0% found this document useful (0 votes)
459 views5 pages

3 Assassin Charlatan Elf, Dark (Drow) 900: Level & Class Player Name

Uploaded by

pixel
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
0% found this document useful (0 votes)
459 views5 pages

3 Assassin Charlatan Elf, Dark (Drow) 900: Level & Class Player Name

Uploaded by

pixel
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
You are on page 1/ 5

Show extra features

3 Assassin
CLICK HERE
LEVEL & CLASS PLAYER NAME
TO CHANGE
THIS ICON

Charlatan Elf, Dark (Drow) 900 Add: 2,700


BACKGROUND Change identity RACE EXPERIENCE Next Level
CHARACTER NAME

F AC DESCRIPTION
-1 STR ● +3 INT
PRO

12 Armor Studded Leather

18 +2 15
Set Max HP
STRENGTH ● +5 DEX +1 WIS
Shield

-1 0 +3 CHA
CON
MAXIMUM PROFICIENCY ARMOR 3 Dex Medium Armor Heavy Armor
RESISTANCES HIT POINTS BONUS CLASS
Magic
8 Misc
Temporary Hit Points: Misc
DEXTERITY
Adv. on saves vs. being charmed; +3 ARMOR

+3 Magic can't put me to sleep CURRENT HIT POINTS Heal INITIATIVE


INSPIRATION

16 SUCCESSES LEVEL DIE USED ENCUMBERED


Hide 2nd DC
3 d8+0 20 ft

CONSTITUTION SAVING THROWS FAILURES


30 ft 13 ABILITY SAVE DC
ABILITY
DEXTERITY
SAVE DC CHARISMA 13
0
DEATH
SAVES HIT DICE SPEED
ARMOR
F EX F
+3 Acrobatics (Dex) ● Light

PRO
Medium Heavy Shields
PRO

10 +1 Animal Handling (Wis) WEAPONS


FEATURE MAX RECOVER USED ● Simple Martial ● Other Weapons:
+1 Arcana (Int) > Faerie Fire 1 LR Hand Crossbow, Longsword, Rapier, Shortsword
INTELLIGENCE -1 Athletics (Str) >
LANGUAGES TOOLS & OTHERS

+1
● +5 Deception (Cha) > Common Thieves' tools
+1 History (Int) > Thieves' Cant Poisoner's kit
● +3 Insight (Wis) Elvish Disguise kit
13
>

+3 Intimidation (Cha) > Undercommon Forgery kit


● +3 Investigation (Int) >
WISDOM
+1 Medicine (Wis) >

+1 +1 Nature (Int)
●● +5 Perception (Wis)
LIMITED FEATURES SR LR Dawn PROFICIENCIES

12 +3 Performance (Cha) ACTIONS BONUS ACTIONS REACTIONS

● +5 Persuasion (Cha) > Faerie Fire Cunning Action < <

CHARISMA +1 Religion (Int) > < <

+3 +5 Sleight of Hand (Dex)


● > < <

+3 Stealth (Dex) > < <

+1 Survival (Wis) > < <


16
●● +7 Thieves' Tools (Dex) > < <

SKILLS ACTIONS

ATTACK NAME PROF ABILITY RANGE TO HIT DAMAGE DAMAGE TYPE

15 PASSIVE WISDOM (PERCEPTION) Shortsword ✔ Dex Melee +5 1d6+3 Piercing


>
Finesse, light; Sneak attack 2d6
DESCRIPTION
Darkvision 120 ft; Sunlight Sensitivity
Dagger ✔ Dex Melee, 20/60 ft +5 1d4+3 Piercing
>
Finesse, light, thrown; Sneak attack 2d6
SENSES Hand Crossbow ✔ Dex 30/120 ft +5 1d6+3 Piercing
>
Ammunition, light, loading; Sneak attack 2d6
NAME TOTAL NAME TOTAL
Bolts 20 >
Reload Reload

>

AMMUNITION AMMUNITION ATTACKS: WEAPONS & CANTRIPS


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Add Features
Assassin, level 3:
◆ Expertise (Rogue 1, PHB 96) [with two skills] I lie about almost everything, even when there's no good reason
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level to.
◆ Sneak Attack (Rogue 1, PHB 96) [2d6]
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv. PERSONALITY TRAITS
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously Independence: I am a free spirit ― no one tells me what to do.
◆ Cunning Action (Rogue 2, PHB 96) (Chaotic)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Assassinate (Assassin 3, PHB 97) IDEALS
I have adv. on attack rolls against creatures that have not taken a turn in combat yet
Any hit I score against a creature that is surprised is a critical hit I owe everything to my mentor ― a horrible person who's
◆ Bonus Proficiencies (Assassin 3, PHB 97) probably rotting in jail somewhere.
I am proficient with disguise kits and poisoner's kits

BONDS

I'm convinced that no one could ever fool me the way I fool
others.

FLAWS

Feature Name: False Identity

I have created a second identity that includes documentation,


established acquaintances, and disguises that allow me to assume
that persona. Additionally, I can forge documents, including official
papers and personal letters, as long as I have seen an example of
the kind of document or the handwriting I am trying to copy.

BACKGROUND FEATURE

Drow (+2 Dexterity, +1 Charisma)


Trance: Elves don't need to sleep, but meditate semiconsciously, for
4 hours a day. This gives the same benefit as a human gets from 8
hours of sleep (long rest still 8 hours).
Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom
(Perception) checks that rely on sight when I or what I am trying to
attack/perceive is in direct sunlight.
Drow Magic: 1st level: Dancing Lights cantrip; 3rd level: Faerie Fire;
5th level: Darkness. Both spells can be used once per long rest.
Charisma is my spellcasting ability for these.
CLASS FEATURES RACIAL TRAITS

ADVENTURING GEAR # LB ADVENTURING GEAR # LB ADVENTURING GEAR # LB


CP
> Shortsword 2 > Backpack 5 >
> Dagger 1 > - Crowbar 5 >
> Hand Crossbow 3 > - Hammer 2 > SP
> Quiver 1 > - Piton 10 1 >
> Thieves' tools 1 > - Torch 10 1 >
EP
> Disguise kit 3 > - Rations, days of 10 2 >
> Poisoner's kit 2 > - Waterskin 12 >

Signet Ring of a Draw Noble (false Identity) - Hempen rope, feet of 0.2
80
> > > GP
> Common clothes (dark, hooded) 3 > Belt Pouch 1 >
> > Potion of Healing 0.5 >
PP
> > >
> > >
WEIGHT CARRIED
> > >
83.3 lb
> > >
ENCUMBERED
> > ATTUNED MAGICAL ITEMS
41 - 80 lb
> > >
HEAVILY ENCUMBERED
> > >
81 - 120 lb
> > > PUSH/DRAG/LIFT
SUBTOTAL 16 SUBTOTAL 65.7 SUBTOTAL 121 - 240 lb
Add Equipment EQUIPMENT
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Medium
GENDER AGE SIZE HEIGHT WEIGHT

Neutral Good
ALIGNMENT FAITH HAIR EYES SKIN
CHARACTER NAME

You are a member of the Zhentarim, an organization


of welltrained mercenaries, savvy rogues, and crafty ORGANIZATION
warlocks who seek to expand their influence and The Zhentarim
power.

SYMBOL

CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

“I am in the business of removing obstacles.”

Without divine or arcane magical ability, your options in the cutthroat world of drow society were limited. You
either became an expert in death, or you died young.
After honing your murderous arts in the Underdark, you made your escape from the city of your birth to strike
out on your own. Your reputation as a nighinvisible killer strikes fear into those who would wrong you. But
those who respect you earn your ready support.

You know what makes people tick, you can tease out their heart’s desires after a few minutes of conversation,
and with a few leading questions you can read them like they were children’s books.
Your favorite scheme is putting on new identities. Your facility with disguise makes it easy to insinuate yourself
APPEARANCE into any setting, the better to get your target alone.

Comfortable LIFESTYLE DAILY PRICE 2 gp

ENEMIES CHARACTER HISTORY


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
Spell Sheet Options

1ST LEVEL 2ND LEVEL 3RD LEVEL 4TH LEVEL 5TH LEVEL 6TH LEVEL 7TH LEVEL 8TH LEVEL 9TH LEVEL

SPELL SLOTS
CHARACTER NAME

DROW SPELLS Charisma +5 DC 13


SPELLCASTING ABILITY ATTACK MODIFIER SAVING THROW DC

CANTRIPS (0 LEVEL)

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.


AT
WILL Dancing Lights 4 torch-sized lights or 1 humanoid-sized light; 10-ft rad dim light; bns a to move 60 ft — Evoc 1a 120 ft V,S,M Conc, 1 min P 230

1ST LEVEL

KN SPELL DESCRIPTION SAVE SCHOOL TIME RANGE COMP DURATION B PG.



LR Faerie Fire 20-ft cube all obj/crea save or outlined in 10 ft dim light and attacks have adv.; see invisible crea Dex Evoc 1a 60 ft V Conc, 1 min P 239

(R) Ritual dis. Disadvantage (D) The spell can be dismissed by the caster as 1 action
1a 1 action dmg Damage +1d4/SL Extra 1d4 for every Spell Level that is used to cast the spell that is higher than the spell's original Spell Level
1 bns / bns a 1 bonus action h Hour(s) 10 crea Up to 10 creatures in the spells area, 1 of which may be you, the caster
1 rea 1 reaction Kn Known 30-foot radius sphere. In the ‘Range’ column it means it is centered on you
30-ft rad
20 cu ft 20 cubic feet Me Memorized In the ‘Description’ column it means it can be centered on a point in space within the spell’s range
20 sq ft 20 square feet min Minute(s) all All creatures within the spell’s area
adv. Advantage obj Object(s) any Any creatures of your choosing that are within the spell’s area SOURCES (‘B’ COLUMN)
atk Attack obsc. Obscured cons. The material component is consumed by the spell E Elemental Evil Player's Companion
CL Character Level rnd Round(s) Mƒ Material component is costly, but is not consumed upon casting P Player's Handbook D&D 5th edition
dif. ter. Difficult terrain SL Spell Level M† Material component is costly and is consumed upon casting S Sword Coast Adventure Guide
conc, 1 min Concentration, up to 1 minute see book / B The short spell description here is very incomplete, so beware U Unearthed Arcana
GLOSSARY OF ABBREVIATIONS USED IN THIS SPELL SHEET

>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
>
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (Printer Friendly - Redesign); Spell Sheet 1/1 Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com
PLAYER REFERENCE
LINE

Point of Origin CONE CUBE SPHERE CYLINDER


AREA OF EFFECT

ATTACK (action) HIDE (action) BLINDED


Make one melee or ranged attack with a weapon, or Hide from those that can’t perceive you. Your Dex Fail checks involving sight. LEVEL EFFECT (cumulative)
multiple attacks with the ‘Extra Attack’ class feature. (Stealth) check is the DC for anybody’s Wis (Perception) Attacks have disadvantage. 1 Disadvantage on ability checks
(See the ‘Attack Action’ section below.) check to discover you. Enemy attacks have advantage. 2 Speed halved
CAST A SPELL (casting time of the spell) OVERRUN (action or bonus action) (DMG 272) CHARMED 3 Disadvantage on attacks / saves
Effect depends on the spell being cast. Move through hostile’s space once by winning opposing Can’t harm/attack charmer. 4 Hit Point maximum halved
DASH (action) Str (Athletics) check. Advantage if you are larger or Charmer has advantage on 5 Speed reduced to 0
Gain your speed as extra movement for this turn. disadvantage if you are smaller than the opponent. ability checks to interact socially. 6 Death
READY (action) DEAFENED EXHAUSTION (PHB 291)
DISENGAGE (action)
Your movement doesn’t provoke opportunity attacks for Choose an action that you will take in response to a set Fail checks involving hearing.
the rest of the turn. trigger. Taking the action uses your reaction. Readying a FRIGHTENED
DODGE (action)
spell requires concentration and expends the spell slot. Disadvantage to checks/attacks while the source of fear is in sight.
Attack rolls from attackers you can see have disadvantage SEARCH (action) Can’t willingly move closer to the source of fear.
and you have advantage on Dex saving throws until the Search for something, possibly with a Wis (Perception) GRAPPLED
start of your next turn, until you become incapacitated or or Int (Investigation) check. Speed 0, regardless of bonus. Ends when grappler is incapacitated or when
your speed drops to 0. TUMBLE (action or bonus action) (DMG 272) moved out of grappler’s reach by an effect.
ESCAPE (action) Move through hostile’s space once by winning opposing INCAPACITATED
Escape a grapple by winning a Str (Athletics) or Dex Dex (Acrobatics) check. Can’t take actions or reactions.
(Acrobatics) check vs. grappler’s Str (Athletics) check. USE OBJECT (action) INVISIBLE
HELP (action) You can interact with an object once per turn for free. A Can’t be seen (normally), but still make noise and tracks.
Give an ally advantage on next ability check or attack roll second interaction and special cases take an action to Attacks have advantage. Enemy attacks have disadvantage.
vs. an opponent within 5 ft of you, if done before the complete (e.g. draw a second weapon, equip a shield, PARALYZED
start of your next turn. drink a potion, retrieve an item from a backpack). Incapacitated. Can’t move or speak. Fail Str and Dex saving throws.
COMBAT ACTIONS (PHB 192) Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
PETRIFIED
Incapacitated. Can’t move or speak. Unaware of surroundings. Resistance
MELEE ATTACK (one attack) to all damage. Immune to poison / disease. Fail Str and Dex saving throws.
Normal attack on target within 5 ft. If attacking with a light HALF +2 AC and Dex saving throws Enemy attacks have advantage. Stop aging. Weight increases by factor 10.
melee weapon in one hand, allowed to make an attack with a 3/4 +5 AC and Dex saving throws POISONED
light melee weapon in other hand as a bonus action, see ‘Two- TOTAL Can’t be targeted directly by attack or spell Disadvantage on attack rolls and ability checks.
Weapon Fighting’. If either weapon has the thrown property, it COVER (PHB 196) PRONE
may be thrown as part of this action. Crawl (at ½ speed) or stand up (costs ½ speed). Attacks have disadvantage.
RANGED ATTACK (one attack) Enemy attacks have advantage within 5 ft and disadvantage if further away.
Normal attack if up to normal range (first number). Disadvantage on the attack if up to long range (second number).
RESTRAINED
Disadvantage on the attack if a hostile that is not incapacitated is within 5 ft and can see the attacker. Speed 0, regardless of bonus. Disadvantage on Dex saving throws.
TWO-WEAPON FIGHTING (bonus action with attack action) Attacks have disadvantage. Enemy attacks have advantage.
If making an attack with a light melee weapon in one hand, allowed to make an attack with a light melee weapon in
STUNNED
other hand as a bonus action. This off-hand attack can’t add a positive ability score modifier to the damage roll. If the Incapacitated. Can’t move. Can speak only falteringly.
weapon has the thrown property, it may be thrown as part of this action. Fail Str and Dex saving throws. Enemy attacks have advantage.
DISARM (instead of one attack) (DMG 271)
UNCONSCIOUS
Knock an item from grasp by winning weapon attack roll vs. opponent’s Str (Athletics) or Dex (Acrobatics) check. Incapacitated. Can’t move or speak. Unaware of surroundings.
Disadvantage on the weapon attack roll if the item is being held with two or more hands. Larger opponents have Drop everything. Fail Str and Dex saving throws.
advantage and smaller have disadvantage. Enemy attacks have advantage. Enemy attacks within 5 ft are critical hits.
GRAPPLE (instead of one attack)
With a free hand, give the grappled condition to an opponent that is within reach and up to one size larger than you CONDITIONS (PHB 290)

by winning Str (Athletics) check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
MARK (with melee attack) (DMG 271)
LIGHTLY OBSCURED (dim light) Disadvantage on sight Perception checks
With a melee attack you can mark the target of that attack. The next opportunity attack against the marked target
HEAVILY OBSCURED (darkness) Effectively blinded (see conditions)
before the end of your next turn has advantage and doesn’t cost you your reaction.
BLINDSIGHT Out to range, perceive without sight.
SHOVE (instead of one attack)
DARKVISION Out to range, treat dim light as bright light. Can’t see colors.
Move opponent 5 ft or make prone by winning opposing Str (Athletics) check. Disadvantage if trying to move the
opponent to a side rather than to directly away from you. TRUESIGHT Out to range, perceive everything regardless of (magical) darkness,
invisibility, illusions, shapechanging, or etherealness.
ATTACK ACTION (PHB 195) LIGHT & VISION (PHB 183)

MOVE (limited by movement speed) FORCED MARCH


You can move your movement speed every turn. You can break up your Marching more than 8 hours per day requires a Con PACE MINUTE HOUR DAY EFFECT
movement between actions. You can switch back and forth between different saving throw at DC 10 + 1 per additional hour, at the Fast 400 feet 4 miles 30 miles -5 passive Perception
types (e.g. from flying to walking), by subtracting the distance already moved end of each additional hour. If failed, suffer one level Normal 300 feet 3 miles 24 miles ––
from the new speed. of exhaustion (see conditions). Slow 200 feet 2 miles 18 miles Able to use stealth
You can freely move through a nonhostile’s space, and through a hostile’s FOOD (one pound per day) TRAVEL PACE (PHB 182)
space if it is two sizes larger or smaller than you. Another creature’s space Go without food for 3 + Con modifier of consecutive
counts as difficult terrain. days (1 day minimum). At the end of each day beyond that, suffer one level of exhaustion (see conditions).
CLIMB / SWIM (at ½ speed) WATER (one gallon per day)
May involve a Str (Athletics) check if the climb / swim is difficult. If only half a gallon is consumed, DC 15 Con saving throw at end of day. If failed or consumed less than half, suffer
CRAWL (at ½ speed) one level of exhaustion, or two levels of exhaustion if currently already exhausted (see conditions).
Crawl while prone (see conditions). Dropping prone costs no movement speed. FALLING
DIFFICULT TERRAIN (at ½ speed) 1d6 bludgeoning damage per 10 feet fallen, to a maximum of 20d6. End prone if taken any damage from the fall.
Moving through difficult terrain costs twice as much speed. Another creature’s SUFFOCATING
space counts as difficult terrain. Hold breath for 1 + Con modifier in minutes (30 seconds minimum). After that, survive for Con modifier in
JUMP rounds, after which drop to 0 hit points and dying.
After moving at least 10 feet on foot, you can jump your Str score in feet straight SHORT REST
forward, or 3 + your Str modifier in feet up. The jump distance is halved when A short rest takes 1 hour of doing nothing too strenuous. At the end of the rest, spend hit dice to regain hit points.
performing a standing jump. LONG REST
STAND UP (costs ½ speed) A long rest takes 8 hours with nothing too strenuous for more than 1 hour of that. Regain all hit points and half hit
Standing up from being prone costs half your movement speed for this turn. dice at end. If food and water are consumed, reduce exhaustion level by 1. Maximum of 1 long rest per 24 hours.
MOVEMENT (PHB 182) ENVIRONMENT (PHB 183)
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.991 (Printer Friendly - Redesign) Based on Wizards of the Coast character sheet; Dragon Head design by spikeilustra; made by Joost Wijnen - Flapkan@gmail.com

You might also like