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Level 10 Nocturne Rogue, Thief 64000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Syllin Reloseer'lo
Haunted One Neutral Duffy
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as
STRENGTH Leather 16 if it were bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +4
9
SHIELD Night Terrors. You gain resistance to psychic damage and
AC proficiency in the Perception skill.

N
CIE C
Perpetual Insomnia. Whenever you take a long rest, you
-1 Strength
Y
PROFI

can choose to remain awake or try to sleep. If you remain


-1 awake, you gain advantage on Charisma saving throws. If
✘ +9 Dexterity you sleep, your movement speed and jumping height each
+2 Constitution ARMOR CLASS increase by 5 feet, but you suffer disadvantage on saving
throws against being frightened. These benefits last until
DEXTERITY
✘ +7 Intelligence you begin a new long rest. If you gain the ability to go
MAXIMUM HIT DICE TEMPORARY without sleep, you gain all the benefits and no penalties.
20 +5 Wisdom

+2 Charisma
78 10d8
Restless. You do not suffer exhaustion when you go
without sleep for extended periods of time, but you must
CONDITIONAL
still rest as normal.
+5
Nine Lives. Whenever you are hidden from all other
CURRENT HIT POINTS creatures, you gain advantage on death saving throws and
on saving throws to reduce damage.
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS
Quick-Fingered. As a bonus action, you can make a
15 N
CIE C

✘✘ +13 Acrobatics (Dex)


SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Dexterity (Sleight of Hand) check to plant something on
someone else, conceal an object on a creature, lift a purse,
Y
PROFI

or take something from a pocket.


RT

EX E
P

+5 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 ✘ +7 Arcana (Int) Darkvision Prodigy. You have a knack for learning new things.

Resistances. Psychic Perceptive. Being in a lightly obscured area doesn’t impose


-1 Athletics (Str)
disadvantage on your Wisdom (Perception) checks if you
INTELLIGENCE +2 Deception (Cha) can both see and hear.

16 ✘
+3 History (Int)
+9 Insight (Wis)
Sneak Attack. You can deal an extra 5d6 damage to one
creature you hit with an attack if you have advantage on
the attack roll.
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+3 ✘✘ +11 Investigation (Int)
Thieves’ Cant. A secret mix of dialect, jargon, and code that
allows you to hide messages in seemingly normal
1 Bag of Tricks, Gray conversation.
✘ +9 Medicine (Wis)
WISDOM 1 Gloves of Thievery Cunning Action. You can take a bonus action on each of
✘ +7 Nature (Int)
1 Boots of Elvenkind your turns in combat. This action can be used only to take

20 ✘✘ +13 Perception (Wis) the Dash, Disengage, or Hide action.


1 Cloak of Elvenkind
+2 Performance (Cha) 1 Rapier Roguish Archetype.
Thief. You hone your skills in the larcenous arts.
+2 Persuasion (Cha) 1 Shortbow
+5 +3 Religion (Int) 1 Dagger Uncanny Dodge. When an attacker that you can see hits
1 Dagger you with an attack, you can use your reaction to halve the
✘✘ +13 Sleight of Hand (Dex) attack’s damage against you.
1 Leather
CHARISMA ✘✘ +13 Stealth (Dex)
1 Thieves’ Tools Evasion. When you are subjected to an effect that allows

15
you to make a Dexterity saving throw to take only half
✘✘ +13 Survival (Wis) 1 Explorer’s Pack damage, you instead take no damage if you succeed on the
SKILLS 1 Monster Hunter’s Pack saving throw, and only half damage if you fail.
1 Clothes, Common Fast Hands. You can use the bonus action granted by your
+2 23 PASSIVE PERCEPTION
1 Pouch Cunning Action to make a Sleight of Hand check, use your
thieves’ tools to disarm a trap or open a lock, or take the
1 Quiver Use an Object action.
ADVANTAGE
CP SP EP GP PP WEIGHT
0 0 0 15 0 33.85 lb. Second-Story Work. Climbing no longer costs you extra
INITIATIVE +5 1 Attack / Attack Action EQUIPMENT
movement. When you make a running jump, the distance
you cover increases by 5 feet.

Supreme Sneak. You have advantage on a Dexterity


NAME RANGE ATTACK DAMAGE / TYPE (Stealth) check if you move no more than half your speed
Rapier 5 ft +9 vs AC 1d8 + 5 piercing on the same turn.
Finesse
FEATURES & TRAITS
Shortbow 80/320 +9 vs AC 1d6 + 5 piercing
Ammunition, Two-Handed
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow, Hand,


Longsword, Rapier, Shortsword

Tool Proficiencies. Navigator’s tools, Thieves’ tools

Languages. Common, Merfolk, Primordial, Elvish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 14 4'9" 110 lbs
GENDER AGE HEIGHT WEIGHT
Syllin Reloseer'lo A deep glowing blue dark tan deep ebony black shaggy hair
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You begged them not to go, to stay an extra day, but money was hard to get and there was no food. You kept telling
them something was wrong, but there were no storms that day and they brushed you off. You kept yelling it's too calm
something was in the air you could feel it and it filled you with dread the closer you got to the ocean. You watched your
I like to read, write, and memorize poetry. It keeps parents board that boat departing onto the calm sea to earn some money. As you watched the ship draw further out
me calm and brings me fleeting moments of into the waters your feeling of dread grew, then you spotted it a single large eye drifting just below the surface of the
happiness. water, the deep red orb settled on you piercing you into your soul as you heard whispers in your head. Eventually the
I don’t talk about the thing that torments me. I’d
rather not burden others with my curse. whispers impossible for you to decipher grew into malevolent laughter that faded as the eye slipped into the deep. They
never returned no matter how long you waited. You heard the talk of the town, their ship lost or destroyed. eventually
while sifting through the wreakage that would wash up on shore you found the flag of their ship. When you picked it up
PERSONALITY TRAITS
you felt something pangs of fear and sorrow, before it was all swept away as the dread of that day washed over you
again. your head snapped towards the see and the eye was there drifting just bellow the surface. You heard a whisper
I will get away from this thing no matter the cost, I again but this time in your own tounge. "Eventually" before the eye faded into the depths. You fled deep into town,
will leave or it will die. staying away from the shores when you could, but this is Viristol the sea is the only thing of worth on this rotten little
rock. You would always eventually have to return to get by, You started a journal something to help you stay on track
and keep you sane as you stole, looted, even murdered to survive. Your nights became more fitful the voice that called
IDEAL to you if you stayed near the water for too long haunting you, bleeding into your journal as the entries became more
erractic and stange. Finally you found a form of relief when one night your nightmares were swept aside and you were
offered the gifts of the shadowcat. You accepted think these red eyed nightmares would be over, letting it change you
I keep my thoughts and discoveries in a journal. My as much as it wanted, alas you found that you could only hide longer, not sleeping for extended periods of time before
journal is my legacy. finally you rest your head to face the eye and it's whispers. You decided to use your newfound nocturnal abilities to steal
your way to a goal, get the hell out of this cesspool. with that goal in mind you joined up with captian Blackbrand when
you were ten cleaning, keeping night watch, even hasseling the more experienced crew members until they taught you
BOND how to navigate, anything to earn a share of the haul. every few nights the eye would whisper to you, you would listen
as it spoke a strange tounge trying to make you take actons that were not your own. you eventually learned this tounge
as the years wore on into present day. You know working for Voss is dangerous, mad even, made even more so for you
I assume the worst in people.
by the eye but that danger opens opportunity to your goal and you can't ignore that.

FLAW BACKGROUND STORY

black panther like ears on top of his head, small claws on The ragged washed out flag of the ship his parents were
Heart of Darkness his fingertips, and a long black tail. on
Those who look into your eyes can see that you have
faced unimaginable horror and that you are no
stranger to darkness. Though they might fear you,
commoners will extend you every courtesy and do
their utmost to help you. Unless you have shown
yourself to be a danger to them, they will even take
up arms to fight alongside you, should you find
yourself facing an enemy alone.

BACKGROUND FEATURE

A little black book that records your dreams, and


yours alone, when you sleep.

TRINKET
ADDITIONAL FEATURES ADDITIONAL TREASURE

This character sheet was generated by the Aurora Builder.


Bag of Tricks, Gray Gloves of Thievery Boots of Elvenkind
Wondrous Items Wondrous Items Wondrous Items

This ordinary bag, made from gray, rust, or tan cloth, appears These gloves are invisible while worn. While wearing them, While you wear these boots, your steps make no sound,
empty. Reaching inside the bag, however, reveals the you gain a +5 bonus to Dexterity (Sleight of Hand) checks regardless of the surface you are moving across. You also
presence of a small, fuzzy object. The bag weighs 1/2 pound. and Dexterity checks made to pick locks. have advantage on Dexterity (Stealth) checks that rely on
You can use an action to pull the fuzzy object from the bag moving silently.
and throw it up to 20 feet. When the object lands, it
transforms into a creature you determine by rolling a d8 and
consulting the table that corresponds to the bag's color. The
creature vanishes at the next dawn or when it is reduced to 0
hit points.
The creature is friendly to you and your companions, and it
acts on your turn. You can use a bonus action to command
how the creature moves and what action it takes on its next
turn, or to give it general orders, such as to attack your
enemies. In the absence of such orders, the creature acts in a
fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag,
the bag can't be used again until the next dawn.
Gray Bag of Tricks
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
7 Dire wolf
8 Giant elk

1/2 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Cloak of Elvenkind Rapier Shortbow


Wondrous Items Weapons Weapons

While you wear this cloak with its hood up, Wisdom
(Perception) checks made to see you have disadvantage,
and you have advantage on Dexterity (Stealth) checks
made to hide, as the cloak's color shifts to camouflage you.
Pulling the hood up or down requires an action.

0 lb. Dungeon Master’s Guide 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Dagger Dagger Leather


Weapons Weapons

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 10 lb. Player’s Handbook


Thieves’ Tools Explorer’s Pack Monster Hunter’s Pack
Tools Equipment Packs Equipment Packs

Perhaps the most common tools used by adventurers, thieves’ Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Includes a chest, a crowbar, a hammer, three wooden
tools are designed for picking locks and foiling traps. torches, 10 days of rations, and a waterskin. The pack also stakes, a holy symbol, a flask of holy water, a set of
Proficiency with the tools also grants you a general knowledge has 50 feet of hempen rope strapped to the side of it. manacles, a steel mirror, a flask of oil, a tinderbox, and
of traps and locks. three torches.
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 10 lbs. Player’s Handbook 10 lbs. Curse of Strahd

Clothes, Common Pouch Quiver


Adventuring Gear Adventuring Gear Adventuring Gear

A cloth or leather pouch can hold up to 20 sling bullets or A quiver can hold up to 20 arrows.
50 blowgun needles, among other things.

3 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Arrow (20)
Ammunition

Arrows are used with a bow to make a ranged attack.

1/20 lb. Player’s Handbook


Darkvision Night Terrors Perpetual Insomnia
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You gain resistance to psychic damage and proficiency in You desire and fear sleep in equal measure. Whenever you
dwell underground, have darkvision. Within a specified the Perception skill. take a long rest, you can choose to remain awake or try to
range, a creature with darkvision can see in darkness as if sleep. If you remain awake, you gain advantage on
the darkness were dim light, so areas of darkness are only Charisma saving throws, and you can perform light activity,
lightly obscured as far as that creature is concerned. such as keeping watch, to gain the benefits of a long rest. If
However, the creature can’t discern color in darkness, only you sleep, your movement speed and jumping height each
shades of gray. increase by 5 feet, but you suffer disadvantage on saving
throws against being frightened. These benefits last until
you begin a new long rest. If you gain the ability to go
without sleep, you gain all the benefits and no penalties.

Nocturne Player’s Handbook Nocturne The Compendium of Forgotten Secrets Nocturne The Compendium of Forgotten Secrets

Restless Nine Lives Quick-Fingered


Racial Trait Racial Trait Feat

You do not suffer exhaustion when you go without sleep You’re hard to kill, but only when your fate is unknown. Your nimble fingers and agility let you perform sleight of
for extended periods of time, but you must still rest as Whenever you are hidden from all other creatures, you hand. You gain the following benefits:
normal. gain advantage on death saving throws and on saving • Increase your Dexterity score by 1, to a maximum of 20
throws to reduce damage. • You gain proficiency in the Sleight of Hand skill. If you
are already proficient in the skill, you add double your
proficiency bonus to checks you make with it.
• As a bonus action, you can make a Dexterity (Sleight of
Hand) check to plant something on someone else, conceal
an object on a creature, lift a purse, or take something
from a pocket.

Nocturne The Compendium of Forgotten Secrets Nocturne The Compendium of Forgotten Secrets Feat (4) Unearthed Arcana: Feats for Skills

Prodigy Perceptive Sneak Attack


Feat Feat Class Feature

Prerequisite: Half-elf half-orc, or human You hone your senses until they become razor sharp. You Beginning at 1st level, you know how to strike subtly and
You have a knack for learning new things. You gain the gain the following benefits: exploit a foe’s distraction. Once per turn, you can deal an
following benefits: • Increase your Wisdom score by 1, to a maximum of 20 extra 1d6 damage to one creature you hit with an attack if
• You gain one skill proficiency of your choice, one tool • You gain proficiency in the Perception skill. If you are you have advantage on the attack roll. The attack must use
proficiency of your choice, and fluency in one language of already proficient in the skill, you add double your a finesse or a ranged weapon.
your choice. proficiency bonus to checks you make with it. You don’t need advantage on the attack roll if another
• Choose one skill in which you have proficiency. You • Being in a lightly obscured area doesn’t impose enemy of the target is within 5 feet of it, that enemy isn’t
gain expertise with that skill, which means your proficiency disadvantage on your Wisdom (Perception) checks if you incapacitated, and you don’t have disadvantage on the
bonus is doubled for any ability check you make with it. The can both see and hear. attack roll.
skill you choose must be one that isn’t already benefiting The amount of the extra damage increases as you gain
from a feature, such as Expertise, that doubles your levels in this class, as shown in the Sneak Attack column of
proficiency bonus. the Rogue table.

Feat (10) Xanathar’s Guide to Everything Feat (8) Unearthed Arcana: Feats for Skills Rogue Player’s Handbook
Thieves’ Cant Cunning Action Roguish Archetype
Class Feature Class Feature Class Feature

During your rogue training you learned thieves’ cant, a Starting at 2nd level, your quick thinking and agility allow At 3rd level, you choose an archetype that you emulate in
secret mix of dialect, jargon, and code that allows you to you to move and act quickly. You can take a bonus action the exercise of your rogue abilities. The Thief archetype is
hide messages in seemingly normal conversation. Only on each of your turns in combat. This action can be used detailed here; see the Player’s Handbook for other
another creature that knows thieves’ cant understands only to take the Dash, Disengage, or Hide action. archetypes. Your choice grants you features at 3rd level
such messages. It takes four times longer to convey such a and then again at 9th, 13th, and 17th level.
message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves’
guild, whether loot is nearby, or whether the people in an
area are easy marks or will provide a safe house for thieves
on the run.

Rogue Player’s Handbook Rogue Player’s Handbook Rogue Player’s Handbook

Thief Uncanny Dodge Evasion


Archetype Class Feature Class Feature

You hone your skills in the larcenous arts. Burglars, bandits, Starting at 5th level, when an attacker that you can see hits Beginning at 7th level, you can nimbly dodge out of the way
cutpurses, and other criminals typically follow this you with an attack, you can use your reaction to halve the of certain area effects, such as a red dragon’s fiery breath
archetype, but so do rogues who prefer to think of attack’s damage against you. or an ice storm spell. When you are subjected to an effect
themselves as professional treasure seekers, explorers, that allows you to make a Dexterity saving throw to take
delvers, and investigators. In addition to improving your only half damage, you instead take no damage if you
agility and stealth, you learn skills useful for delving into succeed on the saving throw, and only half damage if you
ancient ruins, reading unfamiliar languages, and using fail.
magic items you normally couldn’t employ.

Roguish Archetype Player’s Handbook Rogue Player’s Handbook Rogue Player’s Handbook

Fast Hands Second-Story Work Supreme Sneak


Archetype Feature Archetype Feature Archetype Feature

Starting at 3rd level, you can use the bonus action granted When you choose this archetype at 3rd level, you gain the Starting at 9th level, you have advantage on a Dexterity
by your Cunning Action to make a Dexterity (Sleight of ability to climb faster than normal; climbing no longer costs (Stealth) check if you move no more than half your speed
Hand) check, use your thieves’ tools to disarm a trap or you extra movement. on the same turn.
open a lock, or take the Use an Object action. In addition, when you make a running jump, the distance
you cover increases by a number of feet equal to your
Dexterity modifier.

Thief Player’s Handbook Thief Player’s Handbook Thief Player’s Handbook

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