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Krok-Kork

Half-Orc Race
???? Origin
Assassin Rogue 5 Class & Level
Chaotic Neutral Alignment
Sekelcuse Deity
none Faction
N/A Rank/Position
0 Loyalty
N/A Company

Strength 18
+4
Dexterity 16
+3
constitution 12
+1
intelligence 10
+0
wisdom 14
+2
charisma 11
+0
Total Hit Dice 5
Hit Die
1d8+1
+3 proficiency bonus
+4 Strength
+7 Dexterity
+1 Constitution
+3 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+0 Arcana
+7 Athletics
+3 Deception
+0 History
+2 Insight
+3 Intimidation
+0 Investigation
+2 Martial
+2 Medicine
+0 Nature
+8 Perception
+0 Performance
+0 Persuasion
+3 Religion
+3 Sleight of Hands
+9 Stealth
+2 Survival
skills

 
10
MV
0
Prestige
1
Attunement Slots
15
Armor Class
33
Hit Points
+3
Initiative
30
Speed
WeaponAttackDamage
Shortsword 1d20+7 1d6+4 piercing
Dagger 1d20+7 1d4+4 piercing
Shortbow 1d20+6 1d6+3 piercing
Attacks
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools, Disguise Kit, Poisoner's Kit
Languages: Common, Orclin
Skills: Stealth (expertise), Perception (expertise), Intimidation, Acrobatics, Athletics, Deception
Proficiences
none
Spellcasting
2 Shortswords (2x2)
Shortbow (2)
Quiver (1)
60 Arrows (0.05x60=3)
2 Daggers (1x2)
Thieves' Tools (1)
Studded Leather Armor (13)
Disguise Kit (3)
Poisoner's Kit (2)
Burglar's Pack
backpack, 1000 ball bearings, 10 feet of string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, 50 feet of hempen rope
(44.5)
10 pitons (2.5)
50 feet of hempen rope (10)
cloth (disguise material)
2 potions of healing (2x2)
2 antitoxin (2x2)
bandolier (1)
flask of whiskey

Money:
Gold: 149 (2.98)

Carry Capacity: 99.98/270
Equipment
none
Faction
Mad Man
Stat Array
Expertise
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.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. Expertise Skills: Stealth, Perception
Stealth, Perception

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.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Current Damage: 2d6

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.


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 Dash, Disengage, or Hide action.


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.


Bonus Proficiency
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.


Uncanny Dodge
Starting at 5th level, 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.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

SuperPotatoSupreme.

Statblock Type

Verum Character Sheet

Link/Embed