shadow

Freelance Sellsword

Freelance Sellsword

“Soldiers with women often lose coin; soldiers with coin rarely lose women.”

Rogftr has fought across more battlefields than he can remember. In several conflicts he achieved victory, in several conflicts he fell into defeat, but most important of all he survived. Rogftr believes the sole cause worth fighting for is gold: not patriotism, not righteousness, just hard universal currency. Yet though he would never admit it, the intoxicating thrill of life-or-death combat is why he has not taken his considerable savings and found peaceful retirement.

Medium Humanoid (Human), Neutral


Armor Class 17 (Dual Wielding) or 19 (Shield); Initiative +9 (19)
Hit Points 98 (5d8 + 5d10 + 20 + 20)
Speed 30 feet


STR DEX CON INT WIS CHA
10 20 14 8 14 12
MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV MOD SAV
+0 +0 +5 +9 +2 +2 -1 +4 +2 +2 +1 +1

Skills Acrobatics +9, Athletics +4, Insight +6, Perception +10, Sleight of Hand +9, Stealth +13; Disguise Kit, Herbalism Kit, Poisoner’s Kit, Thieves’ Tools
Gear Worn Bandolier with 6 Potion of Healing, 10 Darts, Poisoner’s Kit, Pouch with 35 GP coins, Ruby Blade, Sapphire Blade, Studded Leather, Thieves’ Tools, Traveler’s Clothes; Weight Worn 38 pounds
Gear Kept Backpack, Bedroll, Bullseye Lantern, Herbalism Kit, Iron Pot, Mirror, Oil (4 flasks), Rations (6 days), Sack, Tinderbox, Traveler’s Clothes, 2 Waterskins; Weight Kept 59 pounds
Senses Passive Perception 20, Passive Investigation 9, Passive Insight 16
Languages Common, Elvish, Halfling, Thieves’ Cant, Undercommon
Challenge 8 (XP 3,900; Proficiency Bonus +4)


TRAITS

Cunning Strike. When Rogftr deals Sneak Attack damage, he can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice he must forgo to add the effect. Rogftr removes the die before rolling, and the effect occurs immediately after the attack’s damage is dealt.

  • Poison (Cost: 1d6). Rogftr adds a toxin to his strike, forcing the target to make a Constitution saving throw (DC 17). On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success. To use this effect, Rogftr must have a Poisoner’s Kit on his person.
  • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw (DC 17) or have the Prone condition.
  • Withdraw (Cost: 1d6). Immediately after the attack, Rogftr moves up to half his speed without provoking Opportunity Attacks.

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.

Initiative Swap. Immediately after Rogftr rolls Initiative, he can swap his Initiative with the Initiative of one willing ally in the same combat. Rogftr can’t make this swap if he or the ally has the Incapacitated condition.

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.

Resourceful. Rogftr gains Heroic Inspiration whenever he finishes a Long Rest.

Sneak Attack. Once per turn Rogftr can deal an extra 19 (3d6) 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 5 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.

Tough. Rogftr’s Hit Point maximum increases by 20.


MAGIC ITEMS

Ruby Blade. Rogftr has a +1 bonus to attack rolls and damage rolls made with this Shortsword +1.

Sapphire Blade. Rogftr has a +1 bonus to attack rolls and damage rolls made with this Scimitar +1.


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.

Dart. Ranged Attack Roll: +9, range 20/60 feet. Hit: 7 (1d4 + 5) 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.

Ruby. Melee Attack Roll: +10, reach 5 feet. Hit: 9 (1d6 + 6) Piercing damage. Vex: If Rogftr hits a creature with a Shortsword and deals damage to it, he has Advantage on his next attack roll against that creature before the end of Rogftr’s next turn.

Sapphire. Melee Attack Roll: +10, reach 5 feet. Hit: 9 (1d6 + 6) 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.


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 10 Hit Points (1d10 + 5).

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.


REACTIONS

Uncanny Dodge. Trigger: When an attacker that Rogftr can see hits him with an attack roll. Response: Halve the attack’s damage against Rogftr (round down).