D&D 5E Character Sheet: High Elf Rogue
D&D 5E Character Sheet: High Elf Rogue
STEALTH DISADVANTAGE
-1 Charisma
21 3d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
normal conversation. Only another creature that
+3 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,
14 N
CIE C
+5 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
+2 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+2 +2 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 ✘ +1 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
14 ✘
+2 History (Int)
9 +2 Survival (Wis)
SKILLS
-1 16 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
succeed.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
PERSONALITY TRAITS
"velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
any place that’s large enough to have a steady supply of potential quarries.
As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
IDEAL the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
companions.
BOND
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
Backpack 1 5
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Leather] 1 10
Dagger 2 2
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Booming Blade
Evocation Cantrip
As part of the action used to cast this spell, you must make a melee
attack with a weapon against one creature within the spell’s range,
otherwise the spell fails. On a hit, the target suffers the attack’s
normal effects, and it becomes sheathed in booming energy until the
start of your next turn. If the target willingly moves before then, it
immediately takes 1d8 thunder damage, and the spell ends.
This spell’s damage increases when you reach higher levels. At 5th
level, the melee attack deals an extra 1d8 thunder damage to the
target, and the damage the target takes for moving increases to 2d8.
Both damage rolls increase by 1d8 at 11th level and 17th level.
As an action, you can spill these tiny metal balls from their
pouch to cover a level, square area that is 10 feet on a side.
A creature moving across the covered area must succeed
on a DC 10 Dexterity saving throw or fall prone. A creature
moving through the area at half speed doesn’t need to
make the save.
For 1 hour, a candle sheds bright light in a 5-foot radius and Using a crowbar grants advantage to Strength checks
dim light for an additional 5 feet. where the crowbar’s leverage can be applied.
A hooded lantern casts bright light in a 30-foot radius and Oil usually comes in a clay flask that holds 1 pint. As an
dim light for an additional 30 feet. Once lit, it burns for 6 action, you can splash the oil in this flask onto a creature
hours on a flask (1 pint) of oil. As an action, you can lower within 5 feet of you or throw it up to 20 feet, shattering it
the hood, reducing the light to dim light in a 5-foot radius. 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.
1/4 lb. Player’s Handbook 2 lb. Player’s Handbook 1 lb. Player’s Handbook
Rations consist of dry foods suitable for extended travel, This small container holds flint, fire steel, and tinder
including jerky, dried fruit, hardtack, and nuts. (usually dry cloth soaked in light oil) used to kindle a fire.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.
2 lb. Player’s Handbook 1 lb. Player’s Handbook 5 lb. (full) Player’s Handbook
Rope, whether made of hemp or silk, has 2 hit points and The breastplate and shoulder protectors of this armor are
can be burst with a DC 17 Strength check. 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.