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Level 1 Wood Elf Rogue 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Patrick DeBrogue
Knight Rob
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Studded Leather 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
10
SHIELD
AC
Sneak Attack. Once per turn, you can deal an extra
N
CIE C
1d6 damage to one creature you hit with an attack
+0 Strength if you have advantage on the attack roll. The attack
Y
PROFI

+0 must use a finesse or a ranged weapon.You don’t


✘ +6 Dexterity
need advantage on the attack roll if another enemy
+2 Constitution ARMOR CLASS of the target is within 5 feet of it, that enemy isn’t
DEXTERITY
✘ +3 Intelligence
incapacitated, and you don’t have disadvantage on
MAXIMUM HIT DICE TEMPORARY the attack roll.
18 +2 Wisdom

+2 Charisma
10 1d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
normal conversation. Only another creature that
+4 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CURRENT HIT POINTS than it does to speak the same idea plainly.In
CONSTITUTION DEATH SAVING THROWS
addition, you understand a set of secret signs and
SAVING THROWS
symbols used to convey short, simple messages,
14 N
CIE C

+4 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION or whether the people in an area are easy marks or
+2 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+2 +1 Arcana (Int) Darkvision

+0 Athletics (Str)
INTELLIGENCE ✘ +4 Deception (Cha)

13 ✘


+3 History (Int)
+4 Insight (Wis)
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
WISDOM
being charmed, and magic can’t put you to sleep.
+1 Nature (Int)

15 ✘✘ +6 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4
+2 Performance (Cha) hours a day.
✘ +4 Persuasion (Cha)
+2 +1 Religion (Int)
Mask of the Wild. You can attempt to hide even
when you are only lightly obscured.
✘ +6 Sleight of Hand (Dex)
CHARISMA ✘✘ +8 Stealth (Dex)

14 +2 Survival (Wis)
SKILLS

+2 16 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +6 vs AC 1d8+4 piercing
Finesse
FEATURES & TRAITS
Shortbow 80/320 +6 vs AC 1d6+4 piercing
Ammunition, Two-Handed

Dagger 20/60 +6 vs AC 1d4+4 piercing Armor Proficiencies. Light Armor


Finesse, Light, Thrown
Weapon Proficiencies. Longsword, Shortsword,
Shortbow, Longbow, Simple Weapons, Crossbow,
Hand, Rapier

Tool Proficiencies. Playing card set, Thieves’ tools

Languages. Common, Elvish, Sylvan, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'9" 114 lb.
GENDER AGE HEIGHT WEIGHT
Patrick DeBrogue
CHARACTER NAME EYES SKIN HAIR

NAME

Wolf's Claw

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You understand wealth, power, and privilege. You carry a noble title, and your family owns land, collects taxes, and
wields significant political influence. You might be a pampered aristocrat unfamiliar with work or discomfort, a former
merchant just elevated to the nobility, or a disinherited scoundrel with a disproportionate sense of entitlement. Or you
could be an honest, hard-working landowner who cares deeply about the people who live and work on your land,
keenly aware of your responsibility to them.

Work with your DM to come up with an appropriate title and determine how much authority that title carries. A noble
title doesn’t stand on its own—it’s connected to an entire family, and whatever title you hold, you will pass it down to
your own children. Not only do you need to determine your noble title, but you should also work with the DM to
PERSONALITY TRAITS
describe your family and their influence on you.

Is your family old and established, or was your title only recently bestowed? How much influence do they wield, and
over what area? What kind of reputation does your family have among the other aristocrats of the region? How do the
common people regard them?

IDEAL What’s your position in the family? Are you the heir to the head of the family? Have you already inherited the title? How
do you feel about that responsibility? Or are you so far down the line of inheritance that no one cares what you do, as
long as you don’t embarrass the family? How does the head of your family feel about your adventuring career? Are you
in your family’s good graces, or shunned by the rest of your family?

Does your family have a coat of arms? An insignia you might wear on a signet ring? Particular colors you wear all the
time? An animal you regard as a symbol of your line or even a spiritual member of the family?
BOND
These details help establish your family and your title as features of the world of the campaign.

A knighthood is among the lowest noble titles in most societies, but it can be a path to higher status. If you wish to be a
knight, choose the Retainers feature (see the sidebar) instead of the Position of Privilege feature. One of your commoner
retainers is replaced by a noble who serves as your squire, aiding you in exchange for training on his or her own path to
FLAW
knighthood. Your two remaining retainers might include a groom to care for your horse and a servant who polishes your
BACKGROUND STORY
armor (and even helps you put it on).

As an emblem of chivalry and the ideals of courtly love, you might include among your equipment a banner or other
Retainers token from a noble lord or lady to whom you have given your heart—in a chaste sort of devotion. (This person could be
your bond.)
You have the service of three retainers loyal to your
family. These retainers can be attendants or
messengers, and one might be a majordomo. Your
retainers are commoners who can perform mundane
tasks for you, but they do not fight for you, will not
follow you into obviously dangerous areas (such as
dungeons), and will leave if they are frequently
endangered or abused.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Clothes, Fine 1 6
Signet Ring 1 —
[Rapier] 1 2
Shortbow 1 2
Arrow 20 1
Quiver 1 1
Thieves’ Tools 1 1
Dagger 2 2
Burglar’s Pack 1 10
[Studded Leather] 1 13
Clothes, Traveler’s 1 4
Mirror, Steel 1 .5
Perfume (vial) 1 —
Potion of Healing 1 .5

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 5 0 20 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

43.5 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Clothes, Fine Signet Ring Rapier
Adventuring Gear Adventuring Gear Weapons

6 lb. Player’s Handbook — Player’s Handbook 2 lb. Player’s Handbook

Shortbow Arrow Quiver


Weapons Ammunition Adventuring Gear

Arrows are used with a bow to make a ranged attack. A quiver can hold up to 20 arrows.

2 lb. Player’s Handbook 1/20 lb. Player’s Handbook 1 lb. Player’s Handbook

Thieves’ Tools Dagger Dagger


Tools Weapons Weapons

Perhaps the most common tools used by adventurers, thieves’


tools are designed for picking locks and foiling traps.
Proficiency with the tools also grants you a general knowledge
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

1 lbs. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook


Burglar’s Pack Studded Leather Clothes, Traveler’s
Equipment Packs Armor Adventuring Gear

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of Made from tough but flexible leather, studded leather is
string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a reinforced with close-set rivets or spikes.
hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox,
and a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.

10 lbs. Player’s Handbook 13 lb. Player’s Handbook 4 lb. Player’s Handbook

Mirror, Steel Perfume (vial) Potion of Healing


Adventuring Gear Adventuring Gear Adventuring Gear

A character who drinks the magical red fluid in this vial


regains 2d4 + 2 hit points. Drinking or administering a
potion takes an action.

½ lb. Player’s Handbook — Player’s Handbook ½ lb. Player’s Handbook

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