Rauskia

Rogue
Lizardfolk

Experience

0

Level

1

Inspired

false
The natural world is more important than all of the constructs of civilization. Survival is the highest priority.

Proficiency

2

Armor Class

18

Initiative

Temporary Hit Points

0

Hit Die

1d8

Speed

30

Max Hit Points

10

Current Hit Points

10
0
Strength
11
5
Dexterity
20
2
Constitution
14
3
Intelligence
16
0
Wisdom
10
3
Charisma
16

Le Skills

(Dex)
Acrobatics:
7
(Wis)
Animal Handling:
0
(Int)
Arcana:
3
(Str)
Athletics:
2
(Cha)
Deception:
5
(Int)
History:
3
(Wis)
Insight:
0
(Cha)
Intimidation:
5
(Int)
Investigation:
3
(Wis)
Medicine:
0
(Int)
Nature:
3
(Wis)
Perception:
2
(Cha)
Performance:
3
(Cha)
Persuasion:
3
(Int)
Religion:
3
(Dex)
Sleight of Hand:
7
(Dex)
Stealth:
9
(Wis)
Survival:
2

Equipment

Lizardfolk Natural Armor
+18
to Armor
Thieves' Tools

Wealth

Platinum

0

Gold

14

Silver

0

Copper

0

Weapons

Shortsword
Dexterity
Attack
1d20
+7
Damage
1d6
+5
Dagger
Dexterity
Attack
1d20
+7
Damage
1d4
+5
Dart
Dexterity
Attack
1d20
+7
Damage
1d4
+5
Bite

Attack
1d20
+7
Damage
1d6
Sneak Attack

Attack
1d20
Damage
1d6

The Story of Rauskia

Lizardfolk Features:
• Your AC is 13 + Dex mod unless your worn armor would be greater
• You can swim as fast as you walk and can hold your breath for 15 minutes
• You can bite as an unarmed attack for 1d6+ str mod] slashing damage
• Hungry Jaws: [Prof]/day you can make a bite attack as a bonus action, gaining [prof] temporary hit points on a hit
• Cunning Artisan: As part of a short rest, you can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, you need a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools.

Outlander Features:
• You can always remember the layout of a region's geographical features, and can usually find enough food and water for six people

Rogue Features:
• Sneak Attack (1d6)
• Understand a secret language (Thieves' Cant)
• Double proficiency with chosen skills/tools (Stealth, Thieves' Tools)

Armor Proficiencies:
• Light Armor

Weapon Proficiencies:
• Simple Weapons
• Hand Crossbows
• Longswords
• Rapiers
• Shortswords

Tool Proficiencies:
• Drum (musical instrument)
• Thieves' Tools (double proficiency)

Languages Known:
• Common
• Draconic
• Infernal
• Thieves' Cant

Equipment:
• Shortsword
• Shortsword
• Dagger
• Dagger
• Dart (20)
• Backpack
• Bag of ball bearings
• String (10 feet)
• Bell
• Candle (5)
• Crowbar
• Hammer
• Piton (10)
• Hooded Lantern
• Flask of Oil (2)
• Rations (5 days)
• Tinderbox
• Waterskin
• Thieves' tools
• Staff
• Hunting trap
• Trophy (tooth of a Giant Crocodile)
• Set of traveler's clothes
• Belt pouch
• Trinket: A small packet filled with pink dust

Personality Traits:
There are two types of humanoid: lizardfolk and meat. I pity those softshells born without my natural gifts; they are like hatchlings in need of my protection and assistance.
I have a potent wanderlust, a desire to explore this world.
I find some non-repitilian humanoids to be cute, like a helpless puppy or kitten. Sometimes I pet them.

Ideals:
The natural world is more important than all of the constructs of civilization.
Survival is the highest priority.

Bonds:
None. Relatively cold and unsentimental, there is nothing in particular that ties me to people or places.

Flaws:
I feel no remorse nor guilt for a fallen comrade.
The strong survive, and the weak perish. The flesh of the fallen can be useful to me in other ways.

Notes:
My home swamp was usurped by a Lizard King of Sess'inek, a reptilian demon lord who seeks to corrupt and control the lizardfolk, shortly before my departure into the world.

Edit Rauskia:

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Something to remember me by

Quick Stats

Click on a stat to see applied bonuses.
Str: 11 (+0)
No Modifiers
Dex: 20 (+5)
No Modifiers
Con: 14 (+2)
No Modifiers
Int: 16 (+3)
No Modifiers
Wis: 10 (+0)
No Modifiers
Cha: 16 (+3)
No Modifiers

Saving Throws

Strength: 0
Dexterity: +7
Constitution: +2
Intelligence: +5
Wisdom: 0
Charisma: +3

Spell Casting

Spell DC : 13 
Spell Attack : +5