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Rogue 3 Kessaralyn

CLASS & LEVEL PLAYER NAME


Juniper
Half-Elf Noble (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+2 Constitution +3 14 24 --
-1 • +3 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
8
+2 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+3 DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION E +7 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 +0

+1
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

15 P +1 Athletics STR === TOOLS ===


ABILITY SAVE DC Dragonchess Set, Thieves' Tools
P +4 Deception CHA
P +3 History INT === LANGUAGES ===
INTELLIGENCE
+0 Insight WIS Common, Elvish, Gnomish, Sylvan, Thieves’
30 ft. (Walking) Cant
+1 +2 Intimidation CHA
+1 Investigation INT
13 +0 Medicine WIS SPEED

+1 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +0 Perception WIS


P +4 Performance CHA === ACTIONS === take the Use an Object action.
+0 P +4 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, === SPECIAL ===
Help, Hide, Ready, Search, Use an Object, Sneak Attack
+1 Religion INT
10 Opportunity Attack, Grapple, Shove, Improvise, Once per turn, you can deal an extra 2d6 damage
E +7 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object to one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack
P +5 Stealth DEX === BONUS ACTIONS === roll. You don’t need advantage on the attack roll if
CHARISMA Cunning Action another enemy of the target is within 5 ft. of it, that
+0 Survival WIS
You can take a bonus action on each of your turns enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
+2 to take the Dash, Disengage, or Hide action.

Fast Hands
You can use the bonus action granted by your
14 Cunning Action to make a Sleight of Hand check, use
your thieves’ tools to disarm a trap or open a lock, or
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

10 PASSIVE WISDOM (PERCEPTION)


Crossbow, Hand, +1 +6 1d6+4 Piercing Martial, Ammunition, Range, Light, Loading, Range (30/120)

Dagger +5 1d4+3 Piercing Simple, Finesse, Light, Thrown, Range (20/60)


10 PASSIVE WISDOM (INSIGHT)

Dart, +1 +6 1d4+4 Piercing Simple, Finesse, Thrown, Range (20/60)

11 PASSIVE INTELLIGENCE (INVESTIGATION)


Unarmed Strike +1 0 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 3 Kessaralyn
CLASS & LEVEL PLAYER NAME
Juniper
Half-Elf Noble (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === Cunning Action to make a Sleight of Hand check, use
your thieves’ tools to disarm a trap or open a lock, or
* Hit Points • PHB 95 take the Use an Object action.

* Proficiencies • PHB 95 | 1 Bonus Action

* Expertise • PHB 96 * Second-Story Work • PHB 97


Your proficiency bonus is doubled for any ability check Climbing no longer costs you extra movement, and
you make for two chosen proficiencies. [6th] Choose when you make a running jump, the distance you
two additional proficiencies. cover increases by +3 feet.

* Sneak Attack • PHB 96


Once per turn, you can deal an extra 2d6 damage to === HALF-ELF RACIAL TRAITS ===
one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack * Ability Score Increase • BR 39
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that * Darkvision • BR 39
enemy isn’t incapacitated, and you don’t have You can see in darkness (shades of gray) up to 60 ft.
disadvantage on the attack roll.
* Fey Ancestry • BR 39
| Special You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
* Thieves’ Cant • PHB 96
You have learned thieves’ cant, a secret mix of dialect, * Skill Versatility • BR 39
jargon, and code that allows you to hide messages in You gain proficiency in two skills of your choice.
seemingly normal conversation. It takes four times
longer to convey such a message than it does to * Languages • BR 39
speak the same idea plainly.

* Cunning Action • PHB 96


You can take a bonus action on each of your turns to
take the Dash, Disengage, or Hide action.

| 1 Bonus Action

* Roguish Archetype • PHB 96

| Thief

* Fast Hands • PHB 97


You can use the bonus action granted by your

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Ring of Animal Influence 1 --

Crossbow, Hand, +1 1 3 lb.

SP 0 Dart, +1 1 0.25 lb.

Leather 1 10 lb.
EP 0 Dagger 1 1 lb.

Dagger 1 1 lb.
GP 25 Clothes, Fine 1 6 lb.

Signet Ring 1 --
PP 0 Thieves' Tools 1 1 lb.

WEIGHT CARRIED

22.75 lb.
ENCUMBERED ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb.
PUSH/DRAG/LIFT

240 lb.

EQUIPMENT

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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Juniper
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

If you do me an injury, I will crush


you, ruin your name, and salt your
fields.
My eloquent flattery makes everyone
PERSONALITY TRAITS

Independence. I must prove that I


can handle myself without the
coddling of my family. (Chaotic)
IDEALS

BONDS

By my words and actions, I often bring


shame to my family.

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Has a pet Squirrel named Roderick, who has


magically bonded with Juniper. She can speak to
him, and he can do basic commands (helping steal
etc)

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

=== 1st LEVEL ===

O Animal Friendship Ring of Animal Influence WIS 13 1A 30 ft. V,S,M 24 hours PHB 212 1 Charge (3/3), D: 24h, V/S/M

O Speak with Animals Ring of Animal Influence -- 1A Self V,S 10 minutes PHB 277 1 Charge (3/3), D: 10m, V/S

=== 3rd LEVEL ===

O Fear <C> Ring of Animal Influence WIS 13 1A Self/30 ft. Cone V,S,M Concentration, up to 1 minute PHB 239 1 Charge (3/3), D: 1m, 30 ft. Cone, V/S/M

SPELLS

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