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Ari Mas

Ari Mas

Changeling Rogue (Mastermind)
Alignment
True Neutral
Current Location
Age
19
Children
Current Residence
Gender
Non-binary
Eyes
Purple
Hair
Dark, short, with a fringe swept across the face
Skin Tone/Pigmentation
Pale white
Height
5'8"
Other Affiliations

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Ari Mas

3 Level (0/2700 XP for level-up) Haunted One Background Changeling Race / Species / Heritage True Neutral Alignment
Rogue (Mastermind)
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
8
-1
DEX
14
+2
CON
12
+1
INT
14
+2
WIS
12
+1
CHA
16
+3
21
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+4 Dexterity
+1 Constitution
+4 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+7 Deception CHA
+2 History INT
+3 Insight WIS
+3 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+7 Performance CHA
+3 Persuasion CHA
+4 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Short Sword +4 DEX
Dagger +4 DEX
Attacks
Sneak Attack:
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.

Cunning Action:
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Thieves’ Cant:
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Master of Intrigue:
You gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice, and you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute.

Master of Tactics:
You can use the Help action as a bonus action. When you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 ft. of you if it can see or hear you.

Playing Card Set

RACIAL TRAITS
Shapechanger
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, sex, height and weight. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of a creature you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
ARMOR
Light Armor

WEAPONS
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons

TOOLS
Disguise Kit, Forgery Kit, Playing Card Set, Thieves' Tools

LANGUAGES
Abyssal, Celestial, Common, Infernal, Primordial, Sylvan, Thieves’ Cant, Undercommon

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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