Name: Neve (Neh-vee) Gender: Female Player: Neve
Class(es): Rogue (Lvl: 3) Blood Hunter (Lvl: 1) Race: Tiefling
Background: Criminal/Spy Exp: (Milestone)
HP: 27/27 AC: 14 Initiative: +3 PB: +2 Speed: 30ft
Strength Dexterity Constitution Intelligence Wisdom Charisma
15 (+2) 16 (+3) 15 (+2) 15 (+2) 12 (+1) 16 (+3)
Defenses: Resistant to Fire
Saving Throws Senses
(N) STR: +2 (P) INT: +4 Passive WIS (Perception) 13
(P) DEX: +5 (N) WIS: +1 Passive INT (Investigation) 12
(N) CON: +2 (N) CHA: +3 Passive WIS (Insight) 11
Darkvision 60ft
Proficiencies & Languages
Armor: Light Armor, Medium Armor, Shields
Weapons: Martial Weapons, Simple Weapons
Tools: Alchemist's Tools, Playing Card Set, Thieves' Tools, Three-Dragon Ante Set
Languages: Common, Infernal
Background
Criminal / Spy
Feature: Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Characteristics
Alignment: Chaotic Neutral
Eyes: With a smirk and a michevious twinkle if you aren't careful you may lose yourself in her pools of Cyan
Size: Medium build for her height and weight.
Height: 5 foot 6 inches
Faith: Undisclosed
Hair: Her hair is up in a tight french braid, the colors of a beautiful medium shade of aquamarine
Skin: Being a rare version of Tiefling instead of the warm colors that you normally see on one you see a beautiful dark turquoise
Age: 25
Weight: 175lbs
Personality Traits
I always have a plan for what to do when things go wrong.
The best way to get me to do something is to tell me I can’t do it.
Ideals
People. I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
Charity. I steal from the wealthy so that I can help people in need. (Good)
Bonds
Someone I loved died because of I mistake I made. That will never happen again.
Something important was taken from me, and I aim to steal it back.
Flaws
If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
Class Features
Blood Hunter Features
Hunter's Bane
You have imbibed Hunter's Bane. You have advantage on Survival checks to track and INT check to recall information about Fey, Fiends, and Undead. If you are tracking one of these types (only one at a time), you can't be surprised by them.
By 11th level, you can choose to suffer damage equal to your crimson rite damage die to gain advantage on a single Insight or Intimidation check.
Crimson Rite 1d4
As a bonus action, imbue a weapon with extra damage of your chosen type based on your level. You take damage equal to and your max HP are reduced by -4 until the rite fades. Rite damage is magical and lasts until you drop (or throw) the weapon or complete a rest.
Rite of the Storm
Your rite damage is lightning.
Crimson Rite: 1 Bonus Action
Rogue Features
Expertise PHB96
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.
Acrobatics
Stealth
Sneak Attack 2d6 PHB96
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Sneak Attack: (No Action)
Thieves’ Cant PHB96
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
Cunning Action PHB96
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Cunning Action: 1 Bonus Action
Roguish Archetype PHB96
Thief
Fast Hands PHB97
You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
Fast Hands: 1 Bonus Action
Second-Story Work PHB97
Climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by +3 feet.
RACIAL TRAITS
Darkvision PHB43
You can see in darkness (shades of gray) up to 60 ft.
Hellish Resistance PHB43
You have resistance to fire damage.
Infernal Legacy PHB43
You know the thaumaturgy cantrip. [3rd] You can cast hellish rebuke (2nd) once per long rest. [5th] You can cast darkness once per long rest. CHA is your spellcasting ability.
Thaumaturgy(Cantrip)
Hellish Rebuke(1st) /Long Rest
INVENTORY 15GP
ACTIVE NAME WEIGHT QTY COST (GP)
-A- Arrows 1lb. 20 1
-- Backpack 5lb. 1 2
-- Ball Bearings 2lb. 1000 1(each)
-- Bell -- 1 1
-- Candle -- 1 0.01
-- Clothes 3lbs. 1 0.5
-- Crowbar 10lb. 2 4
-A- Dagger Range (20/60) 1lb. -- 2
-- Dagger Range (20/60) 1lb. -- 2
-- Hammer 3lb. 1 1
-- Lantern, Hooded 2lb. 1 5
-A- Leather Light Armor 10lb. -- 10 AC 11
-- Oil (flask) 2lb. 2 0.2
-- Piton 2.5lb. 10 0.05
-- Rations (1 day) 10lb. 5 2.5
-- Rope, Hempen (50 feet) 10lb. 1 1
-A- Shortbow Range (80/320)2lb. -- 25
-A- Shortsword 2lb. -- 10
-- String -- 10 --
-- Thieves' Tools 1lb. 1 25
-- Tinderbox 1lb. 1 0.5
-- Waterskin 5lb. 1 0.2
CANTRIP
NAME TIME RANGE HIT / DC EFFECT NOTES
Thaumaturgy 1A 30ft. -- Control D: 1m, V At Will
Infernal Legacy
2ND LEVEL
NAME TIME RANGE HIT / DC EFFECT NOTES
Hellish Rebuke 1R 60ft. DEX 13 3d10Fire 1/LR, V/S
Infernal Legacy
ACTIONS • Attacks per Action: 1
ATTACK RANGE HIT / DC DAMAGE NOTES
Dagger 20(60) +5 1d4+3P Simple, Finesse, Light, Thrown, Range (20/60)
Shortbow 80(320) +5 1d6+3P Simple, Ammunition, Range, Two-Handed, Range (80/320)
Shortsword 5ft.Reach +5 1d6+3P Martial, Finesse, Light
Unarmed Strike 5ft.Reach +4 3B
Actions in Combat
Attack, Cast a Spell, Dash, Disengage, Dodge, Grapple, Help, Hide, Improvise, Ready, Search, Shove, Use an Object
Unarmed Strike
You can punch, kick, head-butt, or use a similar forceful blow and deal bludgeoning damage equal to 1 + STR modifier
BONUS ACTIONS
Actions in Combat
Two-Weapon Fighting
Crimson Rite
As a bonus action, imbue a weapon with extra damage of your chosen type based on your level. You take damage equal to and your max HP are reduced by -4 until the rite fades. Rite damage is magical and lasts until you drop (or throw) the weapon or complete a rest.
Cunning Action
You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.
Fast Hands
You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
REACTIONS
Actions in Combat
Opportunity Attack
Spells
Hellish Rebuke(1st)
OTHER
Actions in Combat
Interact with an Object
Sneak Attack (Special)
Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Skills
PROF MOD SKILL BONUS
E DEX Acrobatics +7
P WIS Animal Handling +3
-- INT Arcana +2
P STR Athletics +4
P CHA Deception +5
-- INT History +2
-- WIS Insight +1
-- CHA Intimidation +3
-- INT Investigation +2
-- WIS Medicine +1
-- INT Nature +2
P WIS Perception +3
-- CHA Performance +3
-- CHA Persuasion +3
-- INT Religion +2
-- DEX Sleight of Hand +3
E DEX Stealth +7
-- WIS Survival +1