I PUT DA FOOTNOTES AT DA TOP
Stats: [15, 14, 13, 12, 10, 8], +2str +1con (background); +1dex Skulker;
CLASS: Rogue 5
BACKGROUND: Worgen Hunter
Feats: Skulker, Savage Attacker
Name
Age
Type
Height
Weight
Size
Alignment
Race
Class
Languages
Tool Proficiency
Armor Prof
Weapons
Humanoid
Short
Stout
Medium
Neutral
Dwarf
Rogue
Worgen, Common, Dwarvish, Gilnean
Tinker's tools, Thieves Tools, Disguise Kit,
Poisoner's Kit, Smith's Tools, Cartographer's tools
Light armor
Simple weapons and Martial weapons that have the Finesse or Light property
HP
Initiative
Proficiency
Passive Perception
AC
Speed
Spell DC
Spell Modifier
20ft
Str : 14
Dex* : 16
Con : 16
d20+0
d20+
d20+
Int* : 13
Wis : 10
Cha : 8
d20+
d20+
d20+
[DEX] Acrobatics : d20+
[STR] Athletics* : d20+
[WIS] Animal Handling : d20+
[INT] Arcana*: d20+
[CHA] Deception : d20+
[INT] History : d20+
[WIS] Insight*: d20+
[CHA] Intimidation : d20+
[INT] Investigation : d20+
* = Class, * = Feat, * = Background
[WIS] Medicine : d20+
[INT] Nature : d20+
[WIS] Perception* : d20+
[CHA] Performance : d20+
[CHA] Persuasion : d20+
[INT] Religion : d20+
[DEX] Stealth*: d20+
[DEX] Sleight of Hand : d20+
[WIS] Survival* : d20+
Arcanite Rifle-----------------
Attack 2-----------------
Attack 3------------------
etc
Attack Rolls
1d20+6
1d20+
1d20+
Damage Rolls
3d6+3
Additional Info
+3d6 sneak attack damage
Otherworldly Tracker. You have spent so long studying the worgen and their mysterious origins that you’ve developed a sixth sense for detecting their presence. You can easily identify areas or objects tainted by shadow magic or dark energies. Additionally, you can track worgen and other dark creatures by smell, broken foliage, or remnants of dark magic, even in darkness or magical shadow.
Sturdy Build. Squat and tough, dwarves are bundles of muscle. You ignore encumbrance penalties from the first encumbrance rank and don't count your worn armor against encumbrance.
Darkvision. Long used to dwelling within the crags of mountains and caves, you have superior vision in dark and dim conditions. 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.
Archeological Explorer. You gain proficiency with cartographer's tools.
Stubborn Stature. You have advantage on saving throws against getting moved against your will or knocked prone.
Mountain Born. You have resistance to cold damage. You’re also acclimated to high altitude, including elevations above 20,000 feet.
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage.
Dwarven Craft. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.
Dwarven Weapon Training. You have proficiency with the blunderbuss, long rifle, flintlock pistol, dwarven urgoshes, dwarven battle hammers, dwarven tossing hammers, and dwarven waraxes.
Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Stoneform. As a bonus action, you can momentarily return yourself to an ancestral stony form to resist injury and purge yourself of affliction. You gain resistance to nonmagical bludgeoning, piercing, and slashing damage for 1 minute. The stone form also rids you of any poisons, diseases, and you are immune to them while in this form. Any bleeding wounds also close. When you use Stoneform, you must complete a short or long rest to use it again.
Expertise. You gain Expertise in two of your skill proficiencies of your choice
Sneak Attack. 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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Thieves' Cant. You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Weapon Mastery. Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Cunning Action. Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Assassinate. You're adept at ambushing a target, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.
Assassin's Tools. You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.
Steady Aim.
Feat: Skulker.
Blindsight. You have Blindsight with a range of 10 feet.
Fog of War. You exploit the distractions of battle, gaining Advantage on any Dexterity (Stealth) check you make as part of the Hide action during combat.
Sniper. If you make an attack roll while hidden and the roll misses, making the attack roll doesn't reveal your location.
Cunning Strike. You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus. (dc 13)
Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.To use this effect, you must have a Poisoner's Kit on your person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge. When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
I revel in the hunt, savoring the challenge of facing these nightmarish beings.
I have an unshakable focus when tracking prey; distractions are weaknesses that could get me killed.
Balance. The worgen are part of a greater natural or cosmic balance, but when they overstep their bounds and bring too much destruction, it is my duty to cull them. (Neutral)
I have been tracking a particularly dangerous worgen for years, and I will not stop until it is slain.
My methods are ruthless, and others sometimes mistake me for the monsters I hunt.
Disguise Kit (3lb)
Poisoner's Kit (2lb)
A silver-tipped hunting knife, a length of shadow-infused fur from a slain worgen, a set of rugged traveler’s clothes, a book on shadow magic, and a pouch containing 12 gp.
Leather Armor (10lb)
2 Daggers (bayonet) (2lb)
Shortsword (2lb)
Thieve's Tools (1lb)
12 Subsonic, Shot (5lb)
24 Ammunition, Shot (6lb)
Burglar's Pack (47lb)
8gp
Arcanite Rifle (Long Rifle) (500gp) - +2 to Ranged attacks
Buccaneer's Boots of the Quickblade (200gp) - When you roll a natural 20, you deal triple damage instead of double damage.
Suppressor (100gp) - A muzzle device affixed to a firearm that reduces the sound of its firing. With the suppressor attached, the sound can be heard from 120 ft. away, instead of 300 ft. away. It also hides the muzzle flash. Acquiring special subsonic bullets reduces the noise to the point only the clicking of the gun can be heard, but halves the range. (See weapons table.)
Infiltrator's Hood (100gp) -+1 to Stealth checks made in dim light.
Duskveil Bomb x2 (100gp) - As an action, you can throw the bomb within 5 feet of you: the bomb bursts and creates a 10 foot cube of inky black smoke. The area within the smoke is heavily obscured and it goes around corners. It lasts for 3 rounds or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.