Miss Rah The Evil Tabaxi Rogue
Miss Rah The Evil Tabaxi Rogue
Miss Rah The Evil Tabaxi Rogue
INSPIRATION
STRENGTH
14 +4 30
16 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+3 PERSONALITY TRAITS
19 ●
+1 Constitution
+2 Intelligence
CURRENT HIT POINTS IDEALS
+4 0 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
9 +1 Deception (Cha)
-1 History (Int)
NAME
Shortsword
ATK BONUS DAMAGE/TYPE
-1 Nature (Int) - Cat's Claws. Melee, 1d4 + 3 slashing once/turn, see PHB 96).
damage (see VGM 115).
●
+3 Perception (Wis)
0 Fast Hands. Use your
●
+4 Performance (Cha)
Cunning Action to make
CHARISMA
●
+7 Persuasion (Cha) Sleight of Hand checks, use
●
+2 Religion (Int) thieves' tools, or take Use and
13 ●
+4 Sleight of Hand (Dex)
+10 Stealth (Dex)
Object action (see PHB 96).
+1 0 Survival (Wis) -------------Reactions-------------
Defensive Duelist. When you
SKILLS ATTACKS & SPELLCASTING
are hit with a melee attack,
you can add your prof bonus
13 PASSIVE WISDOM (PERCEPTION)
CP Piton (10); to AC for the attack if you are
wielding a finesse weapon
Waterskin (1); you are proficient with (see
SP
Tool Proficiencies: Herbalism Kit; Rations (1 day) PHB 165).
Thieves' Tools (10); Rope,
EP
Uncanny Dodge. Halve the
Weapon Proficiencies: hempen (1); damage from an attacker you
Crossbow, hand; Longsword; GP Tinderbox (1); can see that hits you (see
Rapier; Shortsword; Simple Hammer (1); PHB 96).
Armor Proficiencies: Light PP
Backpack (1);
(additional features & traits on
Crowbar (1); page 2)
Language Proficiencies:
Common; Primordial; Sylvan Torch (10)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
Actor Feat. Increase CHA by 1; advantage on Deception and Performance when trying
to pass as someone else; mimic the speech of a person you have heard (see PHB
165).
Discovery. You have made a powerful and unique discovery (see PHB 134).
Evasion. When you succeed on a DEX save to take half damage, you take none, if you
fail, you take half (see PHB 96).
Feline Agility. Double speed when moving on your turn in combat. (see VGM 115).
Second-Story Work. Climbing costs no extra movement, your running jump distance
increases by 4 ft. (see PHB 97).
Sneak Attack. 4d6 extra damage on attack where you have advantage or another
enemy of creature is within 5 ft. (use once/turn, see PHB 96).
Thieves' Cant. Convey secret messages hidden in normal conversation (see PHB 96).
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.