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6 Arcane Trickster

Luthais Orinaan LEVEL & CLASS PLAYER NAME

Cloistered Scholar Elf, High 14,000 23,000


CHARACTER NAME BACKGROUND RACE EXPERIENCE Next Level

AC DESCRIPTION
-2 STR +4 INT
12 Armor Studded Leather

28 +3 16
+7 DEX -1 WIS
Shield

-2 0 CON
RESISTANCES
-2 CHA
4 Dex Medium Armor Heavy Armor

Magic
6 Misc
Temporary Hit Points: Misc

Magic can't put me to sleep; Adv. +4


+4 on saves vs. charmed

18 SUCCESSES LEVEL DIE USED ENCUMBERED


6 d8+0 30 ft

FAILURES
40 ft 12
0 Light Medium
ARMOR
Heavy Shields
+10 Acrobatics (Dex)
10 -1 Animal Handling (Wis) WEAPONS
FEATURE MAX RECOVER USED Simple Martial Other Weapons:
+4 Arcana (Int) Hand crossbow, Longbow, Longsword, Rapier, Shortsword

-2 Athletics (Str)
LANGUAGES TOOLS & OTHERS

+1
-2 Deception (Cha) Common Thieves' tools
+4 History (Int) Elvish
-1 Insight (Wis) Dwarvish
12
-2 Intimidation (Cha) Infernal
+4 Investigation (Int) tbd
-1 Medicine (Wis) Thieves' Cant
-1 +1 Nature (Int)
+2 Perception (Wis)
8 -2 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

-2 Persuasion (Cha) Familiar (dismiss/reappear) Cunning Action Uncanny Dodge


+1 Religion (Int) Use familiar's senses Mage Hand Legerdemain

-2 +10 Sleight of Hand (Dex) Steady Aim


+10 Stealth (Dex)
-1 Survival (Wis)
7
+10 Thieves' tools (Dex)

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

12 PASSIVE WISDOM (PERCEPTION) Rapier Dex Melee +7 1d8+4 Piercing


Finesse; Sneak attack 3d6
DESCRIPTION
Darkvision 60 ft
Longbow Dex 150/600 ft +7 1d8+4 Piercing
Ammunition, heavy, two-handed; Sneak attack 3d6

Dagger Dex Melee, 20/60 ft +7 1d4+4 Piercing


Finesse, light, thrown; Sneak attack 3d6
NAME TOTAL NAME TOTAL
Arrows
Arcane Trickster, level 6:
Expertise (Rogue 1, PHB 96) [with 4 skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
Sneak Attack (Rogue 1, PHB 96) [3d6]
Once per turn, I can add damage to a finesse/ranged weapon attack if I have advantage
I don't need adv. if the target has a conscious enemy within 5 ft and I don't have disadv.
Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously
Cunning Action (Rogue 2, PHB 96)
I can use a bonus action to take the Dash, Disengage, or Hide action
Mage Hand Legerdemain (Arcane Trickster 3, PHB 98)
As a bonus action, I can direct my Mage Hand
With a Dex (Sleight of Hand) vs. Wis (Perception) checks, I can do so discreetly
I can make it invisible and perform the following tasks:
• Stow/retrieve an object the hand is holding in a container worn/carried by another
• Use thieves' tools to pick locks and disarm traps at range
Spellcasting (Arcane Trickster 3, PHB 98) [3 cantrips & 4 spells known]
I can cast known wizard cantrips/spells, using Intelligence as my spellcasting ability
Uncanny Dodge (Rogue 5, PHB 96)
As a reaction, I can halve the damage of an attack from an attacker that I can see

Feature Name: Library Access

I have free access to most of the library I work at, though it might
have repositories of lore that are too valuable, magical, or secret to
permit anyone immediate access. I have a working knowledge of my
cloister's personnel and bureaucracy, and I know how to navigate
those connections. I am likely to gain preferential treatment at other
libraries.

High Elf (+2 Dexterity, +1 Intelligence)


Trance: Elves don't need to sleep, but meditate semiconsciously, for
4 hours a day. While meditating, I can dream after a fashion; such
dreams are actually mental exercises that have become reflexive
through years of practice. After resting in this way, I gain the same
benefit that a human does from 8 hours of sleep, thus needing only
4 hours for a long rest.
Cantrip: I know one cantrip of my choice from the wizard spell list.
Intelligence is my spellcasting ability for it.

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP

SP

EP

GP

PP

WEIGHT CARRIED

ENCUMBERED
ATTUNED MAGICAL ITEMS
31 - 60 lb
HEAVILY
CARRYING
ENCUMBERED
CAPACITY
90 lb
PUSH/DRAG/LIFT
SUBTOTAL SUBTOTAL SUBTOTAL 91 - 180 lb
Acrobatics Expertise (Expertise, PHB 96)
Stealth Expertise (Expertise, PHB 96) FEAT: Mobile [PHB 168]
Sleight of Hand Expertise (Expertise, PHB 96) When I use the Dash action, difficult terrain doesn't cost me
Thieves' Tools Expertise (Expertise, PHB 96) extra movement that turn. When I make a melee attack against a
Steady Aim (Optional Rogue 3, TCoE 62) creature, I don't provoke opportunity attacks from that creature
As a bonus action if I don't move during my turn, I can give myself adv. on my next attack for the rest of the turn, whether I hit or not. [+10 ft speed]
This attack roll has to be in the same turn and my speed is 0 until the end of the turn

FEAT:

FEAT:

FEAT:

MAGIC ITEM: Attuned

ADVENTURING GEAR # LB ADVENTURING GEAR # LB

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

MAGIC ITEM: Attuned

SUBTOTAL SUBTOTAL

MAGIC ITEM: Attuned


Medium
Luthais Orinaan GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH HAIR EYES SKIN

ORGANIZATION

Modest 1 gp
Spider Tiny
RACE SIZE HEIGHT WEIGHT

Fiend Unaligned
FAMILIAR TYPE AGE GENDER ALIGNMENT
NAME

-4 STR -5 INT Temporary HP: SUCCESSES

+2 DEX 0 WIS
12 +2 1
-4 -1 CON -4 CHA FAILURES

2
ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

20 ft,

+2 +2 climb 20 ft DESCRIPTION

14 LEVEL USED
1
DIE d4-1
1
-1
+2 Acrobatics (Dex) Find Familiar: If dropped to 0 HP, the Spider Climb: The spider can climb difficult surfaces,
8
familiar disappears, leaving behind no including upside down on ceilings, without needing to
0 Animal Handling (Wis)
physical form. The familiar must obey all make an ability check.
-5 Arcana (Int)
commands of its master. Web Sense: While in contact with a web, the spider
-4 Athletics (Str)
-5
knows the exact location of any other creature in contact
-4 Deception (Cha) with the same web.
-5 History (Int) Web Walker: The spider ignores movement restrictions
1 0 Insight (Wis) caused by webbing.

-4 Intimidation (Cha)
-5 Investigation (Int)

0 0 Medicine (Wis)
-5 Nature (Int)
10 0 Perception (Wis)

-4 Performance (Cha)
-4 Persuasion (Cha)
-5 Religion (Int)
-4 +2 Sleight of Hand (Dex)
+4 Stealth (Dex) Find Familiar (1st-level conjuration [ritual] spell, PHB 240):
2
0 Survival (Wis) Summon a spirit that serves as a familiar, appearing in an unoccupied space within 10 ft
It assumes a chosen form (can change at every casting): bat, cat, crab, frog (toad), hawk,
lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel.
It has the chosen form's statistics, but its type changes from beast to celestial, fey, or fiend
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form
10 PASSIVE WISDOM (PERCEPTION)
It reappears when I cast this spell again (in a new form if so desired)
The familiar acts independently of me, but it always obeys my commands
Darkvision 30 ft
In combat, it rolls its own initiative and acts on its own turn, but it can't attack
While it is within 100 ft of me, I can communicate with it telepathically
As an action, I see/hear what it does (but not with my senses) until the start of my next turn
As an action, I can temporarily dismiss it, having it disappear into a pocket dimension
As an action, while it is temporarily dismissed, I can cause it to reappear within 30 ft
I can't have more than one familiar bonded at a time; As an action, I can dismiss it forever
When I cast a spell with a range of touch, my familiar can deliver the spell
It must be within 100 ft of me and it must use its reaction to deliver the spell when I cast it
It acts as if it cast the spell, but it can use my modifiers for any attack rolls the spell requires
ST LEVEL ND LEVEL RD LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL TH LEVEL

Luthais Orinaan
CHARACTER NAME

Intelligence +4 DC 12
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Booming Blade Melee wea atk with cast; if hit: 1d8 Thunder dmg and if moves next round +2d8 Thunder dmg — Evoc 1a S:5-ft rad S,Mƒ 1 round T 106

Intelligence +4 DC 12
SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

Green-Flame Blade Melee wea atk with cast; if hit: 1d8 Fire dmg, 1 crea in 5 ft 1d8+1 (Int) Fire dmg — Evoc 1a S:5-ft rad S,Mƒ Instantaneous T 107
Mage Hand Invisible hand, carries 10 lb; 1 bns to control, use thieves' tools, or stow/retrieve obj; only 1 instance — Conj 1a 30 ft V,S 1 min (D) P 256
Minor Illusion 5-ft cube illusion includes visible or audible; Int(Investigation) check vs. Spell DC; see book — Illus 1a 30 ft S,M 1 min (D) P 260

Disguise Self Alter appearance; Int(Investigation) check vs. spell DC to determine disguise — Illus 1a Self V,S 1 h (D) P 233
Find Familiar (R) Gain the services of a familiar; can see through its eyes; it can deliver touch spells; see B (10gp cons.) — Conj 1h 10 ft V,S,M† Instantaneous P 240
Silent Image 15-ft cube illusion includes visible; 1 a move it; Int(Investigation) check vs. spell DC; see book — Illus 1a 60 ft V,S,M Conc, 10 min P 276
Silvery Barbs 1 crea reroll d20 and use lowest for atk, check, or save; 1 crea adv. next atk, check, or save in 1 min — Ench 1 rea 60 ft V Instantaneous SC 38
LINE

Point of Origin CONE CUBE SPHERE CYLINDER

(ACTION) (ACTION)
Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. (CUMULATIVE)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. Speed halved
(CASTING TIME OF THE SPELL) (ACTION OR BONUS ACTION) (DMG 272) Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. Hit Point maximum halved
(ACTION) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. Death
(ACTION) (ACTION) (PHB 291)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a
(ACTION) spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage (ACTION) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception)
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. (ACTION OR BONUS ACTION) (DMG 272) moved out of grappler’s reach by an effect.
(ACTION) Move through hostile’s space once by winning opposing
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. (ACTION)
(ACTION) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield,
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
(PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.

Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance


(ONE ATTACK) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a +5 AC and Dex saving throws
light melee weapon in other hand as a bonus action, see ‘Two- Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it (PHB 196)
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
(ONE ATTACK) Enemy attacks have advantage within 5 ft and disadvantage if further away.

Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
(BONUS ACTION WITH ATTACK ACTION) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
(INSTEAD OF ONE ATTACK) (DMG 271)
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
(INSTEAD OF ONE ATTACK)
(PHB 290)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you
by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
(WITH MELEE ATTACK) (DMG 271)
Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
Out to range, perceive without sight.
(INSTEAD OF ONE ATTACK)
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the Out to range, treat dim light as bright light. Can’t see colors.
opponent to a side rather than to directly away from you. Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
(PHB 195) (PHB 183)

(LIMITED BY MOVEMENT SPEED)


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s (ONE POUND PER DAY) (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space
days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
(AT ½ SPEED) (ONE GALLON PER DAY)
If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
(AT ½ SPEED) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed.
(AT ½ SPEED) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.

rounds, after which drop to 0 hit points and dying.


After moving at least 10 feet on foot, you can jump your Str score in feet straight
A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump.
(COSTS ½ SPEED) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
(PHB 182) (PHB 183)

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