Name
Age
Type
Height
Weight
Size
Race
Alignment
Languages
Class
Proficiency
Grug, possibly Grog (Now Grog, Possibly Grug)
17
Humanoid
big
big
bog
Half-Orc
Chaotic Retard
Common, orcish
Rogue 1
THIEF TULS
Theme (if I find one) :
HP
Initiative
Proficiency
Passive Perception
11
+1
+2
11
AC
Speed
12
30
Str : 16
Dex* : 13
Con : 16
d20+3
d20+1
d20+3
Int* : 8
Wis : 12
Cha : 10
d20-1
d20+1
d20+0
[DEX] Acrobatics : d20+1
[STR] Athletics**: d20+6
[WIS] Animal Handling* : d20+3
[INT] Arcana : d20-1
[CHA] Deception : d20+0
[INT] History : d20-1
[WIS] Insight** : d20+5
[CHA] Intimidation*: d20+2
[INT] Investigation : d20-1
[WIS] Medicine : d20+1
[INT] Nature : d20-1
[WIS] Perception : d20+1
[CHA] Performance : d20+0
[CHA] Persuasion : d20+0
[INT] Religion : d20-1
[DEX] Stealth : d20+1
[DEX] Sleight of Hand* : d20+3
[WIS] Survival* : d20+3
Strengthpier----------------------
Stragger-----------------------------
Short Swtrength------------------
etc
Attack Rolls
1d20+5
1d20+5
1d20+5
Damage Rolls
1d8+3
Additional Info
+1d6 sneak attack damage
Darkvision. Thanks to your orc blood, 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.
Menacing. You gain proficiency in the Intimidation skill.
Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.
Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.
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.
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. 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.
Folk Hero
Leather Armor (10gp)
Rapier (25gp)
Longsword (15gp)
6 Javelins (3gp)