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Champion Assassin

Champion Assassin

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Medium Humanoid (High Elf), Neutral


Armor Class 16; Initiative +2 (12)
Hit Points 64 (3d8 + 5d10 + 16)
Speed 30 feet


STR DEX CON INT WIS CHA
10 18 14 12 14 8
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +4 +7 +2 +2 +1 +4 +2 +2 -1 -1

Skills Acrobatics +7, Athletics +3, Deception +2, Insight +5, Perception +8, Sleight of Hand +7, Stealth +10, Survival +5; Disguise Kit, Poisoner’s Kit, Smith’s Tools, Thieves’ Tools
Gear Worn Devil Mask, 2 Scimitars, Studded Leather; Weight Worn 19 pounds
Senses Darkvision 60 feet, Passive Perception 18, Passive Investigation 11, Passive Insight 15
Languages Common, Elvish, Halfling, Thieves’ Cant, Undercommon
Challenge 6 (XP 2,300; Proficiency Bonus +3)


TRAITS

Fey Ancestry. Rogftr has Advantage on saving throws he makes to avoid or end the Charmed condition.

Improved Critical. Rogftr’s attack rolls with weapons and Unarmed Strikes can score a Critical Hit on a d20 roll of 19 and 20. Immediately after he scores a Critical Hit, he can move up to half his Speed without provoking Opportunity Attacks.

Initiative. Rogftr has Advantage on Initiative rolls.

Quick Draw. Rogftr can draw or stow two weapons that lack the Two-Handed property when he would normally be able to draw or stow only one.

Remarkable Athlete. Rogftr has Advantage on Initiative and Strength (Athletic) checks.

Sneak Attack. Once per turn Rogftr can deal an extra 7 (2d6) damage to one creature he hits with an attack roll if Rogftr has Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type. Rogftr doesn’t need Advantage on the attack roll if at least one of his allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition and Rogftr doesn’t have Disadvantage on the attack roll.

Surprising Strikes. During the first round of each combat, Rogftr has Advantage on attack rolls against any creature that hasn’t taken a turn. If his Sneak Attack hits any target during that round, the target takes 3 extra damage of the weapon’s type.

Tactical Mind. When Rogftr fails an ability check, he can expend a use of his Second Wind. Rather than regaining Hit Points, he adds 5 (1d10) to the ability check, potentially turning it into a success. If the check still fails, this use of Second Wind isn’t expended.

Trance. Rogftr doesn’t need to sleep, and magic can’t put him to sleep. He can finish a Long Rest in 4 hours if he spends those hours in a trancelike meditation, during which he retains consciousness.


ACTIONS

Action Surge. On his turn, Rogftr can take one additional action, except the Magic action. Once he uses this feature, he can’t do so again until he finishes a Short or Long Rest.

Extra Attack. Rogftr can attack twice instead of once whenever he takes the Attack action on his turn.

Scimitar. Melee Attack Roll: +7, reach 5 feet. Hit: 7 (1d6 + 4) Slashing damage. Nick: When Rogftr makes the extra attack of the Light property, he can make it as part of the Attack action instead of as a Bonus Action. Rogftr can make this extra attack only once per turn.

Dart. Ranged Attack Roll: +7, range 20/60 feet. Hit: 6 (1d4 + 4) Piercing damage. Vex: If Rogftr hits a creature with a Dart and deals damage to it, he has Advantage on his next attack roll against that creature before the end of Rogftr’s next turn.

Spellcasting. Rogftr is an 8th level spellcaster. He casts spells using Intelligence as the spellcasting ability (spell save DC 12, +4 to hit with spell attacks).
At Will: Mage Hand
1 Each/Long Rest: Detect Magic, Misty Step


BONUS ACTIONS

Cunning Action. Rogftr takes one of the following actions: Dash, Disengage, or Hide.

Enhanced Dual Wielding. When Rogftr takes the Attack action on his turn and attacks with a weapon that has the Light property, he can make one extra attack with a different weapon, which must be a Melee weapon that lacks the Two-Handed property.

Second Wind (3/Long Rest). Rogftr regains 13 Hit Points (1d10 + 8).

Steady Aim. Rogftr gives himself Advantage on his next attack roll on his current turn. He can use this feature only if he hasn’t moved during this turn, and after Rogftr uses it, his Speed is 0 until the end of the current turn.

Tactical Shift. Whenever Rogftr activates his Second Wind, he can move up to half his Speed without provoking Opportunity Attacks.


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