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Aiba

Viera Race
Urchin Origin
Rogue (Scout) 3 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

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

 

MV

Prestige

Attunement Slots
15
Armor Class
21
Hit Points
+4
Initiative
30ft
Speed
Attacks
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' Tools, Disguise Kit
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Deception, Insight, Investigation, Perception, Nature, Survival, Sleight of Hand, Stealth

Expertise due to Scout: Nature, Survival
Expertise chosen: Insight, Perception
Proficiences
Future Notes:

Cleric (Knowledge):
Cantrips:
-Guidance
-Resistance
-Mending

1st Level:
-Bless
-Healing Word
-Shield of Faith
-Inflict Wounds
-Command (Always)
-Identify (Always)

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Wizard:
Cantrips:
-Control Flames
-Prestidigitation
-Chill Touch

1st Level:
-Shield
-Feather Fall
-Magic Missile
-Find Familiar [rit]
-Detect Magic [rit]
-Alarm [rit]

-Absorb Elements
-Comprehend Languages[rit]
Spellcasting
• Shortsword
• Shortbow and Quiver of 20 Arrows
• Explorer's Pack
• Leather Armor, two daggers, and Thieves' Tools
Equipment
Viera
Viera
Viera are bolder than the animal they resemble and will not think twice about anyone that dare lay a harmful hand on the forests they live in or what they've sworn to protect.

Ability Score Increase. Your Dexterity score increases by 2, and your Wisdom score increases by 1.

Age. Maturing at the same rate as humans, Viera have approximately three times their lifespan at about 300 years.

Alignment. Viera are usually good, but not often lawful or chaotic. Rare cases of evil viera are usually found in males, as they are far more aggressive and prone to ill thought and corruption.

Size. A viera height varies from 5'6" to 6'6" and they are generally lighter then most creatures their size. Your size is Medium.

Speed. Your base walking speed is 30 feet.

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.

Fey Ancestry. You have advantage on saving throws against being charmed and magic can’t put you to sleep.

Heightened Senses. You are proficient in the Perception skill and have advantage Wisdom (Perception) checks involving hearing.

Sensitive to Magic. You are sensitive to magic and feel the presence or absence of magical auras. You have advantage on Intelligence (Arcana) checks to discern the nature and strength of magic you can see.

Trance. Viera, like elves, do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Viera Finesse. You have proficiency with the shortbow, longbow, rapier and longsword.

Viera Magic. You can cast the speak with animals spell once and need to finish a long rest before you can cast it again. Wisdom is your spellcasting ability for these spells.

Languages. You can speak, read and write Common, Sylvan, and Elvish.


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Urchin
Urchin
Skill Proficiencies Sleight of Hand, Stealth

Tool Proficiencies Disguise kit, Thieves' tools

Equipment A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp

Feature: City Secrets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.


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Rogue
Expertise
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
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.


Thieves' Cant
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
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.


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Scout (Rogue Archetype)
Skirmisher
Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.


Survivalist
Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

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

Sp00ky Dino.

Statblock Type

Verum Character Sheet

Link/Embed