Name: Melzideck
Class: Rogue
Subclass (Domain/Archetype/Circle/Oath/etc.):
Current Level: 2
Current Experience: 0
Physical Info:
Race: Feral Tiefling(from the Sword Coast Adventure's Guide)
Size: Medium
Height: 5'4"
Weight: 145 lbs
Gender: Male
Age: 25
Alignment: Chaotic Good
Physical Description (short paragraph): Slightly shorter than average Melzideck, has skin of a dark midnight blue and vibrant cat like eyes. Small horns curl out of his head not quite reaching his ears. His hair is a dark red almost rust colored in nature is kept short never going past his shoulders. Fond of wearing darker colors to blend in better with the shadows.
Abilities and Skills:
Stats: Str /8; Dex /16; Con /13; Int /16; Wis /12; Cha /10;
HP: 16
AC: 14
Speed: 30
Saving Throw Proficiencies: Dexterity, Intelligence
List of Proficient Skills: Deception, Slight of Hand(doubled), Stealth(doubled), Acrobatics, Investigation, Insight
Armour/Weapon Proficiencies: light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Feats:
Languages: Common, Infernal, Thieves Cant
Other (Features/Traits):
Darkvision:
Thanks to your infernal heritage, you have superior vision in the dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it was dimlight. You can't discern color in darkness, only shade of grey
Hellish Resistance:
You have resistance to fire damage
Infernal Legacy:
You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell; you must finish a long rest in order to cast the spell again using this trait. Once you reach 5th level, you can also cast the darkness spell; you must finish a long rest in order to cast the spell again using this trait. Charisma is your spellcasting ability for these spells.
False Identity
You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Rogue: 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.
Rogue: 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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Rogue: 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.
Rogue: Cunning Action
You can use a bonus action to take the dash, disengage or hide action.
Tool Proficiencies:
Thieves' Tools, Disguise Kit, Forgery Kit
Equipment:
Weapons: Rapier, Shortbow(20 arrows), 2 Daggers
Tools: Thieves' Tools, Disguise Kit
Clothes/Armour: Fine Clothes/Leather Armor
Gold: 15
Other: Burglar's pack(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 rations, a tinderbox, a waterskin, 50 feet of hempen rope), a deck of marked cards
Backstory:
Background: Charlatan
Personality/History (short paragraph): Growing up with a knack for sneaking and general misdirection though his actions. Mel spent most of his life a traveling conman running simple card and shell games to gain money. After a while he became too bored with the life of a con and decided to enlist and become a treasure hunting adventurer