Ang Badang

shop clerk


Human – Rogue 5
Sailor, Chaotic Good

Armor Class: 14
Hit Points: 5d8
Speed: 25 ft.
Initiative: 3

12(+1) 16 (+2) 18 (+4) 15 (+2) 14 (+2) 15 (+2)

Proficiency Bonus: +3

  • Skills:
    • Acrobatics +6
    • Athletics +4
    • Insight +5
    • Perception +5
    • Persuasion +5

Senses: passive Perception 12
Languages: Dwarvish, Elvish


Light Hammer
Attack Bonus Damage Range
Melee +4 2d4 +1 5 ft.
Ranged +6 2d4 +3 20/60 ft.
Attack Bonus Damage Range
Melee +3 1d4 +1 5 ft.
Ranged +4 1d4 +2 20/60 ft.
Throwing Knives
Attack Bonus Damage Range
Ranged +6 1d4 +3 20/60 ft.
Unarmed Strike
Attack Bonus Damage Range
Melee +4 1d4 +1 5 ft.

Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage

Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus

Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Sneak Attack. You know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves’ Cant. During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action. Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Fast Hands. You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work. You gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.


His first name is Ang, last name Badang but, is always called Angbadang.

Not fond of magic users and is usually suspicious, to anyone.

Ang Badang

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