You are on page 1of 7

Level 1 Autognome Rogue 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kwon
Investigator Chaotic Good Niels
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Sneak Attack. Once per turn, you can deal an extra
STRENGTH Armored Casing (17) 17 1d6 damage to one creature you hit with an attack
if you have advantage on the attack roll. The attack
PROFICIENCY BONUS +2
9
SHIELD
AC must use a finesse or a ranged weapon.You don’t
need advantage on the attack roll if another enemy
N
CIE C
of the target is within 5 feet of it, that enemy isn’t
-1 Strength incapacitated, and you don’t have disadvantage on
Y
PROFI

-1 the attack roll.


✘ +6 Dexterity

+1 Constitution ARMOR CLASS Thieves’ Cant. A secret mix of dialect, jargon, and
DEXTERITY
✘ +2 Intelligence
code that allows you to hide messages in seemingly
MAXIMUM HIT DICE TEMPORARY normal conversation. Only another creature that
18 +2 Wisdom

+2 Charisma
9 1d8 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CONDITIONAL
than it does to speak the same idea plainly.In
addition, you understand a set of secret signs and
+4 symbols used to convey short, simple messages,
such as whether an area is dangerous or the
CURRENT HIT POINTS territory of a thieves’ guild, whether loot is nearby,
CONSTITUTION DEATH SAVING THROWS
or whether the people in an area are easy marks or
SAVING THROWS
will provide a safe house for thieves on the run.
12 N
CIE C

+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI


RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+1 +0 Arcana (Int)

-1 Athletics (Str) Resistances. Poison


INTELLIGENCE +2 Deception (Cha)

11 +0 History (Int)

+2 Insight (Wis)
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘ +2 Investigation (Int)

+2 Medicine (Wis)
Creature Type. Construct.
WISDOM +0 Nature (Int) Armored Casing. While you aren’t wearing armor, your base
Armor Class is 17.

14 ✘✘ +6 Perception (Wis)

+2 Performance (Cha)
Built for Success (2/Long Rest). You can add a d4 to one
attack roll, ability check, or saving throw you make, and you
can do so after seeing the d20 but before the effects of the
+2 Persuasion (Cha) roll are resolved.
+2 +0 Religion (Int) Healing Machine. If the mending spell is cast on you, you can
✘ +6 Sleight of Hand (Dex) expend a Hit Die, roll it, and regain a number of hit points
equal to the roll plus 1 (minimum of 1 hit point).
CHARISMA ✘✘ +8 Stealth (Dex) In addition, you're able to gain benefit from cure wounds,
healing word, and spare the dying spells.

14 +2 Survival (Wis)
SKILLS
Mechanical Nature. You have immunity to disease, and you
have advantage on saving throws against being paralyzed or
poisoned. You don’t need to eat, drink, or breathe.
+2 16 PASSIVE PERCEPTION
Sentry’s Rest. When you take a long rest, you spend at least 6
hours in an inactive, motionless state, instead of sleeping. In
this state, you appear inert, but you aren’t unconscious.
ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +6 vs AC 1d8+4 piercing
Finesse
FEATURES & TRAITS
Crossbow, Light 80/320 +6 vs AC 1d8+4 piercing
Ammunition, Loading, Two-Handed
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Forgery kit, Vehicles land,


Thieves’ tools, Disguise kit

Languages. Common, Dwarvish, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Construct 35 (days) 140 cm 60 kg
GENDER AGE HEIGHT WEIGHT
Kwon Orange Grey Bald
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

fcfsf

Friendly, gullible, self-doubt, direct, easily awestruck,


seeking companionship

PERSONALITY TRAITS

Exploring the world and leaving each location a bit


better than they found it

IDEAL

Find companions that help make sense of the world


and accept them for who they are

BOND

Trusts too easily. Assumes all people have good


intentions

FLAW BACKGROUND STORY

Clothing:
Official Inquiry Has a metal 'mask', similar to a knight's helmet. The eyeslits are covered by a black, reflective material, obscuring the eyes
You’re experienced at gaining access to people and from the outside.
places to get the information you need. Through a Wears a simple, dark leather outfit with lots of pockets. Most of this outfit is usually covered by a long cloak. The hood is
combination of fast-talking, determination, and almost always pulled over the head.
official-looking documentation, you can gain access The only body parts not covered by clothing besides the head are the hands. These show metal gloves.
to a place or an individual related to a crime you’re
investigating. Those who aren’t involved in your
investigation avoid impeding you or pass along your
requests. Additionally, local law enforcement has
firm opinions about you, viewing you as either a
nuisance or one of their own.

BACKGROUND FEATURE

A blank book whose pages refuse to hold ink, chalk,


graphite, or any other substance or marking

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Magnifying Glass 1 —
Clothes, Common 1 3
Rapier 1 2
Thieves’ Tools 1 1
Disguise Kit 1 3
[Crossbow, Light] 1 5
Crossbow Bolt 20 1
Oil (flask) 5 5
Lamp 1 1
Piton 5 1.25

Pole (10—foot) 1 7
Backpack 1 5
Grappling Hook 1 4
Case, Crossbow Bolt 1 1
Rope, Hempen (50 feet) 1 10
Basic Fishing Equipment 1 —
Ink Pen 1 —
Waterskin 1 5
Mess Kit 1 1
Bucket 1 2
Signal Whistle 1 —
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

8 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

57.4 lb / 135 lb 270 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

Evidence from a past case: A blank book whose pages refuse to hold ink, chalk, graphite, or any other
substance or marking

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.
Subclasses:
http://dnd5e.wikidot.com/rogue:arcane-trickster
http://dnd5e.wikidot.com/rogue:mastermind
http://dnd5e.wikidot.com/rogue:scout
http://dnd5e.wikidot.com/rogue:swashbuckler
http://dnd5e.wikidot.com/rogue:phantom
http://dnd5e.wikidot.com/rogue:soulknife

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Magnifying Glass Clothes, Common Rapier
Adventuring Gear Adventuring Gear Weapons

This lens allows a closer look at small objects. It is also


useful as a substitute for flint and steel when starting fires.
Lighting a fire with a magnifying glass requires light as
bright as sunlight to focus, tinder to ignite, and about 5
minutes for the fire to ignite. A magnifying glass grants
advantage on any ability check made to appraise or inspect
an item that is small or highly detailed.

— Player’s Handbook 3 lb. Player’s Handbook 2 lb. Player’s Handbook

Thieves’ Tools Disguise Kit Crossbow, Light


Tools Tools Weapons

Perhaps the most common tools used by adventurers, thieves’ The perfect tool for anyone who wants to engage in trickery, a disguise
tools are designed for picking locks and foiling traps. kit enables its owner to adopt a false identity.
Proficiency with the tools also grants you a general knowledge Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing.
of traps and locks. Deception. In certain cases, a disguise can improve your ability to
Components. Thieves’ tools include a small file, a set Of lock weave convincing lies.
picks, a small mirror mounted on a metal handle, a set of Intimidation. The right disguise can make you look more fearsome,
narrow—bladed scissors, and a pair of pliers. whether you want to scare someone away by posing as a plague victim
History. Your knowledge of traps grants you insight when or intimidate a gang of thugs by taking the appearance of a bully.
answering questions about locations that are renowned for Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
their traps. to evoke the desired reaction.
Investigation and Perception. You gain additional insight Persuasion. Folk tend to trust a person in uniform. If you disguise
when looking for traps, because you have learned a variety of yourself as an authority figure, your efforts to persuade others are often
common signs that betray their presence. more effective.
Set a Trap. Just as you can disable traps, you can also set Create Disguise. As part of a long rest, you can create a disguise. It
them. As part of a short rest, you can create a trap using items takes you 1 minute to don such a disguise once you have created it. You
you have on hand. The total of your check becomes the DC for 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
someone else’s attempt to discover or disable the trap. The them hidden. Each disguise weighs 1 pound.
trap deals damage appropriate to the materials used in At other times, it takes 10 minutes to craft a disguise that involves
crafting it (such as poison or a weapon) or damage equal to moderate changes to your appearance, and 30 minutes for one that
half the total of your check, whichever the DM deems requires more extensive changes.
appropriate. DISGUISE KIT
THIEVES’ TOOLS Activity DC
Cover injuries or distinguishing marks 10
Activity DC Spot a disguise being used by someone else 15
Pick a lock Varies Copy a humanoid’s appearance 20
Disable a trap Varies

1 lbs. Player’s Handbook 3 lbs. Player’s Handbook 5 lb. Player’s Handbook

Crossbow Bolt Oil (flask) Lamp


Ammunition Adventuring Gear Adventuring Gear

Crossbow bolts are used with a crossbow to make a ranged Oil usually comes in a clay flask that holds 1 pint. As an A lamp casts bright light in a 15-foot radius and dim light
attack. action, you can splash the oil in this flask onto a creature for an additional 30 feet. Once lit, it burns for 6 hours on a
within 5 feet of you or throw it up to 20 feet, shattering it flask (1 pint) of oil.
on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.

1/20 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
Piton Pole (10—foot) Backpack
Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically


with straps to secure it. A backpack can hold 1 cubic foot/
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

1/4 lb. Player’s Handbook 7 lb. Player’s Handbook 5 lb. Player’s Handbook

Grappling Hook Case, Crossbow Bolt Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

This wooden case can hold up to twenty crossbow bolts. Rope, whether made of hemp or silk, has 2 hit points and
can be burst with a DC 17 Strength check.

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

Basic Fishing Equipment Ink Pen Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

Basic Fishing Equipment includes a pole, a line, a hook, and


either a lure or some bait.
Fishing is a popular pastime in Wildspace and the Astral
Sea, though this activity isn't possible aboard a ship that is
moving faster than its flying speed. At the end of each hour
spent fishing, a character can make a DC 15 Wisdom
(Survival) check. A failed check indicates no fish is caught
during that hour. On a successful check, roll a d10 and
consult the Fishing table to determine the catch.
d10 Catch
1-2 Tiny, inedible fish (a creature that consumes it is
poisoned for 1 hour)
3-5 Tiny, edible fish (feeds one person)
6-8 Small, edible fish (feeds up to four people)
9 Hostile space eel (see Boo's Astral Menagerie, page
55; feeds up to twelve people)
10 Hostile gray scavver (see Boo's Astral Menagerie,
page 49; feeds up to twenty people), some other creature
of the DM's choosing, or an Tiny object of the DM's
choosing

0 lb. Astral Adventurer's Guide — Player’s Handbook 5 lb. (full) Player’s Handbook
Mess Kit Bucket Signal Whistle
Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box
clamps together, and one side can be used as a cooking pan
and the other as a plate or shallow bowl.

1 lb. Player’s Handbook 2 lb. Player’s Handbook — Player’s Handbook

You might also like