Jin Kari
Jin Kari
Human Mark of Sentinel
Race
Origin
Rogue 1
Class & Level
??
Alignment
Drip
Deity
Faction
Rank/Position
Loyalty
Company
Strength
10
+0
Dexterity
15
+2
constitution
13
+1
intelligence
11
+0
wisdom
15
+2
charisma
15
+2
Total Hit Dice
Hit Die
Hit Die
1d+1
+2
proficiency bonus
| +0 | Strength |
| +4 | Dexterity |
| +1 | Constitution |
| +2 | Intelligence |
| +2 | Wisdom |
| +2 | Charisma |
| +4 | Acrobatics |
| +2 | Animal Handling |
| +0 | Arcana |
| +0 | Athletics |
| +2 | Deception |
| +0 | History |
| +6 | Insight |
| +2 | Intimidation |
| +2 | Investigation |
| +2 | Martial |
| +2 | Medicine |
| +0 | Nature |
| +4 | Perception |
| +2 | Performance |
| +4 | Persuasion |
| +0 | Religion |
| +2 | Sleight of Hands |
| +9 | Stealth |
| +2 | Survival |
MV
Prestige
Attunement Slots
13
Armor Class
Armor Class
9
Hit Points
Hit Points
+2
Initiative
Initiative
30
Speed
Speed
Attacks
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: thieves' tools,
Jeweler's Tools,
Saving Throws: Dexterity, Intelligence
Skills: Perception, Stealth, Investigation, Acrobatics, (Insight), (Persuasion)
Expertise: Insight, Stealth
Languages: Common, Dwarven, Beastfolk, Thieves' Cant
Proficiences
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: thieves' tools,
Jeweler's Tools,
Saving Throws: Dexterity, Intelligence
Skills: Perception, Stealth, Investigation, Acrobatics, (Insight), (Persuasion)
Expertise: Insight, Stealth
Languages: Common, Dwarven, Beastfolk, Thieves' Cant
Proficiences
Rapier, Shortbow, Quiver, 20 Arrows, Dungeoneer's Pack, Leather Armor, Daggers (2), Thieves' Tools,
Jeweler's Tools, a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp
Equipment
Jeweler's Tools, a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp
Equipment
Sneak Attack (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.)
Sentinel's Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
Guardian's Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.
Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
Class/Racial Features & Traits
Sentinel's Intuition. When you make a Wisdom (Insight) or Wisdom (Perception) check, you can roll a d4 and add the number rolled to the ability check.
Guardian's Shield. You can cast the shield spell once with this trait, and you regain the ability to cast it after you finish a long rest. Wisdom is your spellcasting ability for this spell.
Vigilant Guardian. When a creature you can see within 5 feet of you is hit by an attack roll, you can use your reaction to swap places with that creature, and you are hit by the attack instead. Once you use this trait, you can't do so again until you finish a long rest.
Class/Racial Features & Traits




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