Zoec is based on @zoec98 image, she writes such cool stuff, go check it out.
Zoec "The Mastermind" - 7th Level Rogue (Mastermind)
Concept: Zoec, exudes an air of sophisticated intelligence and calculated control. She is a puppet master, pulling strings from the shadows, or sometimes right in plain sight. Her focus isn't on direct combat, but on outsmarting opponents, gathering information, and manipulating situations to her advantage. She's a leader, a planner, and a formidable opponent whose true power lies in her mind and her ability to orchestrate events with precision.
Race: Human (Variant)
Ability Score Increase: +1 Intelligence, +1 Dexterity, +1 Charisma
Skill Proficiency: Insight
Feat: Keen Mind (at 1st Level, perfectly suiting her analytical and strategic prowess)
Class: Rogue (Mastermind)
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, Disguise kit, Forgery kit
Saving Throws: Dexterity, Intelligence
Skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth (Zoe chooses Deception, Investigation, Perception, Persuasion)
Ability Scores (Point Buy + Racial Bonuses + ASIs):
Strength: 8 (base) = 8
Dexterity: 14 (base) + 1 (racial) = 15
Constitution: 12 (base) + 1 (racial) = 13
Intelligence: 15 (base) + 1 (racial) + 2 (ASI at 4th) = 18
Wisdom: 10 (base) = 10
Charisma: 13 (base) + 1 (racial) = 14
Note: The ASI at 4th level was used to boost Intelligence to 18.
Calculated Modifiers:
Strength: -1
Dexterity: +2
Constitution: +1
Intelligence: +4
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 (2) = 13 (Her white jacket and outfit are stylized light armor)
Initiative: +2 (Dex Modifier)
Speed: 30 ft.
Saving Throws:
Strength: -1 (Mod) = -1
Dexterity: +2 (Mod) +3 (Prof) = +5
Constitution: +1 (Mod) = +1
Intelligence: +4 (Mod) +3 (Prof) = +7
Wisdom: +0 (Mod) = +0
Charisma: +2 (Mod) = +2
Skills:
Acrobatics (Dex): +2
Animal Handling (Wis): +0
Arcana (Int): +4
Athletics (Str): -1
Deception (Cha): +2 (Mod) +3 (Prof) = +5
History (Int): +4
Insight (Wis): +0 (Mod) +3 (Prof) = +3 (Racial proficiency)
Intimidation (Cha): +2
Investigation (Int): +4 (Mod) +3 (Prof) = +7
Medicine (Wis): +0
Nature (Int): +4
Perception (Wis): +0 (Mod) +3 (Prof) = +3
Performance (Cha): +2
Persuasion (Cha): +2 (Mod) +3 (Prof) = +5
Religion (Int): +4
Sleight of Hand (Dex): +2
Stealth (Dex): +2
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. (Zoe chooses Investigation and Persuasion)
Investigation: +4 (Mod) + (3 * 2) (Expertise) = +10
Persuasion: +2 (Mod) + (3 * 2) (Expertise) = +8
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 (Mastermind - 3rd Level):
Bonus Proficiencies: You gain proficiency with the disguise kit, the forgery kit, and two languages of your choice. (Zoe chooses Elvish and Dwarvish to broaden her communication).
Master of Intrigue: You gain proficiency with the disguise kit, the forgery kit, and two languages of your choice. You also learn two additional languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature you hear speak for at least 1 minute, allowing you to pass yourself off as a native speaker of a particular land, provided that you know the language.
Master of Tactics: You can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be up to 30 feet away from you, and it doesn't need to be within 5 feet of you.
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:
Keen Mind: (From Variant Human racial feat)
Increase your Intelligence score by 1, to a maximum of 20 (already applied).
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.
Weapons:
Light Crossbow:
Attack: +5 (Dex + Prof)
Damage: 1d8 + 2 (Dex) piercing
With Sneak Attack: 1d8 + 2 + 4d6 piercing
Dagger (2, Finesse, Thrown):
Attack: +5 (Dex + Prof)
Damage: 1d4 + 2 (Dex) piercing
With Sneak Attack: 1d4 + 2 + 4d6 piercing
Equipment:
Light Crossbow with 20 bolts
Two Daggers
Leather Armor (her outfit)
Thieves' Tools
Disguise Kit (from Mastermind)
Forgery Kit (from Mastermind)
Scholar's Pack (reflecting her intellectual bent)
Quill, ink, parchment, a small book of codes and ciphers
Belt pouch with 15 gp
Personality and Background (Noble - or a modified Spy):
Personality Trait: "I always have a plan, and I hate when things don't go according to it." or "I'm a natural leader, and people tend to defer to my judgment."
Ideal: "Order. A well-ordered system, with me at the controls, is the most efficient way to achieve goals."
Bond: "My intellect is my greatest weapon, and I will use it to protect those who rely on me."
Flaw: "I can be arrogant and dismissive of those I deem less intelligent than myself." or "I struggle to trust others, always looking for their hidden motives."
Background Feature (Noble - Position of Privilege): Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a social equal. You can secure an audience with a local ruler or other important personage, if you need to.