Remove these ads. Join the Worldbuilders Guild

Peggy

Gnome Race
Beggar Origin
Rogue (Arcane Trickster) 3 Class & Level
Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 16
+3
constitution 15
+2
intelligence 16
+3
wisdom 10
+0
charisma 11
+0
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+5 Dexterity
+2 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+0 Animal Handling
+3 Arcana
+0 Athletics
+0 Deception
+3 History
+2 Insight
+0 Intimidation
+3 Investigation
+0 Martial
+0 Medicine
+3 Nature
+4 Perception
+0 Performance
+2 Persuasion
+3 Religion
+5 Sleight of Hands
+7 Stealth
+0 Survival
skills

 

MV

Prestige

Attunement Slots
14
Armor Class
33
Hit Points
+3
Initiative
30
Speed
Scout Rifle 1d20+5 1d10+3
Dagger 1d20+5 1d4+3
Shortsword 1d20+5 1d6+3
Fire Bolt 1d20+5 1d10
Shocking Grasp 1d20+5 1d8
Attacks
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Insight, Perception (2), Persuasion, Sleight of Hand, Stealth (2)

Languages: Common, Gnomish
Proficiences
Spell Save DC: 13
Spell attack modifier: 5

Cantrips Known: 3

Spells Known: 3

Spells Slots:
- 1st level spells slots: 2
Spellcasting
Shortsword
Dagger (x2)
Scout Rifle
Leather Armor
Thieves Tools
Burglar's Pack
- a backpack
- a bag of 1,000 ball bearings
- 10 feet of string
- a bell
- a crowbar
- a hammer
- 10 pitons
- a hooded lantern
- 2 flasks of oil (Flammable)
- 5 days rations
- a lighter
- a waterskin
- 50 feet of hempen rope
Equipment
The Mad Man
Stat Array

Race Features


Darkvision
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.


Gnome Cunning
You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.


Natural Illusionist
You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.


Speak with Small Beasts
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.


-------------------------------------------------------

Class Features


Expertise
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.

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


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.


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, Hide or Aim action.


Mage Hand Legerdemain
Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

- You can stow one object the hand is holding in a container worn or carried by another creature.
- You can retrieve an object in a container worn or carried by another creature.
- You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.

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

Grimtooth52.

Statblock Type

Verum Character Sheet

Link/Embed