Disaster City character
3rd level D&D (a5e)
gang leader from Shambles
Why am I still here?
- It’s my home, I grew up here!
- Can’t afford to leave - caravans all require money/skills I don’t have
Stats
- Size: Small
- Speed: 35
- Ignore difficult terrain due to sharp hazards
- Other difficult terrain only reduces move by 5
- Darkvision 30
- AC: 15
- HP: 24
- Hit Dice: 3d8
- Proficiency: +2
- Exertion pool: 4
- Initiative: +3
Ability Scores
- Str: 8 (-1)
- Dex: 16 (+3)
- Base: 15
- +1 (Urchin)
- Proficiency save
- Con: 14 (+2)
- Wis: 10
- Int: 12 (+1)
- Proficiency save
- Cha: 14 (+2)
- Base: 13
- +1 (Urchin)
Traits
- Halfling (Heritage)
- Fearless
- Nimbleness
- Lucky: re-roll a 1 on a d20
- Tuft Feet
- Big feet - expertise on resisting being knocked prone
- Thick Soles - difficult reduces speed by 5
- Tunnel Halfling (Origin)
- Fleet of Foot - base speed of 35
- Rebellious Tactics
- Slippery - escape from grapple with reaction automatically
- Trained Filcher
- Urchin (Background)
- Tool proficiencies
- Disguise kit
- Thieves’ tools
- Guttersnipe - Always provide a poor lifestyle
- Tool proficiencies
- Coming of Age (Destiny)
- Yes to adventure
- Rogue (Class)
- Skill tricks (2)
- Sneak attack (2d6)
- Combat Maneuvers (2 1st degree)
- Combat Tactic
- Ambusher - when start turn hidden, get advantage against it until end of turn
- Cunning Action
- Use bonus action to Dash, Disengage, Hide, or Use Object
- Also Sleight of Hand or Thieves’ tools
- Use bonus action to Dash, Disengage, Hide, or Use Object
- Burglar (Rogue Archetype)
- Unfair Advantage
- Backstab - sneak attack does d8 damage
- Bonus expertise
- Unfair Advantage
Skills
- Acrobatics
- Deception
- Insight
- Investigation
- Perception (expertise)
- Performance
- Persuation
- Sleight of Hand (expertise)
- Expertise die when picking a pocket or taking an item
- Stealth (expertise)
Skill Tricks
- Cat’s Eyes
- Darkvision 30
- Hide in Shadows
- Can hide from creatures while in dim light
Proficiencies
- Languages
- Common
- Halfling
- Tools
- Disguise kit
- Forgery kit
- Dice
- Poisoner’s kit
- Thieves’ tools
- Armor
- Light armor
- Weapons
- Simple
- Dueling daggers
- Hand crossbows
- Rapiers
- Sabres
- Shortbows
- Shortswords
- Throwing daggers
Attacks
-
Sneak attack (2d8)
- Saber
- +5 vs AC
- 1d8+3 slashing
- Throwing dagger
- 30/80
- +5 vs AC
- 1d4+3 piercing
Maneuvers
- Mist and Shade
- Deceptive Stance (1st deg, 1 point, bonus action, stance)
- Gain expertise die on Deception and Sleight of Hands
- Perplexing Flurry (1st deg, 1 point, action)
- Make an attack (and any extra attacks) with melee weapon
- Target has disadvantage against me
- Deceptive Stance (1st deg, 1 point, bonus action, stance)
- Rapid Current
Equipment
14.4 gp
- Sabre (30 gp)
- 1d8 slashing, Defensive, finesse, Mounted (1d10)
- Throwing daggers (2) (2gp ea)
- 1d4 piercing, dual-wielding, finesse, thrown (30/80)
- Padded Leather Armor (15 gp)
- AC 12+dex, Comfortable, Flaw (piercing), DC 10 sewing kit
- Common clothes (5 sp)
- Disguise kit (25 gp)
- Thieves’ tools (25 gp)
- Burglar’s Pack (16 gp)
- backpack
- bag of 1,000 ball bearings
- 10 feet of string
- bell
- 5 candles
- crowbar
- hammer
- 10 pitons
- hooded lantern
- flasks of oil
- 5 Supply
- tinderbox
- waterskin
- 50 feet of hempen rope
- Dice set (1 sp)