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D&D 5E The odd job[Ooc]


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And here's my character:

Name: Galdar Zhakan
Race: Minotaur
Class & Level: Rogue 1
Background Pirate
Alignment: Lawful Neutral
Experience: 0

Strength: 15 (+2)
Dexterity: 17 (+3)
Constitution: 14 (+2)
Intelligence: 9 (-1)
Wisdom: 13 (+1)
Charisma: 10 (+0)

HP: 10
AC: 15

Initiative: +3
Passive Perception: 13

[sblock=Skills and Stuff]Languages: Common, Thieves' Cant
Skills (e=expertise): Athletics (+6)(e), Acrobatics (+5), Stealth (+7)(e), Insight (+3), Perception (+3), Intimidation (+2)
Saves: Intelligence (+1), Dexterity: (+5)
Tools: Thieves' tools, Navigator's Tools, Vehicles (water), Dice set, Gloon (horn)
Background feature: Bad Reputation[/sblock]
[sblock=Racial abilities]Horns: You are never unarmed. You are proficient with your horns, which are a melee weapon that deals
1d10 piercing damage. Your horns grant you advantage on all checks made to shove a creature, but not
to avoid being shoved yourself.
Goring Rush: When you use the Dash action during your turn, you can make a melee attack with your
horns as a bonus action.
Hammering Horns: When you use the Attack action during your turn to make a melee attack, you can
attempt to shove a creature with your horns as a bonus action. You cannot use this shove attempt to
knock a creature prone.
Labyrinthine Recall: You can perfectly recall any path you have traveled.[/sblock]
[sblock=Class features]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.[/sblock]
[sblock=Weapons]Short sword: +5, 1d6+3 (P) (Finesse, Light)
Dagger: +5, 1d4+3 (P) (Finesse, Light, Thrown 20/60)
Club: +4, (1d4+2 (B) (Light)
Shortbow: +5, 1d6+3 (P) (Ammunition 80/320)
Horns: +4, 1d10+2 (P)
Horns (shove): +6 (advantage on roll), opposed by Athletics or Acrobatics, push 5' or knock prone[/sblock]
[sblock=Equipment]Shortsword (2)
Shortbow
Quiver
Arrows (20)
Explorer's pack
Leather armor
Dagger (2)
thieves' tools
Club (belaying pin)
Silk rope (50 feet)
Lucky charm (whistle made from golden wood)
Common clothes
Pouch[/sblock]
 


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