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Level 3 Half-Elf Rogue, Swashbuckler 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Adaska Lano
Charlatan Neutral Fosh
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 13 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
9
SHIELD
AC
Sneak Attack. Once per turn, you can deal an extra
N
CIE C
2d6 damage to one creature you hit with an attack
-1 Strength if you have advantage on the attack roll. The attack
Y
PROFI

-1 must use a finesse or a ranged weapon.You don’t


✘ +4 Dexterity
need advantage on the attack roll if another enemy
+0 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.
15 +0 Wisdom

+4 Charisma
18 3d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
+2 18 normal conversation. Only another creature that
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,
10 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
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
+0 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+0 +1 Arcana (Int) Darkvision
Cunning Action. You can take a bonus action on
-1 Athletics (Str)
each of your turns in combat. This action can be
INTELLIGENCE ✘✘ +8 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
12 ✘
+1 History (Int)
+2 Insight (Wis) Fancy Footwork. During your turn, if you make a
melee attack against a creature, that creature can't
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS make opportunity attacks against you for the rest of
+1 +1 Investigation (Int) your turn.
+0 Medicine (Wis) Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t Rakish Audacity. You don't need advantage on your
WISDOM +1 Nature (Int) attack roll to use your Sneak Attack if no creature
put you to sleep.
other than your target is within 5 feet of you.
11 ✘✘ +8
+0 Perception (Wis)
Performance (Cha)
✘ +6 Persuasion (Cha)
+0 +1 Religion (Int)
✘ +4 Sleight of Hand (Dex)
CHARISMA ✘ +4 Stealth (Dex)

18 +0 Survival (Wis)
SKILLS

+4 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +6 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +4 vs AC 1d6+2 piercing
Finesse, Light
FEATURES & TRAITS
Shortsword 5 ft +4 vs AC 1d6+2 piercing
Finesse, Light

Sneak attack 2d6 Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Disguise kit, Forgery kit, Thieves’


tools

Languages. Common, Elvish, Goblin, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 22 5,77 103,6
GENDER AGE HEIGHT WEIGHT
Adaska Lano Dark Green White Dark
CHARACTER NAME EYES SKIN HAIR

I've gotten somewhat popular in many fight


clubs due to my huge participation and NAME

abnormally high amount of wins Fighting Organizations

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Adaska has always been an ambitious person, arguably too much of one, always wanting to be the best, and already
very early in his life, Adaska made his decision, he would dedicate his life to become the best swordsman in the land, a
goal to witch he trained for with extreme determination during years and years, and soon enough, he started entering
I'm determined and nothing can stand in my way, tournaments, fight clubs, and all kinds of events that let him test his skill, it is one day, when Adaska, in a tournament, is
but I'm not stupid, I will avoid and try to get out of evidently defeated by a massive half orc using nothing but his bare hands, the fight seemed finished, but the half orc
situations that could blow my cover or actually harm seemed determined to kill Adaska, which, instinctively, does his best to avoid a final blow from the half orc, and then,
me
despite the rules of the tournament determining that competitors cannot use extra weapons besides their chosen one,
Adaska sneakily pulls out a dagger, slashing the half orc's leg while sliding under him and quickly hiding the knife,
making the half orc fall, which opens him up to a final stab to the head, making Adaska the winner of the tournament.
PERSONALITY TRAITS
After that, Adaska began to adopt cheating more and more with time, seeing as his skill alone clearly would not be
enough to achieve his goal, and so he did, cheating in numerous competitions, and never getting caught, all while
I will become the world's best swordsman, aim to making a name for himself, slowly, as a swordsman, despite he himself knowing that his true skill was mediocre at best,
have my name be known by all warriors as a skilled he became exceptionally good at cheating, deceiving, persuading, and most importantly, hiding that he was doing it at
and swift sword master all. Soon enough, Adaska started to travel to numerous cities to spread his name, but as for now, he still has a long way
to go.
IDEAL

Becoming close to others might blow my cover, but


that's not to say I wouldn't like some allies

BOND

My ambition is my flaw, I will go further than anyone


else to achieve what I aim for, and do whatever I
must to preserve my name's renown

FLAW BACKGROUND STORY

False Identity
Scam -The Greatest Swordsman alive
-I sneakily cheat at fights to gain renoun from them

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
[Shortsword] 1 2
[Shortsword] 1 2
Burglar’s Pack 1 46.5

Dagger 2 2
[Leather] 1 10
Disguise Kit 1 3
Signet Ring 1 —
Clothes, Fine 1 6
Thieves' tools
Backpack 1
Pouch of Ball bearings(1000) 1
String 1
Candle 5
Crowbar 1
Hammer 1
Piton 5
Hooded Lantern 1
Flask of Oil 2
Rations 5
Tinderbox 1
Waterskin 1
Hempen Rope 50ft
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

35 lb / 135 lb 270 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.
Shortsword Shortsword Burglar’s Pack
Weapons Weapons Equipment Packs

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of


string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a
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.

2 lb. Player’s Handbook 2 lb. Player’s Handbook 10 lbs. Player’s Handbook

Dagger Dagger Leather


Weapons Weapons Armor

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

Disguise Kit Signet Ring Clothes, Fine


Tools Adventuring Gear Adventuring Gear

The perfect tool for anyone who wants to engage in trickery, a disguise
kit enables its owner to adopt a false identity.
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to
weave convincing lies.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

3 lbs. Player’s Handbook — Player’s Handbook 6 lb. Player’s Handbook

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