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Drow Rogue 10 Shortsword. Melee Weapon Attack: +9 Character Name to hit, reach 5 ft., one target. “I am in the business of removing Medium humanoid ( ), Assassin, Hit: 1d6 + 5 piercing damage. obstacles.” neutral Without divine or arcane magical Dagger. Melee Weapon Attack: +9 to ability, your options in the Armor Class 17 (studded leather) hit, reach 5 ft., one target. cutthroat world of drow society were Hit Points 53 (Hit Dice 10d8) Hit: 1d4 + 5 piercing damage. limited. You either became an expert in Speed 30 ft. Hand Crossbow. Ranged Weapon death, or you died young. Attack: +9 to hit, range 80/320 ft., After honing your murderous arts in STR DEX CON the , you made your escape 8 (+0) 20 (+5) 10 (+0) one target. from the city of your birth to strike out Hit: 1d6 + 5 piercing damage. INT WIS CHA on your own. Your reputation as a nigh- Spellcasting. Drow Magic (drow trait); invisible killer strikes fear into those who 13 (+1) 12 (+1) 18 (+4) helm of telepathy would wrong you. But those who respect you earn your ready support. Proficiencies (+4 proficiency bonus) Bonus Actions Saving Throws Dex +9, Int +5 Background (Charlatan) Skills Deception +12*, Insight +9, Cunning Action. Rogue feature You know what makes people tick, you Investigation +5, Perception +9*, Two-Weapon Fighting. When you take can tease out their heart’s desires after a Persuasion +8, Sleight of Hand +9, the Attack action with a shortsword few minutes of conversation, and with a Stealth +13* in one hand, you can use a bonus few leading questions you can read them Tools disguise kit, poisoner’s kit, action to attack with a dagger in like they were children’s books. thieves’ tools the other hand. You don’t add your Your favorite scheme is putting on new Armor light armor ability modifier to the damage of the identities. Your facility with disguise Weapons simple weapons, hand bonus attack. makes it easy to insinuate yourself crossbows, longswords, rapiers, into any setting, the better to get your shortswords Reactions target alone. Senses passive (Perception) 19 False Identity. You have created Uncanny Dodge. Rogue feature Languages Common, Elvish, a second identity that includes Options documentation, established Undercommon, thieves’ cant Evasion. Rogue feature acquaintances, and disguises that allow Actions you to assume that persona. Additionally, Sneak Attack. Rogue feature you can forge documents including Attack. You can attack once when you official papers and personal letters, as take this action, using the following: Assassinate. Rogue feature long as you have seen an example of the kind of document or the handwriting you Wisdom (Perception) checks that rely on Infiltration Expertise. You can are trying to copy. sight when you, the target of your attack, unfailingly create false identities for Faction. You are a member of the or whatever you are trying to perceive is yourself. You must spend seven days and Zhentarim, an organization of well- in direct sunlight. 25 gp to establish the history, profression, trained mercenaries, savvy rogues, and and affiliations for an identity. You can’t Fey Ancestry. You have advantage on crafty warlocks who seek to expand their establish an identity that belongs to saving throws against being charmed, influence and power. someone else. Thereafter, if you adopt and magic can’t put you to sleep. Personality Trait. You lie about the new identity as a disguise, other almost everything, even when there’s no Trance. Instead of sleeping, you meditate creatures believe you to be that person good reason to. deeply, remaining semiconscious, for 4 until given an obvious reason not to. Ideal. You are a free spirit—no one tells hours a day, gaining the same benefit that Once per turn, you you what to do. a human does from 8 hours of sleep. Sneak Attack. Bond. You owe everything to your can deal an extra 5d6 damage to one Drow Magic. You know the dancing lights mentor—a master drow assassin who creature you hit with an attack if you have cantrip, and you can cast the darkness sees your defection as a personal affront. advantage on the attack roll. The attack and the faerie fire spell once per day (save Flaw. You’re convinced that no must use a finesse or a ranged weapon. DC 16). Charisma is your spellcasting one could ever fool you the way you You don’t need advantage on the ability for these spells. fool others. attack roll if another enemy of the Rogue Features target is within 5 feet of it, that enemy Drow Traits isn’t incapacitated, and you don’t have Evasion. When you are subjected to an disadvantage on the attack roll. Superior Darkvision. You can see in effect that allows you to make a Dexterity dim light within 120 feet of you as if it Expertise. Your proficiency bonus is saving throw to take only half damage, were bright light, and in darkness as if it doubled for any ability check you make you instead take no damage if you were dim light. using your Deception, Perception, or succeed on the saving throw, and only Stealth skills. Sunlight Sensitivity. You have half damage if you fail. disadvantage on attack rolls and on Assassinate. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. Uncanny Dodge. When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you. Equipment Shortsword, dagger, hand crossbow, quiver with 20 bolts, studded leather, dungeoneer’s pack, thieves’ tools, disguise kit, poisoner’s kit, antitoxin, vial of basic poison (2), signet ring of a minor drow noble (your false identity), helm of telepathy, potion of healing (3), dark common clothes with a hood, fine clothes, belt pouch. Helm of Telepathy. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.