Aquí es donde se tiran los dados (Hit die) para la subida de nivel; podéis arriesgarlo a hacerlo de forma en que sea todo al azar, o simplemente tomar el resultado medio pre-establecido según la clase. Recordadle sumar (o restar) los bonos que tengáis en Constitución.
Para el resto que empiece con un personaje de 0, simplemente poned aquí al ficha.
--- Prestigious Ratfolk ---
--- HERMIT ---
Skill Proficiencies: Medicine, Religion
Tool Proficiencies: Herbalism kit
Languages: (Undercommon)
Equipment: A scroll case stuffed full of notes from your studies or prayers, a winter blanket, a set of common clothes, an herbalism kit, and 5gp
--- ROGUE ---
Level |
Proficiency |
Sneak |
Features |
---|---|---|---|
1st |
+2 |
1d6 |
Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier (0) = (8)
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
You start with the following equipment, in addition to the equipment granted by your background:
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.
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.
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.
FICHA LISTA