Claw
Scribe
Background
Rogue
Class
Shifter
Species
Arcane Trickster
Subclass
3
Level
Xp
Armour
Class
14Shield
Hit Points
Current
Temp
22Max
Hit Dice
Spent
3d8Max
Death
Saves
Successes
Failures
Exhaustion
Proficiency Bonus
2
Strength
-1
8
Saving Throw
Athletics
Dexterity
+3
16
+5Saving Throw
+5Acrobatics+5Sleight of Hand+7Stealth
Constitution
+1
12
Saving Throw
Heroic Inspiration
Intelligence
+3
16
+5Saving Throw
Arcana History+5Investigation Nature Religion
Wisdom
+1
12
Saving Throw
Animal Handling+3Insight Medicine+5Perception Survival
Charisma
+0
10
Saving Throw
+2Deception+2Intimidation Performance Persuasion
Equipment Training & Proficiencies
Armor Training
Light
Medium
Heavy
Shields
Weapons
Simple weapons, Martial weapons that have the Finesse or Light property
Tools
Thieves' tools, Calligrapher's supplies
Languages
Common, Gnomish, Thieves' Cant
Initiative
+5Speed
30 ft.Size & Type
Medium HumanoidPassive Perception
15Weapons & Damage Cantrips
| Name | Atk / DC | Damage & Type | Mastery | Notes |
|---|---|---|---|---|
| Daggers (x2) | +5 | 1d4+3 Piercing | Nick | Light, Finesse, Thrown (range 20/60) |
| Shortsword | +5 | 1d6+3 Piercing | Vex | Light, Finesse |
| Shortbow | +5 | 1d6+3 Piercing | Nick | Ammunition (arrow; 80/320), two-handed |
Class Features
Expertise. You gain expertise in Stealth and Perception
Sneak Attack. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an Attack roll if you have Advantage on that attack roll and it was made with a Finesse or Ranged weapon. You don't need Advantage if an ally is within 5ft of the target.
Weapon Mastery. You have mastery over 2 different weapons. You can choose to switch one mastery to a different weapon on finishing a Long Rest
Cunning Action.(Bonus Action) You can take the following as Bonus Actions -- Dash, Disengage, or Hide
Steady Aim.(Bonus Action) Give yourself Advantage on your next attack roll on the current turn. You can use this feature if you haven't moved during this turn, and when you use it, your Speed becomes 0 until the end of your current turn.
Mage Hand Legerdemain. When you cast Mage Hand, you can cast it as a Bonus Action and you can make the spectral hand Invisible. You can control the hand as a Bonus Action and through it, you can make Sleight of Hand checks.
Species Traits
Darkvision. 60ft
Bestial Instincts. You gain proficiency in Acrobatics
Shifting.(Bonus Action, 1min) You can shape-shift to assume a more bestial appearance. When shifting, you gain 4 Temporary Hit Points. While shifted, you have the following additional benefits.
- Your Speed increases by 10ft.
- You can move up to 10ft as a Reaction when a creature ends its turn within 5ft of you. This reactive movement does not provoke Opportunity attacks
Feats
Alert.
- Your proficiency bonus is added to your Initiative roll
- You may swap your initiative with any willing ally after rolling
Intelligence
Spellcasting Ability
Spellcasting Modifier+3
Spell Save DC13
Spell Attack Bonus+5
Spell Save DC13
Spell Attack Bonus+5
Number of Prepared Spells: 3
Spell Slots
Level 1
Spells
| Prep | Level | Name | Casting Time | Range | Duration | Concentration, Ritual & Material consumed | Notes |
|---|---|---|---|---|---|---|---|
| 0 | Mage Hand | Action | 30 ft | 1 minute | C R M | V,S | Cast as Bonus Action via Mage Hand Legerdemain | |
| 0 | Mind Sliver | Action | 60 ft | 1 round | C R M | V | |
| 0 | Minor Illusion | Action | 30 ft | 1 minute | C R M | S | |
| AP | 1 | Charm Person | Action | 30 ft | 1 hour | C R M | V,S |
| AP | 1 | Fog Cloud | Action | 120 ft | 1 hour | C R M | V,S |
| AP | 1 | Magic Missile | Action | 120 ft | Instantaneous | C R M | V,S | 3 darts, 1d4+1 force damage |
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Notes
Appearance
Shifters are humanoids with beast aspects. They can't change shape fully, but can enhance their animalistic features temporarily.
Swiftstride shifters are graceful and quick, typically feline in nature.
You may have some features of cats about you, maybe the eyes and some whiskers?
Backstory & Personality
Scribe: You have dedicated time serving in a library or government office, handling a lot of written text. You may have been employed as a communication clerk or related.
Shifter settlements: Shifters come from often secluded settlements. What made you move to the big city of Sharn?
Equipment
Backpack, Ball bearings, Bell, Crowbar, Hooded lantern, Fine clothes
Parchment sheets = 12
Candles = 10
Oil flasks = 5
Thieves's tools, Calligrapher's supplies
Leather Armour
Arrows = 20
Potion of healing = 1
Magic Item Attunement
Coins & Treasure
CP
SP
EP
GP
PP