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Level 3 Human Rogue, Arcane Trickster 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kiara
Urchin Neutral Good Trat
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Lucky (3/Long Rest). Whenever you make an attack


STRENGTH Studded Leather 14 roll, an ability check, or a saving throw, you can
spend one luck point to roll an additional d20. You
PROFICIENCY BONUS +2
10
SHIELD
AC can choose to spend one of your luck points after
you roll the die, but before the outcome is
N
CIE C
determined.You can also spend one luck point when
+0 Strength an attack roll is made against you. Roll a d20, and
Y
PROFI

+0 then choose whether the attack uses the attacker’s


✘ +4 Dexterity
roll or yours.
+1 Constitution ARMOR CLASS
DEXTERITY
✘ +4 Intelligence
Tool Expertise (Thieves’ Tools). Your proficiency
MAXIMUM HIT DICE TEMPORARY bonus is doubled for any Thieves’ Tools check you
15 +0 Wisdom

+2 Charisma
20 3d8 make.

CONDITIONAL
Sneak Attack. Once per turn, you can deal an extra
2d6 damage to one creature you hit with an attack
+2 if you have advantage on the attack roll. The attack
must use a finesse or a ranged weapon.You don’t
CURRENT HIT POINTS need advantage on the attack roll if another enemy
CONSTITUTION DEATH SAVING THROWS
of the target is within 5 feet of it, that enemy isn’t
SAVING THROWS
incapacitated, and you don’t have disadvantage on
12 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
the attack roll.
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION Thieves’ Cant. A secret mix of dialect, jargon, and
+0 Animal Handling (Wis)
code that allows you to hide messages in seemingly
+1 ✘ +4 Arcana (Int) normal conversation. Only another creature that
knows thieves’ cant understands such messages. It
+0 Athletics (Str)
takes four times longer to convey such a message
INTELLIGENCE +2 Deception (Cha) than it does to speak the same idea plainly.In
addition, you understand a set of secret signs and
14 +2 History (Int)
+0 Insight (Wis)
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,
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS or whether the people in an area are easy marks or
+2 +2 Investigation (Int) will provide a safe house for thieves on the run.
+0 Medicine (Wis)
Cunning Action. You can take a bonus action on
WISDOM +2 Nature (Int) each of your turns in combat. This action can be
used only to take the Dash, Disengage, or Hide
10 ✘


+2 Perception (Wis)
+4 Performance (Cha)
action.

Mage Hand Legerdemain. When you cast mage


✘✘ +6 Persuasion (Cha) hand, you can make the spectral hand invisible, and
+0 +2 Religion (Int) you can perform the following additional tasks with
it: You can stow one object the hand is holding in a
✘ +4 Sleight of Hand (Dex)
container worn or carried by another creature,
CHARISMA ✘ +4 Stealth (Dex) retrieve an object in a container worn or carried by
another creature, or use thieves’ tools to pick locks
14 +0 Survival (Wis)
SKILLS
and disarm traps at range.You can perform one of
these tasks without being noticed by a creature if
you succeed on a Sleight of Hand check contested
+2 12 PASSIVE PERCEPTION by the creature’s Perception check. In addition, you
can use the bonus action granted by your Cunning
Action to control the hand.
ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +4 vs AC 1d6+2 piercing
Finesse, Light
FEATURES & TRAITS
Shortbow 80/320 +4 vs AC 1d6+2 piercing
Ammunition, Two-Handed

Dagger 20/60 +4 vs AC 1d4+2 piercing Armor Proficiencies. Light Armor


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

Tool Proficiencies. Disguise kit, Thieves’ tools

Languages. Common, Abyssal, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 17 150 38 Kg
GENDER AGE HEIGHT WEIGHT
Kiara Purple White Long Black
CHARACTER NAME EYES SKIN HAIR

NAME

The Order of the Gauntlet

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you
learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls
who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness
I ask a lot of questions. without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through
I like to squeeze into small places where no one else cunning, strength, speed, or some combination of each.
can get to me.
You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you
come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
PERSONALITY TRAITS

Aspiration. I’m going to prove that I’m worthy of a


better life.

IDEAL

I owe a debt I can never repay to the person who


took pity on me.

BOND

It’s not stealing if I need it more than someone else.

FLAW BACKGROUND STORY

City Secrets
You know the secret patterns and flow to cities and
can find passages through the urban sprawl that
others would miss. When you are not in combat, you
(and companions you lead) can travel between any
two locations in the city twice as fast as your speed
would normally allow.

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
[Studded Leather] 1 13
[Shortsword] 1 2
Shortbow 1 2
Arrow 20 1
Dagger 2 2
Burglar’s Pack 1 10
Thieves’ Tools 1 1

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

31 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.
Intelligence +4 12 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Arcane Trickster

CANTRIPS Mage Hand Minor Illusion


Prestidigitation

1ST LEVEL 2 SPELL SLOTS Black Lotus Assault Charm Person


Sleep
Mage Hand Minor Illusion Prestidigitation
Conjuration Cantrip Illusion Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 30 feet RANGE 30 feet RANGE 10 feet
DURATION 1 minute DURATION 1 minute DURATION Up to 1 hour
COMPONENTS V, S COMPONENTS S, M (a bit of fleece) COMPONENTS V, S

A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts This spell is a minor magical trick that novice spellcasters use for
The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or practice. You create one of the following magical effects within
The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from range:
you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a • You create an instantaneous, harmless sensory effect, such as a
You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The shower of sparks, a puff of wind, faint musical notes, or an odd odor.
to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make • You instantaneously light or snuff out a candle, a torch, or a
retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create small campfire.
a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small • You instantaneously clean or soil an object no larger than 1 cubic
hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t foot.
pounds. create sound, light, smell, or any other sensory effect. Physical • You chill, warm, or flavor up to 1 cubic foot of nonliving material
interaction with the image reveals it to be an illusion, because things for 1 hour.
can pass through it. If a creature uses its action to examine the sound • You make a color, a small mark, or a symbol appear on an object
or image, the creature can determine that it is an illusion with a or a surface for 1 hour.
successful Intelligence (Investigation) check against your spell save • You create a nonmagical trinket or an illusory image that can fit
DC. If a creature discerns the illusion for what it is, the illusion in your hand and that lasts until the end of your next turn.
becomes faint to the creature.
If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook

Black Lotus Assault Charm Person Sleep


1st-level illusion 1st-level enchantment 1st-level enchantment

CASTING TIME Special CASTING TIME 1 action CASTING TIME 1 action


RANGE Self RANGE 30 feet RANGE 90 feet
DURATION 1 minute DURATION 1 hour DURATION 1 minute
COMPONENTS V, S, M (a melee weapon) COMPONENTS V, S COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket)

The black lotus only blooms during the solar eclipse, when the You attempt to charm a humanoid you can see within range. It must This spell sends creatures into a magical slumber. Roll 5d8, the total
nearest star understands its own mortality. make a Wisdom saving throw, and does so with advantage if you or is how many hit points of creatures this spell can affect. Creatures
The first time you take the Attack action during your turn, you can your companions are fighting it. If it fails the saving throw, it is within 20 feet of a point you choose within range are affected in
cast this spell to summon a swirl of black lotus petals to surround charmed by you until the spell ends or until you or your companions ascending order of their current hit points (ignoring unconscious
your weapon, distracting your foes and enabling you to strike with do anything harmful to it. The charmed creature regards you as a creatures).
great power. Each successful hit you make with this weapon before friendly acquaintance. When the spell ends, the creature knows it Starting with the creature that has the lowest current hit points,
the spell ends, the target must make a Wisdom saving throw or have was charmed by you. each creature affected by this spell falls unconscious until the spell
a new effect apply. Once you’ve made three weapon attacks, the At Higher Levels. When you cast this spell using a spell slot of 2nd ends, the sleeper takes damage, or someone uses an action to shake
spell ends. level or higher, you can target one additional creature for each slot or slap the sleeper awake. Subtract each creature’s hit points from
• 1st Hit: level above 1st. The creatures must be within 30 feet of each other the total before moving on to the creature with the next lowest hit
• If the target fails their saving throw, their movement speed is when you target them. points. A creature’s hit points must be equal to or less than the
halved until the end of their next turn. remaining total for that creature to be affected.
• 2nd Hit: Undead and creatures immune to being charmed aren’t affected
• If the target fails their saving throw, they take 1d6 psychic by this spell.
damage and cannot take reactions until after the end of your next At Higher Levels. When you cast this spell using a spell slot of 2nd
turn. level or higher, roll an additional 2d8 for each slot level above 1st.
• 3rd Hit:
• If the target fails their saving throw, they take 2d6 psychic
damage and cannot take bonus actions during their next turn.

At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, the psychic damage of the 2nd hit increases by 1d6
per spell slot level above 1st.

Spellcasting (Rogue) The Compendium of Forgotten Secrets Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook
Studded Leather Shortsword Shortbow
Armor Weapons Weapons

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

13 lb. Player’s Handbook 2 lb. Player’s Handbook 2 lb. Player’s Handbook

Arrow Dagger Dagger


Ammunition Weapons Weapons

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

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

Burglar’s Pack Thieves’ Tools


Equipment Packs Tools

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of Perhaps the most common tools used by adventurers, thieves’
string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a tools are designed for picking locks and foiling traps.
hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, Proficiency with the tools also grants you a general knowledge
and a waterskin. The pack also has 50 feet of hempen rope of traps and locks.
strapped to the side of it. 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

10 lbs. Player’s Handbook 1 lbs. Player’s Handbook

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