Turning Page

A Dungeons & Dragons 5 character by

He refers to himself by making the sound of a page being turned. Creatures unable to produce this sound may refer to him as "Turning Page".

Character

Race
Kenku
Level
2
Experience points
1415
Class
Rogue
Hit Dice
3d8
Alignment
Lawful neutral
Weapon & Armor Proficiencies
Light Armor, Simple Weapons, hand crossbows, longswords, rapiers, shorswords
Background

Discredited academic

Personality Trait

I'm horribly, horribly akward in social situations

Ideal

Logic. Emotions must no cloud or logical thinking. (Lawful)

Bond

I have an ancient text that holds terrible secrets that must no fall into the wrong hands

Flaw

Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Sage

Status

Hit points
21
maximum
21
temporary
0
Death Throw Hits
0
Death Throw Fails
0
Armor Class
15
Speed
30
Inspiration
0

Features & Traits

Expert Forgery
Kenku Training
Mimicry
Expertise
  • Thieve's Tools
  • Stealth
Sneak Attack

+2d6 dmg once per turn when attack with advance

Thieve's Cant
Cunning Action

One bonus action on each combat turn. Can only be used for:

  • Dash
  • Disengage
  • Hide
Roguish Archetype
Arcane Trickster

Skills

Acrobatics
Animal Handling
Arcana
Athletics
Deception
History
Insight
Intimidation
Investigation
Medicine
Nature
Perception
Performance
Persuation
Religion
Sleight of Hand
Stealth
Survival

Attacks

Unarmed
1
Damage
str+1
Damage Type
bludgeoning
Rapier
6
Damage
1d8
Damage Type
piercing
Dagger
6
Damage
1d4
Damage Type
piercing
Shortbow
6
Damage
1d6
Damage Type
piercing
Dagger (thrown)
6
Damage
1d4
Damage Type
piercing
Sneak attack bonus

Used when attacking with an advance

2d6

Spells

Spell Slots

1st
1
max
2

Cantrips

Mage Hand

Mage Hands

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Player's Handbook p. 98:

MACE HAND LEGERDEMAIN

Starting at 3rd levei, when you cast mage hand, you can make the spectral hand invisible. and you can perform the following additionaltasks with it:

  • You can stow one objectthe hand is holding in a container worn ar carried by another creature.
  • Vou can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

Casting Time
1 action
Range
30ft
Components
V, S
Duration
1 minute

True Strike

True Strike

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Casting Time
1 action
Range
30ft
Components
S
Duration
Concentration (up to 1 round)

Minor Illusion

Minor Illusion

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object–such as a chair, muddy footprints, or a small chest–it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Casting Time
1 action
Range
30ft
Components
S, M (bit of fleece)
Duration
1 minute
Bits of fleece

1st Level

Shield

Shiled

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Casting Time
1 reaction (on hit)
Range
self
Components
V, S
Duration
1 round

Hideous Laughter

Hideous Laughter

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends.

Casting Time
1 action
Range
30ft
Components
V, S, M (tiny tarts and a feather that is waved in the air)
Duration
Concentration, up to 1 minute
Tiny tarts and a feather

Sleep

Sleep

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.

Undead and creatures immune to being charmed aren't affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Casting Time
1 action
Range
90ft, 20ft radius
Components
V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration
1 minute
Sleep damage
5d8
Sleep components

Gear

Wallet

Copper
Silver : 63
Gold : 15
Arrows

Range 80/320

: 25
Arrows (Bludgeoning Dmg)

Range 80/320

: 10
Daggers : 2

Backpack

Bag of 1000 ball bearings
10ft of string
Bell
Candle : 5
Crowbar
Hammer
Piton : 10
Hooded latern
Flasks of oil : 2
Day rations : 4
Tinderbox
Waterskin Rations : 3
50ft hempen rope
Thieve's Tools
Bottle of black ink
Quill
Small knife
Letter from a dead colleque
kleine Figuren je 25gp : 2
Leather Armor
Studded Leather (Uniform Colors)

AC = 12 + dex

Set of common clothes