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Tiefeling Rogue

This document is a character sheet for a Level 3 Tiefling Rogue with a Criminal background. The character has various abilities, including Darkvision, Sneak Attack, and Thieves' Cant, and is proficient in multiple skills such as Stealth and Deception. The sheet includes details on the character's equipment, spells, and background features, as well as their stats and combat capabilities.

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cantezcan889
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0% found this document useful (0 votes)
102 views5 pages

Tiefeling Rogue

This document is a character sheet for a Level 3 Tiefling Rogue with a Criminal background. The character has various abilities, including Darkvision, Sneak Attack, and Thieves' Cant, and is proficient in multiple skills such as Stealth and Deception. The sheet includes details on the character's equipment, spells, and background features, as well as their stats and combat capabilities.

Uploaded by

cantezcan889
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 Tiefling Rogue, Thug 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE

Criminal
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
10
SHIELD
AC
Tool Expertise (Thieves’ Tools). Your proficiency
N
CIE C
bonus is doubled for any Thieves’ Tools check you
+0 Strength make.
Y
PROFI

+0
✘ +5 Dexterity
Sneak Attack. Once per turn, you can deal an extra
+1 Constitution ARMOR CLASS 2d6 damage to one creature you hit with an attack
DEXTERITY
✘ +2 Intelligence
if you have advantage on the attack roll. The attack
MAXIMUM HIT DICE TEMPORARY must use a finesse or a ranged weapon.You don’t
16 +0 Wisdom

+3 Charisma
21 3d8 need advantage on the attack roll if another enemy
of the target is within 5 feet of it, that enemy isn’t
CONDITIONAL
incapacitated, and you don’t have disadvantage on
the attack roll.
+3
Thieves’ Cant. A secret mix of dialect, jargon, and
CURRENT HIT POINTS code that allows you to hide messages in seemingly
CONSTITUTION DEATH SAVING THROWS
normal conversation. Only another creature that
SAVING THROWS
knows thieves’ cant understands such messages. It
12 N
CIE C

+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
takes four times longer to convey such a message
than it does to speak the same idea plainly.In
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION addition, you understand a set of secret signs and
+0 Animal Handling (Wis)
symbols used to convey short, simple messages,
+1 +0 Arcana (Int) Darkvision such as whether an area is dangerous or the
Resistances. Fire territory of a thieves’ guild, whether loot is nearby,
+0 Athletics (Str)
or whether the people in an area are easy marks or
INTELLIGENCE ✘ +5 Deception (Cha) will provide a safe house for thieves on the run.

10 +0 History (Int)

+0 Insight (Wis)
Cunning Action. You can take a bonus action on
each of your turns in combat. This action can be
used only to take the Dash, Disengage, or Hide
✘✘ +7 Intimidation (Cha) SPEED, SENSES, & CONDITIONS action.
+0 ✘ +2 Investigation (Int)
Hellish Resistance. You have resistance to fire Brutal Bludgeoning. You may also use a club or a
+0 Medicine (Wis)
damage. mace to deal Sneak Attack damage.
WISDOM +0 Nature (Int)
Incite Fear (Bonus Action). You frighten one
10 +0 Perception (Wis) Infernal Legacy. You know the thaumaturgy
cantrip. You can cast the hellish rebuke spell as a creature within 30 feet of you that can see or hear
+3 Performance (Cha) 2nd-level spell (1/long rest). (Charisma) you. The target of this ability must make a DC13
Wisdom save. On a failed save, the creature is
✘ +5 Persuasion (Cha)
+0 frightened of you until the end of your next turn.
+0 Religion (Int)
Punish the Fearful. You don’t need advantage on
✘ +5 Sleight of Hand (Dex)
the attack roll to use your Sneak Attack against a
CHARISMA ✘✘ +7 Stealth (Dex) creature if you are within 5 feet of the target and
the target is frightened of you, provided you do not
16 +0 Survival (Wis)
SKILLS
have disadvantage on the attack.

+3 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +5 vs AC 1d4+3 piercing
2
FEATURES & TRAITS
Shortbow 80/320 +5 vs AC 1d6+3 piercing
Ammunition, Two-Handed

Shortsword 5 ft +5 vs AC 1d6+3 piercing Armor Proficiencies. Light Armor


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

Tool Proficiencies. Thieves’ tools, Playing card set

Languages. Common, Infernal, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


_ _
GENDER AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Criminal Contact
You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You
know how to get messages to and from your contact,
even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and
seedy sailors who can deliver messages for you.

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 Dagger. 2
[Leather] 1 10
[Dagger] 1 1
Shortbow 1 2
Shortsword 1 2
Thieves’ Tools 1 1
Burglar’s Pack 1 10

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

26 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.
Thaumaturgy Hellish Rebuke
Transmutation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 reaction


RANGE 30 feet RANGE 60 feet
DURATION Up to 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S

You manifest a minor wonder, a sign of supernatural power, within Reaction: you are being damaged by a creature within 60 feet of you
range. You create one of the following magical effects within range: that you can see You point your finger, and the creature that
• Your voice booms up to three times as loud as normal for 1 damaged you is momentarily surrounded by hellish flames. The
minute. creature must make a Dexterity saving throw. It takes 2d10 fire
• You cause flames to flicker, brighten, dim, or change color for 1 damage on a failed save, or half as much damage on a successful one.
minute. At Higher Levels. When you cast this spell using a spell slot of 2nd
• You cause harmless tremors in the ground for 1 minute. level or higher, the damage increases by 1d10 for each slot level
• You create an instantaneous sound that originates from a point above 1st.
of your choice within range, such as a rumble of thunder, the cry of a
raven, or ominous whispers.
• You instantaneously cause an unlocked door or window to fly
open or slam shut.
• You alter the appearance of your eyes for 1 minute. If you cast
this spell multiple times, you can have up to three of its 1-minute
effects active at a time, and you can dismiss such an effect as an
action.

Infernal Legacy (Tiefling) Player’s Handbook Infernal Legacy (Tiefling) Player’s Handbook
Leather Dagger Shortbow
Armor Weapons Weapons

The breastplate and shoulder protectors of this armor are


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

Shortsword Thieves’ Tools Burglar’s Pack


Weapons Tools Equipment Packs

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

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

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