John Rogue
John Rogue
Sheet
AC 14 · HP 22 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
13 featuresBonus action
- Cunning ActionLevel 2
On each of his turns, John can take the Dash, Disengage, or Hide action as a bonus action.
- Thief: Fast Hands and Second-Story WorkLevel 3
John gains the Thief subclass. He can take the Utilize action as a bonus action, and can use his Dexterity as part of the bonus action to use thieves' tools to disarm a trap or open a lock. He also gains a climbing speed equal to his speed and can move across vertical surfaces and ceilings while climbing without making an ability check.
Always on
- Weapon MasteryLevel 1
John has proficiency with two weapons that have the finesse or light property, choosing the rapier and shortbow. He can use each weapon's mastery property.
- Rogue Saving ThrowsLevel 1
John has proficiency in Dexterity and Intelligence saving throws.
- Expertise and Skill ProficienciesLevel 1
John gains proficiency in Acrobatics, Deception, Investigation, and Perception, in addition to his background proficiencies. He has expertise in Stealth and Thieves' Tools, doubling his proficiency bonus for checks using them.
- Sneak AttackLevel 1
Once per turn, John can deal an extra 2d6 damage to a creature he hits with an attack if he has advantage, or if an ally is within 5 feet of the target and John does not have disadvantage. The attack must use a finesse or ranged weapon.
- Thieves' CantLevel 1
John knows the secret language of thieves and can encode messages in ordinary conversation. A listener must succeed on an appropriate check to understand a coded message without knowing Thieves' Cant.
- Creature TypeKoboldHumanoid.
- SizeKoboldSmall.
- SpeedKobold30 feet.
- DarkvisionKoboldYou have Darkvision with a range of 60 feet.
- Draconic Legacy, DefianceKoboldYou have advantage on saving throws you make to avoid or end the Frightened condition.
- AlertCriminal
Alert grants initiative proficiency. John adds his proficiency bonus to initiative rolls, for a total initiative modifier of +5.
Gear
8 itemsWeapons
- RapierFinesse weapon, 1d8 piercing damage.
- 2×DaggerFinesse, light weapon, 1d4 piercing damage; can be thrown.
- ShortbowAmmunition weapon, 1d6 piercing damage, range 80/320 ft.
Armor
- Leather armorLight armor, AC 11 + Dexterity modifier.
Tools
- Thieves' toolsTools for picking locks and disarming traps. John has expertise with these tools.
Gear
- 20×ArrowsAmmunition for the shortbow.
- Burglar's PackA pack containing a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, and a waterskin.
Purse
- 50×Gold piecesCriminal background starting funds.
Appearance
A small, wiry kobold with copper-brown scales, pale flecks along the jaw, and a crest of blunt hornlets. John speaks in a low, dry rasp that turns into a quick, breathy chatter when startled. He stands with his weight poised over the balls of his feet, often rocking once before he moves. His practical leather armor is patched at the elbows, and his belt carries a rapier, daggers, and well-used thieves' tools.
Mannerisms
He speaks in a dry, low rasp and tends to clip the ends of words. When rattled, his breath catches and his voice breaks into a rapid, airy chatter. While waiting, he rocks forward onto the balls of his feet and keeps one shoulder angled toward the nearest exit.
Personality
Wry and watchful, John is generous in practical ways: a warning, a hidden key, a meal left where it will be found. He dislikes grand speeches, but has a sharp sense for who is being pushed around and little patience for anyone who profits from it.
Ideals
Freedom. No one should have to buy the right to live safely, and no law or gang gets to own another person's choices.
Bonds
He quietly leaves food and small sums for the families in Silt-Scrape who once hid him from his crew. He will not expose their names, even to clear his own.
Flaws
When someone threatens a vulnerable person, John acts before he has a plan. He also hoards escape routes and sometimes mistakes a sincere offer of help for the opening move in a con.
Quirks
Background
John learned the city by its drains, rooflines, and the moods of the people who paid to keep those routes secret. His first work was as a runner for the crew operating out of Silt-Scrape, a district built after marsh ground was drained. He carried messages, slipped through barred windows, and learned that being small was useful only if he was quicker than the person reaching for him. When the crew began shaking down market families who could not afford protection, John stole their route maps and scattered the gang's plans to the watch and the neighborhood alike. He kept the thieves' tools, the rapier, and a stubborn dislike of anyone who calls extortion a fee. Now he takes criminal work when it lets him get close to worse criminals, then quietly redirects the goods or information toward people who need them. His old crew still considers him a thief who broke a promise. John considers the promise broken first, though he has never stopped listening for their steps behind him.
“His first work was as a runner for the crew operating out of Silt-Scrape, a district built after marsh ground was drained.”
- Background
- Criminal
Connections
Species
Kobold
Media
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