Feodora's Design

Female Human, Rogue (Thief) 15

Characteristics Str 10 (+0), Dex 18 (+4), Con 12 (+1), Int 15 (+2), Wis 14 (+2), Cha 13 (+1)

Hit Dice 15d8+15
Hit Points 93

Initiative +4
Armour Class 16
Saves Str 14, Dex 23, Con 15, Int 21, Wis 21, Cha 15

Shortsword +9, 1d6+4 damage
Dagger +9, 1d4+4 damage, range 20 ft / 60 ft
Light Crossbow
+9, 1d8+4 damage, 80 ft / 320 ft

Size Medium
Speed 40 ft

Proficiency +5
Proficiencies Dex and Int saves, light armour, simple weapons, flute, hand crossbows, longswords, rapiers, shortswords, thieves' tools, disguise kit
Skills Acrobatics +9 (reliable talent), Deception +6 (reliable talent), Investigation +7 (reliable talent), Perception +7 (reliable talent)
Expertise Sleight of Hand +14 (reliable talent), Stealth +14 (reliable talent), Streetwise +11 (reliable talent), Tinker +14 (reliable talent), tinker's tools
Specialisations Athletics (climbing) +5 (reliable talent), Sleight of Hand (gambling games) +14 (advantage), Stealth (quiet feet) +14 (advantage), Tinker (disabling traps) +14 (advantage)
Profession Street Rat
Background Urchin

Passive Perception 15
Passive Insight 12
Passive Investigation 17

Languages Galdarve, Low Bacchile (Common), Nascerine, Thieves' Cant
Scripts Classic

City Secrets Feodora knows the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When she is not in combat, Feodora and her companions can travel between any two locations in a city twice as fast as her speed would normally allow.

Sneak Attack Once per turn, Feodora can deal an extra 8d6 damage to one creature she hits with an attack using a finesse or ranged weapon, so long as she either has advantage on the roll or another enemy is within 5 ft of her target, that enemy isn't incapacitated, and Feodora doesn't have disadvantage on the roll.

Cunning Action On each of her turns in combat, Feodora can use a bonus action to make a Sleight of Hand or Tinker check or to take the Dash, Disengage, Hide, or Use an Object action.

Second Story Work Climbing does not cost Feodora extra movement, and she jumps an extra 2 feet with a running jump.

Skulker Feodora is an expert at slinking through shadows, and can try to hide when she is lightly obscured from the creature from which she is hiding. When she is hidden from a creature and misses it with a ranged weapon attack, making the attack doesn't reveal Feodora's position. Dim light doesn't impose disadvantage on Feodora's Perception checks relying on sight.

Uncanny Dodge Feodora can use her reaction to halve the damage she takes from an attack by an attacker she can see.

Evasion When an effect allows Feodora to make a Dexterity saving throw to take only half damage, Feodora takes no damage on a successful save and only half damage on an unsuccessful save.

Mobile Feodora is exceptionally speedy and agile. Whenever she uses the dash action, difficult terrain doesn't cost Feodora extra movement on that turn. When Feodora makes a melee attack against a creature, she doesn't provoke opportunity attacks from that creature for the rest of the turn.

Supreme Sneak Feodora has advantage on Stealth checks if she moves no more than half her speed on the same turn.

Dungeon Delver Feodora has advantage on Perception and Investigation checks made to detect secret doors. She can search for traps while travelling at normal speed instead of slow speed, has advantage on saving throws made to avoid or resist traps, and resistance to the damage dealt by traps.

Reliable Talent Whenever Feodora makes an ability check that lets her add her proficiency bonus, she can treat a d20 roll of 9 or lower as a 10.

Use Magic Device Feodora ignores all class, race, and level requirements on the use of arcane and natural magic items.

Blindsense Feodora is aware of the location of any hidden or invisible creature within 10 feet of her unless she is deafened and cannot hear.

Slippery Mind Feodora is proficient with Wisdom saving throws.

Travelling Equipment shortsword, 2 daggers, light crossbow and 20 bolts, thieves' tools, tinker's tools, burglar's pack, gaming dice, cold weather clothes, 15 pounds, 17 shillings, 12 pennies, peacock feathers, ghost net, ring of warmth

Weekly Expenses 1 shilling 8 pennies (personal costs)

Ghost Net This arcane magic item, woven from moonbeams and the tears of grieving parents, can restrain 1 creature of up to Large size. This net can restrain incorporeal creatures normally immune to the restrained condition, and cannot be escaped by travelling through the World of Spirits. A creature can use its action to make a DC 30 Strength (Brawn) check, freeing itself or another creature within its reach on a success and destroying the net. Dealing 15 slashing damage to the net (AC 10) with a magic weapon also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

Ring of Warmth This silver ring is an arcane magic item. When worn and attuned, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.


maintained by Gary Johnson (gwzjohnson at optusnet.com.au)
last updated 8 April 2026