Laura is @restrainedvulgarity OC
Concept: Laura is a master of stealth, deception, and calculated strikes. Her close-cropped dark brown hair, smoky eyeliner, and striking outfit (black corset, fishnet stockings, knee-high boots, and a long black coat) all contribute to an aura of dangerous allure and mystery. She operates from the shadows, gathering intelligence and striking with deadly precision. Laura is not one for direct confrontation, preferring to control the narrative and eliminate threats before they even know they're in danger. Her keen mind and sharp senses make her an invaluable asset for infiltration and targeted elimination.
Race: Human (Variant)
Ability Score Increase: +1 Dexterity, +1 Intelligence, +1 Charisma
Skill Proficiency: Investigation
Feat: Alert (at 1st Level, perfectly suiting her role as an unseen threat who always acts first)
Class: Rogue (Assassin)
Hit Dice: 7d8 + (7 Con Modifier) = Average 7 4.5 + (7 * 1) = 31.5 + 7 = 38.5
Proficiencies:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth (Laura chooses Deception, Perception, Sleight of Hand, Stealth)
Ability Scores (Point Buy + Racial Bonuses + ASIs):
Strength: 8 (base) = 8
Dexterity: 15 (base) + 1 (racial) + 2 (ASI at 4th) = 18
Constitution: 12 (base) + 1 (racial) = 13
Intelligence: 13 (base) + 1 (racial) = 14
Wisdom: 10 (base) = 10
Charisma: 14 (base) + 1 (racial) = 15
Note: The ASI at 4th level was used to boost Dexterity to 18.
Calculated Modifiers:
Strength: -1
Dexterity: +4
Constitution: +1
Intelligence: +2
Wisdom: +0
Charisma: +2
Proficiency Bonus: +3 (for 7th Level)
Hit Points: 8 (1st Level) + (6 5) + (7 1) = 8 + 30 + 7 = 45 (Assuming average of 5 for subsequent d8 rolls and +1 Con modifier)
Armor Class (Leather Armor): 11 (Leather) + Dex Modifier (4) = 15 (Her outfit would be flavored as this light armor, or worn over it)
Initiative: +4 (Dex Modifier) +5 (Alert Feat) = +9
Speed: 30 ft.
Saving Throws:
Strength: -1 (Mod) = -1
Dexterity: +4 (Mod) +3 (Prof) = +7
Constitution: +1 (Mod) = +1
Intelligence: +2 (Mod) +3 (Prof) = +5
Wisdom: +0 (Mod) = +0
Charisma: +2 (Mod) = +2
Skills:
Acrobatics (Dex): +4
Animal Handling (Wis): +0
Arcana (Int): +2
Athletics (Str): -1
Deception (Cha): +2 (Mod) +3 (Prof) = +5
History (Int): +2
Insight (Wis): +0
Intimidation (Cha): +2
Investigation (Int): +2 (Mod) +3 (Prof) = +5 (Racial proficiency)
Medicine (Wis): +0
Nature (Int): +2
Perception (Wis): +0 (Mod) +3 (Prof) = +3
Performance (Cha): +2
Persuasion (Cha): +2
Religion (Int): +2
Sleight of Hand (Dex): +4 (Mod) +3 (Prof) = +7
Stealth (Dex): +4 (Mod) +3 (Prof) = +7
Survival (Wis): +0
Rogue Features:
Expertise (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. (Laura chooses Stealth and Sleight of Hand)
Stealth: +4 (Mod) + (3 * 2) (Expertise) = +10
Sleight of Hand: +4 (Mod) + (3 * 2) (Expertise) = +10
Sneak Attack (4d6): If you are hidden from a creature and hit it with an attack, or if you have advantage on an attack roll, or if an ally is adjacent to the target, you can deal an extra 4d6 damage once per turn on a hit with a finesse or ranged weapon. You don't need advantage on the attack roll if another hostile creature to the target is within 5 feet of it.
Thieves' Cant: A secret language of rogues.
Cunning Action (2nd Level): As a bonus action, you can take the Dash, Disengage, or Hide action.
Roguish Archetype (Assassin - 3rd Level):
Bonus Proficiencies: You gain proficiency with the disguise kit and the poisoner's kit.
Assassinate: You have advantage on attack rolls against any creature that hasn't taken a turn in combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Uncanny Dodge (5th Level): When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion (7th Level): When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Feats:
Alert: (From Variant Human racial feat)
You gain a +5 bonus to initiative.
You can't be surprised while you are conscious.
Other creatures don't gain advantage on attack rolls against you as a result of being hidden from you.
Weapons:
Rapier (Finesse):
Attack: +7 (Dex + Prof)
Damage: 1d8 + 4 (Dex) piercing
With Sneak Attack: 1d8 + 4 + 4d6 piercing
Shortbow (Ranged):
Attack: +7 (Dex + Prof)
Damage: 1d6 + 4 (Dex) piercing
With Sneak Attack: 1d6 + 4 + 4d6 piercing
Dagger (2, Finesse, Thrown):
Attack: +7 (Dex + Prof)
Damage: 1d4 + 4 (Dex) piercing
With Sneak Attack: 1d4 + 4 + 4d6 piercing
Equipment:
Rapier
Shortbow with 20 arrows
Two Daggers
Leather Armor (her outfit)
Thieves' Tools
Disguise Kit (from Assassin)
Poisoner's Kit (from Assassin)
Burglar's Pack
Belt pouch with 15 gp
Personality and Background (Criminal - Spy variant):
Personality Trait: "I'm a consummate professional, always focused on the mission, no matter how dirty." or "I rarely show emotion, keeping my true thoughts and feelings hidden."
Ideal: "Control. I thrive on knowing secrets and wielding power from the shadows."
Bond: "Someone I deeply wronged is now in danger, and I must make amends by protecting them."
Flaw: "I am prone to paranoia, always suspecting betrayal even from those I trust." or "I have a tendency to manipulate others for my own ends, even those I care about."
Background Feature (Criminal - Spy variant - Criminal Contact): You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over long distances; specifically, you know the secret signs and passwords needed to identify messengers of the network.