Phantom Rogue 4, Rang… Investigator
CLASS & LEVEL BACKGROUND PLAYER NAME
John Constantine
Tabaxi Neutral
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME
INSPIRATION
You often gamble (with cards). You are very
STRENGTH 15 4 30
genre savvy.
-1 3 PROFICIENCY BONUS
8 PERSONALITY TRAITS
Hit Point Maximum 35
-1 Strength
DEXTERITY 7 Dexterity Vigilantism: The law is a burden that I must
4 0 Constitution CURRENT HIT POINTS not adhere. (Chaotic)
3 Intelligence
18 2 Wisdom
IDEALS
2 Charisma
TEMPORARY HIT POINTS
CONSTITUTION SAVING THROWS
My bond is to the people who write mystery
0 10 Acrobatics (Dex)
6 novels. They helped me get where I am.
10 2 Animal Handling (…
BONDS
0 Arcana (Int)
INTELLIGENCE -1 Athletics (Str)
0
5 Deception (Cha) NAME ATK DAMAGE/TYPE I charge exorbitant prices for my taking a
case, almost to the point of not receiving
0 History (Int) Shortsword +7 1d6+4 Piercing any. If they aren't spirits.
10 5 Insight (Wis)
5 Dagger +7 1d4+4 Piercing
Intimidation (Cha) FLAWS
3 Investigation (Int)
WISDOM ATTACKS & SPELLCASTING
2
5 Medicine (Wis)
0 Nature (Int) 100 Thieves' Cant
8 Perception (Wis) CP SP EP GP PP Sneak Attack
15
2 Performance (Cha) Darkvision
2 Persuasion (Cha) 2 Shortsword
CHARISMA
Feline Agility
1 Leather Armor
0 Religion (Int)
2 7 Sleight of Hand (…
2 Dagger
1 Thieves' Tools
Cat's Claws
Official Inquiry
10 Stealth (Dex)
14 1 Backpack Cunning Action
5 Survival (Wis)
1 Bedroll Favored Foe
SKILLS
1 Mess kit Deft Explorer
EQUIPMENT
Fighting Style
18 PASSIVE WISDOM (PERCEPTION)
Fighting Style: Two-Weapon Fighting
Skill Expert
TOOL: Disguise Kit, Playing Card Set, Thieves'
Whispers of the Dead
Tools⁺
Wails from the Grave
LANGUAGE: Common, Dwarvish, Elvish,
Thieves' Cant, Undercommon FEATURES & TRAITS
ARMOR: Light Armor, Medium Armor, Shields
WEAPON: Hand Crossbow, Longsword, Martial
Weapons, Rapier, Shortsword, Simple weapons
OTHER PROFICIENCIES & LANGUAGES
NAME ATK DAMAGE/TYPE Total: 3 Total:
CP SP EP GP PP
3 3
FAVORED FOE WAILS FROM THE
1 Tinderbox
GRAVE
10 Torch
10 Rations Total: Total:
1 Waterskin
ATTACKS & SPELLCASTING 1 Hempen rope
1 Magnifying Glass
1 Common Clothes
Total: Total:
1 A Multicolored Stone Disk
EQUIPMENT
NONE 0 0
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 0 6 0
4 0 7 0
1 2
Alarm
Detect Magic 5 0 8 0
2 0
9 0
FEATURES & TRAITS
Thieves' Cant Official Inquiry
During your rogue training you learned thieves’ You're experienced at gaining access to Fighting Style
cant, a secret mix of dialect, jargon, and code people and places to get the information you At 2nd level, you adopt a particular style of
that allows you to hide messages in seemingly need. Through a combination of fast-talking, fighting as your specialty. Choose one of the
normal conversation. Only another creature determination, and official-looking following options. You can’t take a Fighting
that knows thieves’ cant understands such documentation, you can gain access to a place Style option more than once, even if you later
messages. It takes four times longer to convey or an individual related to a crime you're get to choose again.
such a messagethan it does to speak the investigating. Those who aren't involved in
same idea plainly. In addition, you understand your investigation avoid impeding you or pass Fighting Style: Two-Weapon Fighting
a set of secret signs and symbols used to along your requests. Additionally, local law When you engage in two-weapon fighting, you
convey short, simple messages, such as enforcement has firm opinions about you, can add your ability modifier to the damage of
whether an area is dangerous or the territory viewing you as either a nuisance or one of the second attack.
of a thieves’ guild, whether loot is nearby, or their own.
whether the people in an area are easy marks Skill Expert
or will provide a safe house for thieves on the Cunning Action You have honed your proficiency with
run. Starting at 2nd level, your quick thinking and particular skills, granting you the following
agility allow you to move and act quickly. You benefits: Increase one ability score of your
Sneak Attack can take a bonus action on each of your turns choice by 1, to a maximum of 20. --Dex You
Beginning at 1st level, you know how to strike in combat. This action can be used only to gain proficiency in one skill of your choice. --
subtly and exploit a foe’s distraction. Once per take the Dash, Disengage, or Hide action. Intimidation Choose one skill in which you
turn, you can deal an extra 2d6 damage to one have proficiency. You gain expertise with that
creature you hit with an attack if you have Favored Foe skill, which means your proficiency bonus is
advantage on the attack roll. The attack must When you hit a creature with an attack roll, you doubled for any ability check you make with it.
use a finesse or a ranged weapon. You don’t can call on your mystical bond with nature to The skill you choose must be one that isn't
need advantage on the attack roll if another mark the target as your favored enemy for 1 already benefiting from a feature, such as
enemy of the target is within 5 feet of it, that minute or until you lose your concentration (as Expertise, that doubles your proficiency bonus.
enemy isn’t incapacitated, and you don’t have if you were concentrating on a spell). The first --Acrobatics
disadvantage on the attack roll. The amount of time on each of your turns that you hit the
the extra damage increases as you gain levels favored enemy and deal damage to it, Whispers of the Dead
in this class, as shown in the Sneak Attack including when you mark it, you increase that When you choose this archetype at 3rd level,
column of the Rogue table. damage by 1d4. You can use this feature to echoes of those who have died cling to you.
mark a favored enemy a number of times Whenever you finish a short or long rest, you
Darkvision equal to your proficiency bonus, and you can gain one skill or tool proficiency of your
You have a cat's keen senses, especially in regain all expended uses when you finish a choice, as a ghostly presence shares its
the dark. You can see in dim light within 60 long rest. This feature's extra damage knowledge with you. You lose this proficiency
feet of you as if it were bright light, and in increases when you reach certain levels in this when you use this feature to choose a different
darkness as if it were dim light. You can't class: to 1d6 at 6th level and to 1d8 at 14th proficiency that you lack.
discern color in darkness, only shades of gray. level.
Wails from the Grave
Feline Agility Deft Explorer At 3rd level, as you nudge someone closer to
Your reflexes and agility allow you to move You are an unsurpassed explorer and survivor, the grave, you can channel the power of death
with a burst of speed. When you move on your both in the wilderness and in dealing with to harm someone else as well. Immediately
turn in combat, you can double your speed others on your travels. You gain the Canny after you deal your Sneak Attack damage to a
until the end of the turn. Once you use this benefit below, and you gain an additional creature on your turn, you can target a second
trait, you can't use it again until you move 0 benefit when you reach 6th level and 10th creature that you can see within 30 feet of the
feet on one of your turns. level in this class. Canny (1st Level) Choose first creature. Roll half the number of Sneak
one of your skill proficiencies. Your proficiency Attack dice for your level (round up), and the
Cat's Claws bonus is doubled for any ability check you second creature takes necrotic damage equal
Because of your claws, you have a climbing make using the chosen skill. --Perception You to the roll’s total, as wails of the dead sound
speed of 20 feet. In addition, your claws are can also speak, read, and write 2 additional around them for a moment. You can use this
natural weapons, which you can use to make languages of your choice. --Elvish,Dwarvish feature a number of times equal to your
unarmed strikes. If you hit with them, you deal Roving (6th Level) Your walking speed proficiency bonus, and you regain all
slashing damage equal to 1d4 + your Strength increases by 5, and you gain a climbing speed expended uses when you finish a long rest.
modifier, instead of the bludgeoning damage and a swimming speed equal to your walking
normal for an unarmed strike. speed. Tireless (10th Level) As an action, you
can give yourself a number of temporary hit
points equal to 1d8 + your Wisdom modifier
(minimum of 1 temporary hit point). You can
use this action a number of times equal to your
proficiency bonus, and you regain all
expended uses when you finish a long rest. In
addition, whenever you finish a short rest, your
exhaustion level, if any, is decreased by 1.
SPELLS
Alarm
Abjuration 1 Detect Magic
Casting Time: 1 minute Divination 1
Range: 30 feet Casting Time: 1 action
Target: A door, a window, or an area within Range: Self
range that is no larger than a 20-foot cube Target: Self
Components: V S M Components: V S
Duration: 8 hours Duration: ConcentrationUp to 10 minutes
Description: Description:
You set an alarm against unwanted intrusion. For the duration, you sense the presence of
Choose a door, a window, or an area within magic within 30 feet of you. If you sense magic
range that is no larger than a 20-foot cube. in this way, you can use your action to see a
Until the spell ends, an alarm alerts you faint aura around any visible creature or object
whenever a Tiny or larger creature touches or in the area that bears magic, and you learn its
enters the warded area. When you cast the school of magic, if any. The spell can penetrate
spell, you can designate creatures that won't most barriers, but it is blocked by 1 foot of
set off the alarm. You also choose whether the stone, 1 inch of common metal, a thin sheet of
alarm is mental or audible. A mental alarm lead, or 3 feet of wood or dirt.
alerts you with a ping in your mind if you are
within 1 mile of the warded area. This ping
awakens you if you are sleeping. An audible
alarm produces the sound of a hand bell for 10
seconds within 60 feet