerns the illusion for what it is, the
illusion becomes faint to the creature.

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