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Rogue 14 / Fighter 1 eluviamaure

CLASS & LEVEL PLAYER NAME


Aiken Drum
Variant Human Urchin (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+4 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +10 Dexterity
+3 Constitution +10 21 124 --
+4 • +7 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
18
+1 Charisma
Total
14d8 + 1d10 SUCCESSES
Saving Throw Modifiers
Resistances - Cold
DEXTERITY FAILURES

+5 DEFENSES HIT DICE DEATH SAVES

20 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor, Medium Armor, Shields
CONSTITUTION E +15 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+5
+3 +0

+2
Animal Handling WIS
Arcana INT
Martial Weapons, Simple Weapons

=== TOOLS ===


16 +4 Athletics STR Disguise Kit, Lute, Thieves' Tools
ABILITY SAVE DC
P +6 Deception CHA
=== LANGUAGES ===
+2 History INT Common, Elvish, Thieves’ Cant
INTELLIGENCE
+0 Insight WIS
30 ft. (Walking)
+2 +1 Intimidation CHA
E +12 Investigation INT
15 +0 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +5 Perception WIS


+1 Performance CHA === ACTIONS === take the Use an Object action.
+0 P +6 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, Second Wind • 1 / Short Rest
Help, Hide, Ready, Search, Use an Object, Once per short rest, you can use a bonus action to
+2 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise, regain 1d10 + 1 HP.
P +10 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object
=== REACTIONS ===
E +15 Stealth DEX === BONUS ACTIONS === Defensive Duelist
CHARISMA Cunning Action When you are wielding a finesse weapon with
+0 Survival WIS
You can take a bonus action on each of your turns which you are proficient and another creature hits you
with a melee attack, you can use your reaction to add
+1 to take the Dash, Disengage, or Hide action.

Fast Hands
5 to your AC for that attack.

You can use the bonus action granted by your Uncanny Dodge
13 Cunning Action to make a Sleight of Hand check, use When an attacker that you can see hits you with an
your thieves’ tools to disarm a trap or open a lock, or attack, you can use your reaction to halve the attack’s
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

15 PASSIVE WISDOM (PERCEPTION)


Dagger, +3 +13 1d4+8 Piercing Simple, Dual Wield, Finesse, Light, Thrown, Range (20/60)

Shortsword, +3 +13 1d6+8 Piercing Martial, Finesse, Light


10 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +9 5 Bludgeoning


22 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 14 / Fighter 1 eluviamaure
CLASS & LEVEL PLAYER NAME
Aiken Drum
Variant Human Urchin (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === your thieves’ tools to disarm a trap or open a lock, or If you are able to hear, you are aware of the location of
take the Use an Object action. any hidden or invisible creature within 10 ft. of you.
* Hit Points • PHB 95
| 1 Bonus Action === FIGHTER FEATURES ===
* Proficiencies • PHB 95
* Second-Story Work • PHB 97 * Hit Points • PHB 71
* Expertise • PHB 96 Climbing no longer costs you extra movement, and
Your proficiency bonus is doubled for any ability check when you make a running jump, the distance you * Proficiencies • PHB 71
you make that uses any of the chosen proficiencies. cover increases by +5 feet.
* Fighting Style • PHB 72
* Sneak Attack • PHB 96 * Ability Score Improvement • PHB 96 You adopt a fighting style specialty.
Once per turn, you can deal an extra 7d6 damage to
one creature you hit with an attack with a finesse or * Uncanny Dodge • PHB 96 | Two-Weapon Fighting • PHB
ranged weapon if you have advantage on the attack When an attacker that you can see hits you with an When you engage in two-weapon fighting, you can add
roll. You don’t need advantage on the attack roll if attack, you can use your reaction to halve the attack’s your ability modifier to the damage of the second
another enemy of the target is within 5 ft. of it, that damage against you. attack.
enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll. | 1 Reaction * Second Wind • PHB 72
Once per short rest, you can use a bonus action to
| Special * Evasion • PHB 96 regain 1d10 + 1 HP.
When you are subjected to an effect that allows you to
* Thieves’ Cant • PHB 96 make a DEX saving throw to take only half damage, | 1 / Short Rest • 1 Bonus Action
You have learned thieves’ cant, a secret mix of dialect, you instead take no damage if you succeed on the
jargon, and code that allows you to hide messages in saving throw, and only half damage if you fail.
seemingly normal conversation. It takes four times === VARIANT HUMAN RACIAL TRAITS ===
longer to convey such a message than it does to * Supreme Sneak • PHB 97
speak the same idea plainly. You have advantage on a Stealth check if you move * Languages • BR 31
no more than half your speed on the same turn. You can speak, read, and write Common and one
* Cunning Action • PHB 96 extra language.
You can take a bonus action on each of your turns to * Reliable Talent • PHB 96
take the Dash, Disengage, or Hide action. Whenever you make an ability check that lets you add * Ability Score Increase • BR 31
your proficiency bonus, you can treat a d20 roll of 9 or Two different ability scores of your choice increase by
| 1 Bonus Action lower as a 10. 1.

* Roguish Archetype • PHB 96 | Special * Skills • BR 31


You gain proficiency in one skill of your choice.
| Thief * Use Magic Device • PHB 97
You ignore all class, race, and level requirements on * Feat • BR 31
* Fast Hands • PHB 97 the use of magic items. You gain one feat of your choice.
You can use the bonus action granted by your
Cunning Action to make a Sleight of Hand check, use * Blindsense • PHB 96

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Bag of Holding 1 15 lb. Crowbar 1 5 lb.

Handy Haversack 1 -- Hammer 1 3 lb.

SP 0 Ring of Spell Storing 1 -- Lantern, Hooded 1 2 lb.

Leather, +3 1 10 lb. Oil (flask) 2 2 lb.


EP 0 Studded Leather, +3 1 13 lb. Piton 10 2.5 lb.

Ring of Cold Resistance 1 -- Rations (1 day) 5 10 lb.


GP 10 Dagger, +3 1 1 lb. Rope, Hempen (50 feet) 4 40 lb.

Shortsword, +3 1 2 lb. Tinderbox 1 1 lb.


PP 0 Small Knife 1 -- Waterskin 1 5 lb.

Bell 1 -- Thieves' Tools 1 1 lb.


WEIGHT CARRIED

119.7 lb. Dagger 1 1 lb. String 10 --

ENCUMBERED Dagger 1 1 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

270 lb. Ball Bearings (bag of 1,000) 1,000 2 lb. Ring of Spell Storing 1 --

PUSH/DRAG/LIFT Candle 5 -- Ring of Cold Resistance 1 --

540 lb. Clothes, Common 1 3 lb.

EQUIPMENT

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Rogue 14 / Fighter 1 eluviamaure
CLASS & LEVEL PLAYER NAME
Aiken Drum
Variant Human Urchin (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== FEATS ===

* Defensive Duelist • PHB 165


When you are wielding a finesse weapon with which
you are proficient and another creature hits you with a
melee attack, you can use your reaction to add 5 to
your AC for that attack.

| 1 Reaction

* Alert • PHB 165


You gain a +5 bonus to initiative, you can't be
surprised while you are conscious, and other creatures
don’t gain advantage on attack rolls against you as a
result of being unseen by you.

* Athlete • PHB 165


Increase your STR or DEX score by 1, and when you
are prone, standing up uses only 5 feet of your
movement. Climbing doesn't cost you extra movement,
and you can make a running long jump or a running
high jump after moving only 5 ft. on foot, rather than 10
ft.

* Actor • PHB 165


You gain +1 CHA, you have advantage on Deception
and Performance checks when trying to pass yourself
off as a different person, and you can mimic the
speech of another person or the sounds made by other
creatures that you have heard (for at least 1 minute).

* Dual Wielder • PHB 165


You add a +1 bonus to AC while you are wielding a
separate melee weapon in each hand, can use
two-weapon fighting even when the one-handed melee
weapons you are wielding aren't light, and can draw or
stow two one-handed weapons when you would
normally be able to draw or stow only one.

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

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Male 20 Medium 5'8" 175
GENDER AGE SIZE HEIGHT WEIGHT
Aiken Drum Chaotic Neutral Olidamaarra (devout)
freckled green Red
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I hide scraps of food and trinkets


away in my pockets.

PERSONALITY TRAITS

People. I help the people who help me — that’s


what keeps us alive. (Neutral)

IDEALS

I escaped my life of poverty by


robbing an important person, and
I’m wanted for it.
BONDS

I will never fully trust anyone


other than myself.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

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