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<blockquote data-quote="Leatherhead" data-source="post: 9683455" data-attributes="member: 53176"><p><a href="https://www.dndbeyond.com/characters/147767835/06WCQ7" target="_blank">Copper, Goliath Thief.</a></p><p></p><p>[spoiler=Quick Stats]</p><p><strong>Size: </strong>Medium</p><p><strong>HP</strong>: 31/31 <strong>HD (d8):</strong> 4/4 <strong>AC:</strong> 14</p><p><strong>Saves: </strong></p><p>STR +1 DEX +6 CON +2</p><p>INT +1 WIS +2 CHA +0</p><p></p><p><strong>Proficiency Bonus: </strong>+2</p><p><strong>Speeds:</strong></p><p>35' Ground, 35' Climb</p><p></p><p><strong>Senses: </strong></p><p>Normal Vision</p><p>Passive Perception 14</p><p>Passive Investigation 11</p><p>Passive Insight 14</p><p></p><p><strong>Languages:</strong></p><p>Common, Common Sign Language, Giant, Thieves’ Cant, Undercommon</p><p></p><p><strong>Primary Attacks:</strong></p><p><strong><em>Sneak attack!</em></strong> +2d6</p><p><strong><em>Scimitar.</em></strong> Melee Range, +6 to hit, 1d6+4 Piercing damage. May make off-hand attack without using a bonus action. Finesse, Light, Nick</p><p><strong><em>Shortbow.</em></strong> 80/320' Range, +6 to hit, 1d6+4 Piercing damage. On hit, you gain Advantage on the next attack roll against that creature, until the end of your next turn. Ammunition, Range, Two-Handed, Vex.</p><p><strong><em>Dagger. </em></strong>Melee or 20/60 Range, +6 to hit, 1d4+4 Piercing damage. Finesse, Light</p><p><strong><em>Ranged Attacks:</em></strong> No penalty for firing in melee range. Ignore 1/2 and 3/4 cover, no disadvantage on long range shots.</p><p></p><p></p><p><strong>Bonus Actions: </strong></p><p><strong>Cloud’s Jaunt</strong> (Cloud Giant): Teleport up to 30' to an unoccupied space you can see. 2/long rest</p><p><strong>Cunning Action: </strong> Dash, Disengage, or Hide.</p><p><strong>Fast Hands:</strong> Sleight of Hand, Use Magic Item, Utilize item.</p><p><strong>Steady Aim. </strong>You give yourself Advantage on your next attack roll on the current turn, provided that you haven’t moved during this turn. After you use it, your Speed is 0 until the end of the current turn.</p><p></p><p><strong>Trained Skills:</strong></p><p>Acrobatics +6 (adv vs grapple) (use for jumping)</p><p>Athletics +3 (adv vs grapple)</p><p>Deception +2</p><p>Insight +4</p><p>Investigation +1</p><p>Perception +4</p><p>Sleight of Hand +8 (expertise)</p><p>Stealth +8 (expertise)</p><p>[/spoiler][ATTACH=full]408366[/ATTACH]</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 9683455, member: 53176"] [URL='https://www.dndbeyond.com/characters/147767835/06WCQ7']Copper, Goliath Thief.[/URL] [spoiler=Quick Stats] [B]Size: [/B]Medium [B]HP[/B]: 31/31 [B]HD (d8):[/B] 4/4 [B]AC:[/B] 14 [B]Saves: [/B] STR +1 DEX +6 CON +2 INT +1 WIS +2 CHA +0 [B]Proficiency Bonus: [/B]+2 [B]Speeds:[/B] 35' Ground, 35' Climb [B]Senses: [/B] Normal Vision Passive Perception 14 Passive Investigation 11 Passive Insight 14 [B]Languages:[/B] Common, Common Sign Language, Giant, Thieves’ Cant, Undercommon [B]Primary Attacks: [I]Sneak attack![/I][/B][I] [/I]+2d6 [B][I]Scimitar.[/I][/B] Melee Range, +6 to hit, 1d6+4 Piercing damage. May make off-hand attack without using a bonus action. Finesse, Light, Nick [B][I]Shortbow.[/I][/B] 80/320' Range, +6 to hit, 1d6+4 Piercing damage. On hit, you gain Advantage on the next attack roll against that creature, until the end of your next turn. Ammunition, Range, Two-Handed, Vex. [B][I]Dagger. [/I][/B]Melee or 20/60 Range, +6 to hit, 1d4+4 Piercing damage. Finesse, Light [B][I]Ranged Attacks:[/I][/B] No penalty for firing in melee range. Ignore 1/2 and 3/4 cover, no disadvantage on long range shots. [B]Bonus Actions: Cloud’s Jaunt[/B] (Cloud Giant): Teleport up to 30' to an unoccupied space you can see. 2/long rest [B]Cunning Action: [/B] Dash, Disengage, or Hide. [B]Fast Hands:[/B] Sleight of Hand, Use Magic Item, Utilize item. [B]Steady Aim. [/B]You give yourself Advantage on your next attack roll on the current turn, provided that you haven’t moved during this turn. After you use it, your Speed is 0 until the end of the current turn. [B]Trained Skills:[/B] Acrobatics +6 (adv vs grapple) (use for jumping) Athletics +3 (adv vs grapple) Deception +2 Insight +4 Investigation +1 Perception +4 Sleight of Hand +8 (expertise) Stealth +8 (expertise) [/spoiler][ATTACH type="full" alt="Copper screenshot.png"]408366[/ATTACH] [/QUOTE]
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