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Teostra Decota

Rouge LV1: Expertise
two skill proficiencies, or one skill proficiencies & proficiency with thieves' tools.
proficiency bonus is doubled for those proficiencies checks.
6th level, choose two more proficiencies (in skills or with thieves' tools).

Rouge LV1: Thieves' Cant
you learned thieves' cant, It allows you to hide messages in seemingly normal conversation.
Only another creature that knows thieves' cant understands such messages.
It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Rouge LV2: Cunning Action
Bonus Action to take the Dash, Disengage, or Hide action.

Rouge LV3: Ear for Deceit
Insight checks to determine whether a creature is lying of 7 or lower is treated as an 8.

Rouge LV5: Uncanny Dodge
when you can see an attacker that hits you can use a reaction, halve the attack's damage.

Rouge LV7: Evasion
when you make a Dexterity saving throw to take half damage, instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Rouge LV9: Steady Eye
you have advantage on any Perception or Investigation check if you move less than half speed on the same turn.

Rouge LV11: Reliable Talent
When you make an ability check that lets you add your proficiency bonus, you can treat a 9 or lower as 10.

Rouge LV14: Blind sense
if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet.

Wizard LV1: Arcane Recovery
Once per day when you finish a Short Rest, you can recover Spell Slots up to a combined level equal to half wizard level rounded up.
none of the slots can be 6th level or higher.
For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.

Wizard LV2: Divination Savant
The gold and time you spend to copy a Divination spell into your spellbook is halved.

Wizard LV2: Portent
When you finish a long rest, roll two d20s and record the numbers rolled.
You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these rolls.
You must choose to do so before the roll.
you can replace a roll in this way only once per turn.
When you finish a long rest, you lose any unused foretelling rolls.

Bard LV2: Jack of All Trades
You can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.

Bard LV3: Expertise
two of your skills proficiency bonus is doubled for any ability check you make.

Bard LV3: Bonus Proficiencies
you gain proficiency with thieves’ tools, Sleight of Hand & one additional skill.
If you are already have these proficiencies choose other skills.

Bard Multi-class
proficiency in 1 skill
proficiency in 1 musical instrument

Sneak Attack
Once per turn, you can deal sneak attack damage to one creature you hit with an attack. Prerequisets for Sneak Attack

  • if you have advantage on the attack roll OR an enemy of the target is within 5 feet that isn't incapacitated
    • Must not have disadvantage on the attack roll
  • The attack must use a finesse or a ranged weapon.
Rouge Level Total Sneak Dice
Level 1 1 D6
Level 3 2 D6
Level 5 3 D6
Level 7 4 D6
Level 9 5 D6
Level 11 6 D6
Level 13 7 D6

Eye for Detail You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target

Unerring Eye Beginning at 13th level, as an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.

Bardic Inspiration You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6.

Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time.

You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.

Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.

Song of Rest Beginning You can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.

Tumbling Fool At 3rd level, you master a variety of acrobatic techniques that allow you to evade danger. As a bonus action, you can tumble. When you tumble, you gain the following benefits for the rest of your turn: • You gain the benefits of taking the Dash and Disengage actions. • You gain a climbing speed equal to your current speed. • You take half damage from falling.

Sharpshooter You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits: Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls. Your ranged weapon attacks ignore half cover and three-quarters cover. Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

Feat:Observant Quick to notice details of your environment, you gain the following benefits: • Increase your Intelligence or Wisdom score by 1, to a maximum of 20. • If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Feat:Linguist You have studied languages and codes, gaining the following benefits: • Increase your Intelligence score by 1, to a maximum of 20. • You learn three languages of your choice. Elvish, Draconian, Dwarfish • You can ably create written ciphers. Others can’t decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

Ability Score Improvement Increase your Charisma score by 2

Feat: Lucky At level 10 You have inexplicable luck that seems to kick in at just the right moment. 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.

Skill Proficiencies Deception, Slight of Hand
Tool Proficiencies One type of gaming set
Launguages: One Common Language
Equipment A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 GP.

Feature
Criminal Contact
You have reliable and trustworthy contacts who act as your liaison to a network of other criminals. You know how to get messages to and from your contacts even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Names of Contacts:
Larry the Wilderness Man
Larsen the rat of the streets
Lenny the lovable scoundrel

Platinum Gold Silver Copper
0 0 0 0
Item Stats
Head
Amulet
Cloak
Clothes
Armour
Arms/Hands
Ring/s
Belt
Boots
Shield/Ammo/Offhand
Weapon
Sub-Weapon

Formular =

Total Capacity Current Load Equiped Load
000ibs 000Ibs 000Ibs

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