Goewyn “Glöyn”, Rogue 4 Medium Humanoid (Human), Chaotic Good AC 14 DR 2 (Mastercrafted Woollen Tunic 1, Padded Woollen Underlay 1; Soak Bludgeoning ) Wounds 14, Vigour 27 (4d8+4) Speed 40 ft. Proficiency +2 STR 11 (+0), DEX 19 (+4), CON 12 (+1), INT 12 (+1), WIS 14 (+2), CHA 12 (+1) Saving Throws Dex +6, Int +3 Skills *Acrobatics +6, Animal Handling +2, Arcana +1, Athletics +0, *Deception +3, History +1, *Insight +4, Intimidation +1, Investigation +1, *Medicine +4, *Nature +5 , *Perception +6 , Performance +1, Persuasion +1, Religion +1, *Sleight of Hand +6, *Stealth +8 , *Survival +6 Subskills Camouflage (Trained) +8 , Mimicry (Expert) +3, Tracking (Trained) +6 Senses Passive Perception 16, Passive Investigation 11, Passive Insight 14 Languages Welsh, Mercian, Cornish Tool Proficiency Flute, Herbalist Kit, Thieves' Tools Class Features Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Perception, Stealth) 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 1d6 damage to one 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 of it, that enemy isn’t 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, as shown in the Sneak Attack column of the Rogue table. (+2d6) 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. It takes four times longer to convey such 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. Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action. Scout Archetype Skirmisher Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks. Survivalist When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies. Racial Traits (Human) You can speak, read, and write two languages. Defiant Humans are known to be stubborn and often refuse to give up, even against the worst odds. You can add a d4 to a skill check or saving throw, after rolling but before you know the outcome. You must then finish a short or long rest before you can use this feature again. Versatility You gain proficiency in one skill, one tool, and one weapon of your choice. (Perception, Herbalism Kit, Longbow) Feats Fighting Stylist You adopt a particular style of fighting as your speciality, gaining the following benefits: Increase your Strength , Dexterity , or Constitution score by 1, to a maximum of 20. Choose one of the Fighting Style options (Sentinel Style). You can select this feat multiple times. You can’t take a Fighting Style option more than once, even if you later get to choose again. Herbalist You are adept at harnessing the useful properties of herbs and other plants. You gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. You gain proficiency with the herbalism kit. If you are already proficient with it, you instead gain expertise with it. As an action, you can inspect a plant within 5 feet of you and determine whether it is edible or poisonous, provided that you can see and smell it. You can apply herbal remedies to help yourself or your allies recover from maladies. Over the course of a short rest, you can remove one poison or disease from a friendly creature within reach. You must have an herbalism kit and access to local herbs to use this benefit. Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet. When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn. When you make a melee attack against a creature, you don't provoke
opportunity attacks from that creature for the rest of the turn, whether
you hit or not.
Actions Name Range To Hit Damage Notes Warrior's Bow 150/600 +6 1d8+4 Brutal, limit (not mounted), Strength (11), Two-Handed Seax 20/60 +6 1d4+4 Simple, Finesse, Light, Thrown Spear 20/60 +6 1d6+4 Simple, Finesse, Mounted Strike, Sharp (1), Threatening, Thrown, Versatile (1d8) Warseax - +6 1d6+4 Martial, Finesse, Light, Opportunistic, Parry Fighting Style: Sentinel You are skilled at techniques that take advantage of every drop in any enemy's guard. Creatures provoke an opportunity attack when they move to within your reach or move 5 feet or greater while within your reach. When you hit a creature that is no more than one size larger than you with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Background: Outlander Trait I watch over my friends as if they were a litter of newborn pups. I place no stock in wealthy or well-manner folk. Money and manners won’t save you from a hungry owlbear. Ideal Greater Good. It is each person’s responsibility to make the most happiness for the whole group. Bond My family, clan, or tribe is the most important thing in my life, even when they are far from me. Flaw I am slow to trust members of other races, tribes, and societies. Wanderer You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth. Equipment Mundane Backpack Bedroll Mess Kit Rope (50 ft) Tinderbox Torch (10) Waterskin Herbalist Kit Healer's Kit Armour Mastercrafted Woollen Tunic Padded Woollen Underlay Consumable 20 Arrows Trail Rations (5 days) Currency 44sp