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D&D 5E Character Sheet: Half-Elf Rogue

Lesdiane is a Level 5 Half-Elf Rogue with a custom background and a neutral good alignment. She possesses various skills, including high proficiency in stealth and deception, and has access to unique abilities such as Sneak Attack and Cunning Action. Her inventory includes weapons, adventuring gear, and a magical item, the Infernal Trade Permit.

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ankaderin2004
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0% found this document useful (0 votes)
23 views6 pages

D&D 5E Character Sheet: Half-Elf Rogue

Lesdiane is a Level 5 Half-Elf Rogue with a custom background and a neutral good alignment. She possesses various skills, including high proficiency in stealth and deception, and has access to unique abilities such as Sneak Attack and Cunning Action. Her inventory includes weapons, adventuring gear, and a magical item, the Infernal Trade Permit.

Uploaded by

ankaderin2004
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 5 Half-Elf Rogue, Scout 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Lesdiane
Custom Background Neutral Good Caliban
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Studded Leather 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
8
SHIELD
AC
Sneak Attack. Once per turn, you can deal an extra
N
CIE C
3d6 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


✘ +7 Dexterity
need advantage on the attack roll if another enemy
+1 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.
18 +2 Wisdom

+3 Charisma
33 5d8
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
+4 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,
12 N
CIE C

+7 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
✘ +5 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+1 +0 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 ✘ +6 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
10 ✘
+0 History (Int)
+5 Insight (Wis) Uncanny Dodge (Reaction). When an attacker that
you can see hits you with an attack, you can halve
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the attack’s damage against you.
+0 ✘ +3 Investigation (Int)
Fey Ancestry. You have advantage on saving Skirmisher (Reaction). Move up to half your speed
+2 Medicine (Wis)
throws against being charmed, and magic can’t when an enemy ends its turn within 5ft. This
WISDOM ✘✘ +6 Nature (Int) doesn't provoke opportunity attacks.
put you to sleep.

14 ✘

✘✘ +9
+5 Perception (Wis)
Performance (Cha)
✘✘ +9 Persuasion (Cha)
+2 +0 Religion (Int)
+4 Sleight of Hand (Dex)
CHARISMA +4 Stealth (Dex)

16 ✘✘ +8 Survival (Wis)
SKILLS

+3 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +7 vs AC 1d6+4 piercing
Finesse, Light
FEATURES & TRAITS
Shortbow 80/320 +7 vs AC 1d6+4 piercing
Ammunition, Two-Handed

Dagger 20/60 +7 vs AC 1d4+4 piercing Armor Proficiencies. Light Armor


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

Tool Proficiencies. Painter’s supplies, Thieves’ tools

Languages. Common, Elvish, Dwarvish, Gnomish,


Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 4'9" 110 lb.
GENDER AGE HEIGHT WEIGHT
Lesdiane
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You might want to tweak some of the features of a background so it better fits your character or the campaign setting.
To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of
two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your
background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t
find a feature that matches your desired background, work with your DM to create one.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Guild Membership
As an established and respected member of a guild, you can rely on
certain benefits that membership provides. Your fellow guild members
will provide you with lodging and food if necessary, and pay for your
funeral if needed. In some cities and towns, a guildhall offers a central
place to meet other members of your profession, which can be a good
place to meet potential patrons, allies, or hirelings.Guilds often wield
tremendous political power. If you are accused of a crime, your guild will
support you if a good case can be made for your innocence or the crime is
justifiable. You can also gain access to powerful political figures through
the guild, if you are a member in good standing. Such connections might
require the donation of money or magic items to the guild’s coffers.You
must pay dues of 5 gp per month to the guild. If you miss payments, you
must make up back dues to remain in the guild’s good graces.

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 İnfernal Trade Permit. A flayed skin scroll
[Shortsword] 1 2
[Shortsword] 1 2
Shortbow 1 2
Arrow 20 1
Backpack 1 5
Bedroll 1 7
Mess Kit 1 1
Tinderbox 1 1
Torch 10 10
Rations (1 day) 10 20
Waterskin 1 5
Rope, Hempen (50 feet) 1 10
[Studded Leather] 1 13
Dagger 2 2
Thieves’ Tools 1 1
Scale, Merchant’s 1 3
Abacus 1 2
Magnifying Glass 1 —
Book 1 5
Clothes, Fine 1 6
Clothes, Traveler’s 1 4
Horse, Riding 1 —
ATTUNED MAGIC ITEMS 0 / 3
İnfernal Trade Permit 1 1 VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 8 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

103.2 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.
Shortsword Shortsword Shortbow
Weapons Weapons Weapons

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

Arrow Backpack Bedroll


Ammunition Adventuring Gear Adventuring Gear

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

1/20 lb. Player’s Handbook 5 lb. Player’s Handbook 7 lb. Player’s Handbook

Mess Kit Tinderbox Torch


Adventuring Gear Adventuring Gear Adventuring Gear

This tin box contains a cup and simple cutlery. The box This small container holds flint, fire steel, and tinder A torch burns for 1 hour, providing bright light in a 20-foot
clamps together, and one side can be used as a cooking pan (usually dry cloth soaked in light oil) used to kindle a fire. radius and dim light for an additional 20 feet. If you make a
and the other as a plate or shallow bowl. Using it to light a torch—or anything else with abundant, melee attack with a burning torch and hit, it deals 1 fire
exposed fuel—takes an action. Lighting any other fire takes damage.
1 minute.

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


Rations (1 day) Waterskin Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

Studded Leather Dagger Dagger


Armor Weapons Weapons

Made from tough but flexible leather, studded leather is


reinforced with close-set rivets or spikes.

13 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Thieves’ Tools Scale, Merchant’s Abacus


Tools Adventuring Gear Adventuring Gear

Perhaps the most common tools used by adventurers, thieves’ A scale includes a small balance, pans, and a suitable A standard tool used to make calculations.
tools are designed for picking locks and foiling traps. assortment of weights up to 2 pounds. With it, you can
Proficiency with the tools also grants you a general knowledge measure the exact weight of small objects, such as raw
of traps and locks. precious metals or trade goods, to help determine their
Components. Thieves’ tools include a small file, a set Of lock worth.
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

1 lbs. Player’s Handbook 3 lb. Player’s Handbook 2 lb. Player’s Handbook


Magnifying Glass Book Clothes, Fine
Adventuring Gear Adventuring Gear Adventuring Gear

This lens allows a closer look at small objects. It is also A book might contain poetry, historical accounts,
useful as a substitute for flint and steel when starting fires. information pertaining to a particular field of lore, diagrams
Lighting a fire with a magnifying glass requires light as and notes on gnomish contraptions, or just about anything
bright as sunlight to focus, tinder to ignite, and about 5 else that can be represented using text or pictures. A book
minutes for the fire to ignite. A magnifying glass grants of spells is a spellbook (described later in this section).
advantage on any ability check made to appraise or inspect
an item that is small or highly detailed.

— Player’s Handbook 5 lb. Player’s Handbook 6 lb. Player’s Handbook

Clothes, Traveler’s Horse, Riding İnfernal Trade Permit


Adventuring Gear Mounts & Vehicles Adventuring Gear

Speed. 60 ft. This cylindrical leather case can hold up to ten rolled-up
Carrying Capacity. 480 lb. sheets of paper or five rolled-up sheets of parchment.

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

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