5th Edition Character Sheet
Skills
| [+] | Name | Bonus | Damage / Type | Range |
|---|---|---|---|---|
| Longbow | +4 | 1d8+2 piercing | 150/600 | |
| Shortsword | +4 | 1d6+2 slashing | 5 |
Racial
Darkvision 60ft
Hellish Resistance: You have resistance to fire damage.
Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Class
EXPERTISE
At 1st leveI, choose two ofyour skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tooIs. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th levei, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
SNEAK ATTACKBeginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra Id6 damage to one creature you hit with an attack if you have advantage on the attack rol!. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack rol!.
The amount of the extra damage increases as you gain leveis in this class, as shown in the Sneak Attack column of the Rogue table.
THIEVES' CANTDuring your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey sue h 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.
[b]Darkvision[/b] 60ft
[b]Hellish Resistance:[/b] You have resistance to fire damage.
[b]Infernal Legacy:[/b] You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
[b]Class[/b]
EXPERTISE
At 1st leveI, choose two ofyour skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tooIs. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th levei, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
SNEAK ATTACK
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra I[d6] damage to one creature you hit with an attack if you have advantage on the attack rol!. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack rol!.
The amount of the extra damage increases as you gain leveis in this class, as shown in the Sneak Attack column of the Rogue table.
THIEVES' CANT
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. lt takes four times longer to convey sue h 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.
Languages: Common, Infernal
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