Azazir - Mastermind Rogue

Download as pdf or txt
Download as pdf or txt
You are on page 1of 1

Water Genasi Entertainer

Rogue
Azazir RACE BACKGROUND

Chaotic Good
CHARACTER NAME ALIGNMENT EXPERIENCE POINTS 1 Mastermind
ROGUISH ARCHETYPE
LEVEL

+2 PROFICIENCY PASSIVE
PERCEPTION 16 AC INITIATIVE SPEED
SNEAK ATTACK
1
Once per turn, you can deal an extra 1d6 damage to one

14 3 30
creature you hit with an attack if you have advantage on the attack roll. 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 o f it, that enemy isn’t
INSPIRATION PASSIVE
INSIGHT 12 incapacitated, and you don’t have disadvantage on the attack roll. The amount
of the extra damage increases as you gain levels in this class.

Hit Point Temporary


LEVEL
11 2
Maximum Hit Points
CUNNING ACTION
STRENGTH -2 SAVING THROWS You can take a bonus action on each of your turns in combat. This can only be used to

-2
+0 ATHLETICS take the Dash, Disengage, or Hide action.

LEVEL

7
ROGUISH ARCHETYPE FEATURE
When you choose this archetype at 3rd level, you gain proficiency
3
HIT DICE DEATH SAVES with the disguise kit, the forgery kit, and one gaming set of your
choice. You also learn two languages of your choice. Additionally, you
DEXTERITY Used Total can unerringly mimic the speech patterns and accent of a creature
+5 SAVING THROWS SUCCESSES
that you hear speak for at least 1 minute, enabling you to pass

+3
+5 ACROBATICS yourself off as a native speaker of a particular land, provided that you
FAILURES
+5 know the language.
SLEIGHT OF HAND d10
+7 STEALTH
LEVEL

16 NAME ATK BONUS DAMAGE/TYPE


UNCANNY DODGE
5
When an attacker that you can see hits you with an attack, you can use your
Rapier +5 1d8 + 3 reaction to halve the attack’s damage.
CONSTITUTION +3 SAVING THROWS LEVEL
Shortbow +5 1d6 + 3
+3
EVASION
When you are subjected to an effect that allows you to make
7
Dagger +5 1d4 + 3 a Dexterity saving throw to take only half damage, you instead take

17 no damage if you succeed on the saving throw, and only half damage
if you fail.

LEVEL
INTELLIGENCE +2 SAVING THROWS ROGUISH ARCHETYPE FEATURE
9
+0
+0 ARCANA SNEAK ATTACK DAMAGE
+0 HISTORY

( )d6
+0 INVESTIGATION

11
+0 NATURE
+0 RELIGION

WISDOM +2 SAVING THROWS LEVEL


ADDITIONAL COMBAT FEATURES RELIABLE TALENT
11
+2
+2 ANIMAL HANDLING
+2 INSIGHT Whenever you make an ability check that lets you add your proficiency bonus,
Master of Tactics
+2 you can treat a d20 roll of 9 or lower as a 10.
MEDICINE Starting at 3rd level, you can use the Help action as a bonus action.
Additionally, when you use the Help action to aid an ally in attacking a
14 +6 PERCEPTION LEVEL
+2 SURVIVAL
creature, the target of that attack can be within 30 feet of you, rather
than 5 feet of you, if the target can see or hear you.
ROGUISH ARCHETYPE FEATURE
13
CHARISMA Shape Water
+2 SAVING THROWS You choose an area of water that you can see within range and that fits

+2
+2 DECEPTION within a 5-foot cube. You manipulate it in one of the following ways:
+2 INTIMIDATION
• You instantaneously move or otherwise change the flow of the water
+4 PERFORMANCE as you direct, up to 5 feet in any direction. This movement doesn’t

15 +2 PERSUASION have enough force to cause damage.


• You cause the water to form into simple shapes and animate at your LEVEL
direction. This change lasts for 1 hour.
• You change the water’s color or opacity. The water must be changed
in the same way throughout. This change lasts for 1 hour.
BLINDSENSE
If you are able to hear, you are aware of the location of any hidden or invisible
14
RACIAL TRAITS • You freeze the water, provided that there are no creatures in it. The creature within 10 feet of you.

Acid Resistance. You have resistance to acid damage. water unfreezes in 1 hour.
LEVEL
Amphibious. You can breathe air and water.
Swim. You have a swimming speed of 30 feet.
If you cast this spell multiple times, you can have no more than two of
its non-instantaneous effects active at a time, and you can dismiss such
ROGUISH ARCHETYPE FEATURE
17
Call to the Wave. You know the shape water cantrip. When an effect as an action.
you reach 3rd level, you can cast the create or destroy water
spell as a 2nd-level spell once with this trait, and you regain
the ability to cast it this way when you finish a long rest.
Constitution is your spellcasting ability for these spells.

LEVEL

18
PROFICIENCIES LANGUAGES
ELUSIVE
LIGHT SIMPLE Common No attack roll has advantage against you while you aren’t incapacitated.
ARMOUR WEAPONS
Primordial
● ●
Thieves' Cant
MEDIUM MARTIAL LEVEL
ARMOUR WEAPONS
TOOLS & OTHER PROFICIENCIES STROKE OF LUCK
20
HEAVY
SHIELDS
Hand Crossbows, Longswords, If your attack misses a target within range, you can turn the miss into a hit.
ARMOUR Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Rapiers, Shortswords Once you use this feature, you can’t use it again until you finish a short or
long rest.

You might also like