| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +1 | Strength | |
| +6 | Dexterity | |
| +1 | Constitution | |
| +6 | Intelligence | |
| +0 | Wisdom | |
| +3 | Charisma |
| +4 | Acrobatics | DEX | |
| +0 | Animal Handling | WIS | |
| +4 | Arcana | INT | |
| +1 | Athletics | STR | |
| +5 | Deception | CHA | |
| +6 | History | INT | |
| +0 | Insight | WIS | |
| +5 | Intimidation | CHA | |
| +4 | Investigation | INT | |
| +6 | Chess Set | INT | |
| +8 | Thieves' Tools | DEX |
| +0 | Medicine | WIS | |
| +4 | Nature | INT | |
| +2 | Perception | WIS | |
| +3 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +6 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +8 | Stealth | DEX | |
| +0 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
RACE (HIGH ANGEL):
Holy Resistance: You have resistance to radiant damage.
BACKGROUND (NOBLE):
Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
CLASS (ROGUE):
Sneak Attack: Once per turn, you can deal an extra 2d6 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.
Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
FEATS:
Lucky: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
Languages: Common, Angelic, Aquatic, Thieves’ Cant
Armor Proficiencies: light armor
Weapon Proficiencies: simple weapons, hand crossbow, longsword, morningstar, rapier, shortsword, warhammer
Tool Proficiencies: chess set, thieves' tools (expertise)
I take great pains to always look my best and follow the latest fashions.
I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.
It is my duty to protect and care for the people beneath me.
My loyalty to my sovereign is unwavering.
I secretly believe that everyone is beneath me.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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