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Level 9 Tiefling Rogue, Mastermind 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Cyne Sienna
Cloistered Scholar Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as
STRENGTH 13 if it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4
15
SHIELD Hellish Resistance. You have resistance to fire damage.
AC
Infernal Legacy. You know the thaumaturgy cantrip. Once
N
CIE C
you reach 3rd level, you can cast the hellish rebuke spell
+2 Strength
Y
PROFI

once per day as a 2nd-level spell. Once you reach 5th level,
+2 you can also cast the darkness spell once per day. Charisma
✘ +7 Dexterity is your spellcasting ability for these spells.
+2 Constitution ARMOR CLASS
Expertise. Your proficiency bonus is doubled for any ability
DEXTERITY
✘ +4 Intelligence check you make that uses either of the chosen
MAXIMUM HIT DICE TEMPORARY proficiencies.
16 +1 Wisdom

+5 Charisma
69 9d8 Skill Expertise (Stealth).
Skill Expertise (Persuasion).
Skill Expertise (Insight).
CONDITIONAL
Skill Expertise (History).
+3
Sneak Attack. You can deal an extra 5d6 damage to one
CURRENT HIT POINTS creature you hit with an attack if you have advantage on
the attack roll.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Thieves’ Cant. A secret mix of dialect, jargon, and code that
14 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
allows you to hide messages in seemingly normal
conversation.
Y
PROFI

RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Cunning Action. You can take a bonus action on each of
+2 +0 Arcana (Int) Darkvision your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
+2 Athletics (Str)
Roguish Archetype.
INTELLIGENCE +5 Deception (Cha) Mastermind. Your focus is on people and on the influence
and secrets they have.

11 ✘✘ +8 History (Int)

✘✘ +9 Insight (Wis)
Uncanny Dodge. When an attacker that you can see hits
you with an attack, you can use your reaction to halve the
+5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS attack’s damage against you.
+0 ✘ +4 Investigation (Int) Evasion. When you are subjected to an effect that allows
1 Dagger +2 you to make a Dexterity saving throw to take only half
+1 Medicine (Wis) damage, you instead take no damage if you succeed on the
WISDOM saving throw, and only half damage if you fail.
+0 Nature (Int)

13 +1 Perception (Wis) Master of Intrigue. You can unerringly mimic the speech
patterns and accent of a creature that you hear speak for at
+5 Performance (Cha) least 1 minute, allowing you to pass yourself off as a native
speaker of a particular land, provided that you know the
✘✘ +13 Persuasion (Cha) language.
+1 ✘ +4 Religion (Int)
Master of Tactics. You can use the Help action as a bonus
+3 Sleight of Hand (Dex) action. Additionally, when you use the Help action to aid an
CHARISMA ally in attacking a creature, the target of that attack can be
✘✘ +11 Stealth (Dex) within 30 feet of you, rather than 5 feet of you, if the target

20
can see or hear you.
+1 Survival (Wis)
SKILLS Insightful Manipulator. You spend at least 1 minute
observing or interacting with another creature outside
combat, you can learn certain information about its
+5 11 PASSIVE PERCEPTION capabilities compared to your own.

ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 0 0 1.0 lb.
INITIATIVE +3 EQUIPMENT

NAME RANGE ATTACK DAMAGE / TYPE


Dagger +2 20/60 +9 vs AC 1d4 + 5 piercing
Finesse, Light, Thrown
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow, Hand,


Longsword, Rapier, Shortsword

Tool Proficiencies. Dragonchess set, Thieves’ tools, Disguise


kit, Forgery kit

Languages. Common, Infernal, Elvish, Undercommon,


Merfolk, Gnomish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Cyne Sienna
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

As a child, you were inquisitive when your playmates were possessive or raucous. In your formative years, you found
your way to one of Faerûn’s great institutes of learning , where you were apprenticed and taught that knowledge is a
more valuable treasure than gold or gems. Now you are ready to leave your home- not to abandon it, but to quest for
I’m willing to listen to every side of an argument new lore to add to its storehouse of knowledge.
before I make my own judgment.
I am horribly, horribly awkward in social situations. The most well known of Faerûn’s fonts of knowledge is Candlekeep. The great library is always in need of workers and
attendants, some of whom rise through the ranks to assume roles of greater responsibility and prominence. You might
be one of Candlekeep’s own, dedicated to the curatorship of what is likely the most complete body of lore and history in
all the world.
PERSONALITY TRAITS

Perhaps instead you were taken in by the scholars of the Vault of the Sages or the Map House in Silverymoon, and now
Knowledge. The path to power and self- you have struck out to increase your knowledge and to make yourself available to help those in other places who seek
improvement is through knowledge. (Neutral) your expertise. You might be one of the few who aid Herald’s Holdfast, helping to catalogue and maintain records of the
information that arrives daily from across Faerûn.

IDEAL

I've been searching my whole life for the answer to a


certain question.

BOND

I overlook obvious solutions in favor of complicated


ones.

FLAW BACKGROUND STORY

Feature: Library Access


Though others must often endure extensive interviews
and significant fees to gain access to even the most
common archives in your library, you have free and easy
access to the majority of the library, though it might also
have repositories of lore that are too valuable, magical, or
secret to permit anyone immediate access. You have a
working knowledge of your cloister's personnel and
bureaucracy, and you know how to navigate those
connections with some ease.Additionally, you are likely to
gain preferential treatment at other libraries across the
Realms, as professional courtesy shown to a fellow
scholar.
BACKGROUND FEATURE

An alabaster mask

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Thaumaturgy Hellish Rebuke Darkness
Transmutation Cantrip 1st-level evocation 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction CASTING TIME 1 action


RANGE 30 feet RANGE 60 feet RANGE 60 feet
DURATION Up to 1 minute DURATION Instantaneous DURATION Concentration, up to 10 minutes
COMPONENTS V COMPONENTS V, S COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)

You manifest a minor wonder, a sign of supernatural power, within Reaction: you are being damaged by a creature within 60 feet of you Magical darkness spreads from a point you choose within range to fill
range. You create one of the following magical effects within range: that you can see You point your finger, and the creature that a 15-foot radius sphere for the duration. The darkness spreads
• Your voice booms up to three times as loud as normal for 1 damaged you is momentarily surrounded by hellish flames. The around corners. A creature with darkvision can’t see through this
minute. creature must make a Dexterity saving throw. It takes 2d10 fire darkness, and nonmagical light can’t illuminate it. If the point you
• You cause flames to flicker, brighten, dim, or change color for 1 damage on a failed save, or half as much damage on a successful one. choose is on an object you are holding or one that isn’t being worn or
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd carried, the darkness emanates from the object and moves with it.
• You cause harmless tremors in the ground for 1 minute. level or higher, the damage increases by 1d10 for each slot level Completely covering the source of the darkness with an opaque
• You create an instantaneous sound that originates from a point above 1st. object, such as a bowl or a helm, blocks the darkness. If any of this
of your choice within range, such as a rumble of thunder, the cry of a spell’s area overlaps with an area of light created by a spell of 2nd
raven, or ominous whispers. level or lower, the spell that created the light is dispelled.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Infernal Legacy Player’s Handbook Infernal Legacy Player’s Handbook Infernal Legacy Player’s Handbook
Dagger +2
Weapons

You have a +2 bonus to attack and damage rolls made with


this magic weapon.

1 lb. System Reference Document

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