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Rog/Thi/1,Cle/Tri/3 Urchin

class & level BackgrouNd Player Name

Elf/Wood Chaotic Good
character Name race aligNmeNt exPerieNce PoiNts

strEngth þÿI don t like to bathe.
13 +3 30
12 armOr
+2 prOficiEncy bOnus initiativE spEEd

+1 PersoNality traits

hit Point maximum 28

+1 strength Respect. All people, rich or poor,
dExtErity deserve respect.
+5 dexterity

* +1 constitution
currEnt hit pOints ideals
+2 intelligence
+3 * +2 Wisdom
I sponsor an orphanage to keep others
-1 charisma from enduring what I was forced to
saving thrOws
tEmpOrary hit pOints BoNds
+5 acrobatics (dex) total I will never fully trust anyone other
+1 * +2 animal handling (Wis)

than myself.

0 arcana (int) hit dice death saves FlaWs

intElligEncE +1 athletics (str)
+1 deception (cha)
10 * Name atk BoNus damage/tyPe Fey Ancestry. You have advantage on saving throws against
0 history (int) being charmed and magic can't put you to sleep

0 +2 insight (Wis) Trance. Elves don't need to sleep. Instead, they meditate
deeply, remaining semiconscious, for 4 hours a day. (The
-1 intimidation (cha)
Common word for such meditation is 'trance.') While
+2 investigation (int) meditating, you can dream after a fashion; such dreams are
* +2 medicine (Wis)
actually mental exercises that have become re exive through
years of practice. After resting in this way, you gain the
15 0 Nature (int)
same bene t that a human does from 8 hours of sleep.

Darkvision. Accustomed to twilit forests and the night sky,

+4 Perception (Wis)
+2 * +1 Performance (cha)
you have superior vision in dark and dim conditions. You
can see in dim light within 60 feet of you as if it were

* -1 Persuasion (cha)
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

0 religion (int) foe's distraction. Once per turn, you can deal an extra 1d6
8 +5 sleight of hand (dex) damage to one creature you hit with an attack if you have

* +5 stealth (dex)
advantage on the attack roll. The attack must use a finesse
or a ranged weapon. You don't need advantage on the attack

-1 * +2 survival (Wis)
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
skills attacks & spEllcasting 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
14 Passive Wisdom (PercePtioN)
cP 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
Languages.Elvish, Common sP idea plainly. In addition, you understand a set of secret
signs and symbols used to convey short, simple messages,
Weapon.Simple, Crossbow hand, Longsword, such as whether an area is dangerous or the territory of a
Rapier, Shortsword, Shortbow, Longbow thieves' guild, whether loot is nearby, or whether the
people in an area are easy marks or will provide a safe
Armor. Light, Medium, Shields house for thieves on the run.

Tools. Disguise kit, Thieves tools, Thieves gP

Fleet o f Foot. Your base walking speed
increases to 35 feet.

Mask o f the Wild. You can attempt to hide even when

you are only lightly obscured by foliage, heavy rain,
PP falling snow, mist, and other natural phenomena
Starting w hen you choose this dom ain at 1st level, you
can use your action to touch a willing creature other
than yourself to give it advantage on Dexterity (Stealth)
checks. This blessing lasts for 1 hour or until you use
this feature again.
OthEr prOficiEnciEs & languagEs EquipmEnt fEaturEs & traits

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26 years
character name EYES SKIN HAIR



character appearance allies & organizations

Channel Divinity: Turn Undead. As an action, you present ChannelDivinity:InvokeDuplicity

Starting at 2nd level, you can use your Channel Divinity
your holy symbol and speak a prayer censuring the undead.
Mask o f the Wild. You can attempt to hide even to create an illusory duplicate o f yourself.
Each undead that can see or hear you within 30 feet of you As an action, you create a perfect illusion of
when you are only lightly obscured by foliage, must make a Wisdom saving throw. If the creature fails its yourself that lasts for 1 minute, or until you lose your
heavy rain, falling snow, mist, and other natural saving throw, it is turned for 1 minute or until it takes concentration (as if you were concentrating on a spell).
any damage. A turned creature must spend its turns trying The illusion appears in an unoccupied space that you
phenomena to move as far away from you as it can, and it can't can see within 30 feet of you. As a bonus action on your
willingly move to a space within 30 feet of you. It also turn, you can move the illusion up to 30 feet to a space
can't take reactions. For its action, it can use only the you can see, but it must remain within 120 feet o f you.
Dash action or try to escape from an effect that prevents For the duration, you can cast spells as though you
it from moving. If there's nowhere to move, the creature were in the illusion’s space, but you must use your own
can use the Dodge action. senses. Additionally, when both you and your illusion
are within 5 feet of a creature that can see the illusion,
you have advantage on attack rolls against that creature,
given how distracting the illusion is to the target.

additional features & traits

character backstory treasure

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Cleric Wis 12 +4
Spellcasting spell save dc spell attack
spellcasting ability bonus

0 cantrips 3 6
Sacred Flame

slots total slots expended

1 4 7
Bless spell name

Charm Person
Disguise Self
Healing Word
spells known

2 2

Hold Person
Spiritual Weapon
Silence 5
Prayer of Healing

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.