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Luthien: Character Level, Race, & Class Experience

Luthien is a level 4 dark elf rogue with 16 dexterity and 15 constitution. As a rogue, Luthien has skills in stealth, thieves' tools, sneaking attack, thieves' cant, and superior darkvision. She wears leather armor and has an armor class of 14.

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0% found this document useful (0 votes)
100 views4 pages

Luthien: Character Level, Race, & Class Experience

Luthien is a level 4 dark elf rogue with 16 dexterity and 15 constitution. As a rogue, Luthien has skills in stealth, thieves' tools, sneaking attack, thieves' cant, and superior darkvision. She wears leather armor and has an armor class of 14.

Uploaded by

Libba
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Level 4 Dark Elf Rogue, Thief 2700

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Luthien
Soldier Chaotic Good Débora
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
14
SHIELD
AC
Superior Darkvision. You can see in dim light within
N
CIE C
120 feet of you as if it were bright light, and in
+2 Strength darkness as if it were dim light.
Y
PROFI

+2
✘ +5 Dexterity
Tool Expertise (Thieves’ Tools). Your proficiency
+2 Constitution ARMOR CLASS bonus is doubled for any Thieves’ Tools check you
DEXTERITY
✘ +4 Intelligence
make.
MAXIMUM HIT DICE TEMPORARY

16 +1 Wisdom

+1 Charisma
21 4d8 Sneak Attack. Once per turn, you can deal an extra
2d6 damage to one creature you hit with an attack
CONDITIONAL
if you have advantage on the attack roll. The attack
must use a finesse or a ranged weapon.You don’t
+3 need advantage on the attack roll if another enemy
of the target is within 5 feet of it, that enemy isn’t
CURRENT HIT POINTS incapacitated, and you don’t have disadvantage on
CONSTITUTION DEATH SAVING THROWS
the attack roll.
SAVING THROWS

15 N
CIE C

+3 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Thieves’ Cant. A secret mix of dialect, jargon, and
code that allows you to hide messages in seemingly
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION normal conversation. Only another creature that


+1 Animal Handling (Wis)
knows thieves’ cant understands such messages. It
+2 +2 Arcana (Int)
Darkvision, Superior Darkvision takes four times longer to convey such a message
than it does to speak the same idea plainly.In
✘ +4 Athletics (Str)
addition, you understand a set of secret signs and
INTELLIGENCE ✘ +3 Deception (Cha) symbols used to convey short, simple messages,
such as whether an area is dangerous or the
14 ✘
+2 History (Int)

+3 Insight (Wis)
territory of a thieves’ guild, whether loot is nearby,
or whether the people in an area are easy marks or
will provide a safe house for thieves on the run.
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 ✘ +4 Investigation (Int) Cunning Action. You can take a bonus action on
Fey Ancestry. Advantage on saving throws against each of your turns in combat. This action can be
+1 Medicine (Wis)
being charmed, and magic can’t put you to sleep. used only to take the Dash, Disengage, or Hide
WISDOM +2 Nature (Int) action.

12 ✘✘ +5 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they


meditate deeply, remaining semiconscious, for 4 Fast Hands (Bonus Action). You can make a Sleight
+1 Performance (Cha) hours a day. of Hand check, use your thieves’ tools to disarm a
trap or open a lock, or take the Use an Object
✘ +3 Persuasion (Cha)
+1 Sunlight Sensitivity. You have disadvantage on action.
+2 Religion (Int) attack rolls and on Perception checks that rely on
sight when you, the target of your attack, or Second-Story Work. Climbing no longer costs you
+3 Sleight of Hand (Dex)
whatever you are trying to perceive is in direct extra movement. When you make a running jump,
CHARISMA +3 Stealth (Dex) the distance you cover increases by 3 feet.
sunlight.

12 +1 Survival (Wis)
SKILLS Drow Magic. You know the dancing lights cantrip.
You can cast Faerie Fire 1/long rest. (Charisma)

+1 15 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
Finesse, Light, Thrown
FEATURES & TRAITS
Dagger 20/60 +5 vs AC 1d4+3 piercing
Finesse, Light, Thrown

Crossbow, Light 80/320 +5 vs AC 1d8+3 piercing Armor Proficiencies. Light Armor


Ammunition, Loading, Two-Handed
Weapon Proficiencies. Rapier, Shortsword,
Rapier 5 ft +5 vs AC 1d8+3 piercing Crossbow, Hand, Simple Weapons, Longsword
Finesse
Tool Proficiencies. Vehicles land, Playing card set,
Thieves’ tools

Languages. Common, Elvish, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female 154 1,55 cm 60kg
GENDER AGE HEIGHT WEIGHT
Luthien Grayish Pale Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

War has been your life for as long as you care to remember. You trained as a youth, studied the use of weapons and
armor, learned basic survival techniques, including how to stay alive on the battlefield. You might have been part of a
standing national army or a mercenary company, or perhaps a member of a local militia who rose to prominence during
I can stare down a hell hound without flinching. a recent war.
I’ve lost too many friends, and I’m slow to make new
ones. When you choose this background, work with your DM to determine which military organization you were a part of,
how far through its ranks you progressed, and what kind of experiences you had during your military career. Was it a
standing army, a town guard, or a village militia? Or it might have been a noble’s or merchant’s private army, or a
mercenary company.
PERSONALITY TRAITS

Independence. When people follow orders blindly,


they embrace a kind of tyranny. (Chaotic)

IDEAL

I’ll never forget the crushing defeat my company


suffered or the enemies who dealt it.

BOND

I’d rather eat my armor than admit when I’m wrong.

FLAW BACKGROUND STORY

Military Rank
You have a military rank from your career as a
soldier. Soldiers loyal to your former military
organization still recognize your authority and
influence, and they defer to you if they are of a
lower rank. You can invoke your rank to exert
influence over other soldiers and requisition simple
equipment or horses for temporary use. You can also
usually gain access to friendly military encampments
and fortresses where your rank is recognized.

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
[Leather] 1 10
[Dagger] 1 1
[Dagger] 1 1
Arrow 1 .05
Crossbow, Light 1 5
Rapier 1 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

19.1 lb / 210 lb 420 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.
Dancing Lights Faerie Fire
Evocation Cantrip 1st-level evocation

CASTING TIME 1 action CASTING TIME 1 action


RANGE 120 feet RANGE 60 feet
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a bit of phosphorous or wychwood, or a glowworm) COMPONENTS V

You create up to four torch-sized lights within range, making them Each object in a 20-foot cube within range is outlined in blue, green,
appear as torches, lanterns, or glowing orbs that hover in the air for or violet light (your choice). Any creature in the area when the spell is
the duration. You can also combine the four lights into one glowing cast is also outlined in light if it fails a Dexterity saving throw. For the
vaguely humanoid form of Medium size. Whichever form you choose, duration, objects and affected creatures shed dim light in a 10-foot
each light sheds dim light in a 10-foot radius. As a bonus action on radius.
your turn, you can move the lights up to 60 feet to a new spot within Any attack roll against an affected creature or object has advantage
range. A light must be within 20 feet of another light created by this if the attacker can see it, and the affected creature or object can’t
spell, and a light winks out if it exceeds the spell’s range. benefit from being invisible.

Drow Magic (Dark Elf) Player’s Handbook Drow Magic (Dark Elf) Player’s Handbook

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