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D&D 5E Character Sheet: High Elf Rogue

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0% found this document useful (0 votes)
65 views7 pages

D&D 5E Character Sheet: High Elf Rogue

dealtor

Uploaded by

nolifegaming945
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 3 High Elf Rogue, Swashbuckler 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Deáltor
Urban Bounty Hunter Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 14 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
8
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


✘ +5 Dexterity
need advantage on the attack roll if another enemy
+2 Constitution ARMOR CLASS of the target is within 5 feet of it, that enemy isn’t
DEXTERITY
✘ +4 Intelligence
incapacitated, and you don’t have disadvantage on
MAXIMUM HIT DICE TEMPORARY the attack roll.
16 +2 Wisdom

-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)

+4 Insight (Wis) Fancy Footwork. During your turn, if you make a


melee attack against a creature, that creature can't
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS make opportunity attacks against you for the rest of
+2 +2 Investigation (Int) your turn.
+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
being charmed, and magic can’t put you to sleep. Rakish Audacity. You don't need advantage on your
WISDOM +2 Nature (Int) attack roll to use your Sneak Attack if no creature
other than your target is within 5 feet of you.
14 ✘✘ +6 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4
-1 Performance (Cha) hours a day.
✘ +1 Persuasion (Cha)
+2 +2 Religion (Int)
✘✘ +7 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)

9 +2 Survival (Wis)
SKILLS

-1 16 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +2 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +5 vs AC 1d6+3 piercing
Finesse, Light
FEATURES & TRAITS
Shortsword 5 ft +5 vs AC 1d6+3 piercing
Finesse, Light

Dagger 20/60 +5 vs AC 1d4+3 piercing Armor Proficiencies. Light Armor


Finesse, Light, Thrown
Weapon Proficiencies. Longsword, Shortsword,
Dagger 20/60 +5 vs AC 1d4+3 piercing Shortbow, Longbow, Simple Weapons, Crossbow,
Finesse, Light, Thrown Hand, Rapier

Tool Proficiencies. Wargong, Drum, Thieves’ tools

Languages. Common, Elvish, Sylvan, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Deáltor
CHARACTER NAME EYES SKIN HAIR

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

FLAW BACKGROUND STORY

Feature: Ear to the Ground


You are in frequent contact with people in the
segment of society that your chosen quarries move
through. These people might be associated with the
criminal underworld, the rough-and-tumble folk of
the streets, or members of high society. This
connection comes in the form of a contact in any city
you visit, a person who provides information about
the people and places of the local area.

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

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

63.5 lb / 120 lb 240 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.
Booming Blade
Evocation Cantrip

CASTING TIME 1 action


RANGE 5 feet
DURATION 1 round
COMPONENTS V, M (a weapon)

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.

Cantrip (High Elf) Sword Coast Adventurer’s Guide


Shortsword Shortsword Backpack
Weapons Weapons 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.

2 lb. Player’s Handbook 2 lb. Player’s Handbook 5 lb. Player’s Handbook

Ball Bearings (bag of 1,000) String (10 feet) Bell


Adventuring Gear Adventuring Gear Adventuring Gear

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.

2 lb. Player’s Handbook 0 lb. Player’s Handbook — Player’s Handbook

Candle Crowbar Hammer


Adventuring Gear Adventuring Gear Adventuring Gear

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.

— Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook


Piton Lantern, Hooded Oil (flask)
Adventuring Gear Adventuring Gear Adventuring Gear

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 (1 day) Tinderbox Waterskin


Adventuring Gear Adventuring Gear Adventuring Gear

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, Hempen (50 feet) Leather Dagger


Adventuring Gear Armor Weapons

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.

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


Dagger
Weapons

1 lb. Player’s Handbook

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