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Rogue

This document provides information on a level 5 half-elf rogue assassin character, including their name, background, abilities, skills, and other attributes. Their abilities include darkvision, thieves' cant, sneak attack, and cunning action. Their skills are highly focused on stealth, deception, and thievery.

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Hominah
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0% found this document useful (0 votes)
39 views4 pages

Rogue

This document provides information on a level 5 half-elf rogue assassin character, including their name, background, abilities, skills, and other attributes. Their abilities include darkvision, thieves' cant, sneak attack, and cunning action. Their skills are highly focused on stealth, deception, and thievery.

Uploaded by

Hominah
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
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Level 5 Half-Elf (Moon Elf) Rogue, Assassin 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Charmuemo
Faceless Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

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


STRENGTH Leather 12 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +3
12
SHIELD
AC
Tool Expertise (Thieves’ Tools). Your proficiency
N
CIE C
bonus is doubled for any Thieves’ Tools check you
+1 Strength make.
Y
PROFI

+1
✘ +4 Dexterity
Sneak Attack. Once per turn, you can deal an extra
+1 Constitution ARMOR CLASS 3d6 damage to one creature you hit with an attack
DEXTERITY
✘ +5 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
13 +2 Wisdom

+3 Charisma
33 5d8 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.
+1
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

+1 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
+2 Animal Handling (Wis)
symbols used to convey short, simple messages,
+1 +2 Arcana (Int) Darkvision such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
+1 Athletics (Str)
or whether the people in an area are easy marks or
INTELLIGENCE ✘✘ +9 Deception (Cha) will provide a safe house for thieves on the run.

14 ✘
+2 History (Int)

+5 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
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS action.
+2 ✘ +5 Investigation (Int)
Fey Ancestry. You have advantage on saving Uncanny Dodge (Reaction). When an attacker that
+2 Medicine (Wis)
throws against being charmed, and magic can’t you can see hits you with an attack, you can halve
WISDOM +2 Nature (Int) the attack’s damage against you.
put you to sleep.

14 ✘ +5 Perception (Wis)

+3 Performance (Cha)
Assassinate. You have advantage on attack rolls
against any creature that hasn’t taken a turn in the
combat yet. In addition, any hit you score against a
✘ +6 Persuasion (Cha)
+2 creature that is surprised is a critical hit.
+2 Religion (Int)

+1 Sleight of Hand (Dex)


CHARISMA +1 Stealth (Dex)

16 +2 Survival (Wis)
SKILLS

+3 15 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +4 vs AC 1d8+1 piercing
Finesse
FEATURES & TRAITS
Shortsword 5 ft +4 vs AC 1d6+1 piercing
Finesse, Light
Armor Proficiencies. Light Armor

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Simple Weapons, Crossbow,
Hand, Rapier

Tool Proficiencies. Disguise kit, Thieves’ tools,


Poisoner’s kit

Languages. Common, Elvish, Draconic, Orc, Thieves’


Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


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

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Being who you are, you could never be a hero. Whether due to your class, your people, your family, or your sins,
something about you prevents you from effectively pursuing the path you’ve chosen. Even so, that doesn’t stop you.
You’ve left your old face behind, taking on a new persona, becoming something more.
I cultivate a single obscure hobby or study and
eagerly discuss it at length Characters with the faceless background don a disguise—literally or otherwise—as they adventure. This persona might
I am ever learning how to be among others—when be dramatic or subtle. In a way, though, many characters have such larger than life personalities. Therefor, this
to stay quiet, when to laugh.
background largely focuses on detailing the hero behind the mask.

PERSONALITY TRAITS

Anonymity. It’s my deeds that should be


remembered, not their instrument. (Any)

IDEAL

I a exceptional. I do this because no one else can,


and no one can stop me.

BOND

I overexert myself, sometimes needing to recuperate


for a day or more.

FLAW BACKGROUND STORY

Dual Personalities
Most of your fellow adventurers and the world know you
as your persona. Those who seek to learn more about
you—your weaknesses, your origins, your purpose—find
themselves stymied by your disguise. Upon donning a
disguise and behaving as your persona, you are
unidentifiable as your true self. Be removing your disguise
and revealing your true face, you are no longer
identifiable as your persona. This allows you to change
appearances between your two personalities as often as
you wish, using one to hide the other or serve as
convenient camouflage. However, should someone realize
the connection between your persona and your true self,
your deception might lose its effectiveness.
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
[Rapier] 1 2
[Shortsword] 1 2
Burglar’s Pack 1 10
[Leather] 1 10
Thieves’ Tools 1 1
Disguise Kit 1 3
Pouch 1 1

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

29 lb / 180 lb 360 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.
Rapier Shortsword Burglar’s Pack
Weapons Weapons Equipment Packs

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of


string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a
hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox,
and a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.

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

Leather Thieves’ Tools Disguise Kit


Armor Tools Tools

The breastplate and shoulder protectors of this armor are Perhaps the most common tools used by adventurers, thieves’ The perfect tool for anyone who wants to engage in trickery, a disguise
made of leather that has been stiffened by being boiled in tools are designed for picking locks and foiling traps. kit enables its owner to adopt a false identity.
Proficiency with the tools also grants you a general knowledge Components. A disguise kit includes cosmetics, hair dye, small props,
oil. The rest of the armor is made of softer and more and a few pieces of clothing.
flexible materials. of traps and locks. Deception. In certain cases, a disguise can improve your ability to
Components. Thieves’ tools include a small file, a set Of lock weave convincing lies.
picks, a small mirror mounted on a metal handle, a set of Intimidation. The right disguise can make you look more fearsome,
narrow—bladed scissors, and a pair of pliers. whether you want to scare someone away by posing as a plague victim
History. Your knowledge of traps grants you insight when or intimidate a gang of thugs by taking the appearance of a bully.
answering questions about locations that are renowned for Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
their traps. to evoke the desired reaction.
Investigation and Perception. You gain additional insight Persuasion. Folk tend to trust a person in uniform. If you disguise
when looking for traps, because you have learned a variety of yourself as an authority figure, your efforts to persuade others are often
common signs that betray their presence. more effective.
Set a Trap. Just as you can disable traps, you can also set Create Disguise. As part of a long rest, you can create a disguise. It
them. As part of a short rest, you can create a trap using items takes you 1 minute to don such a disguise once you have created it. You
you have on hand. The total of your check becomes the DC for can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
someone else’s attempt to discover or disable the trap. The them hidden. Each disguise weighs 1 pound.
trap deals damage appropriate to the materials used in At other times, it takes 10 minutes to craft a disguise that involves
crafting it (such as poison or a weapon) or damage equal to moderate changes to your appearance, and 30 minutes for one that
half the total of your check, whichever the DM deems requires more extensive changes.
appropriate. DISGUISE KIT
THIEVES’ TOOLS Activity DC
Cover injuries or distinguishing marks 10
Activity DC Spot a disguise being used by someone else 15
Pick a lock Varies Copy a humanoid’s appearance 20
Disable a trap Varies

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

Pouch
Adventuring Gear

A cloth or leather pouch can hold up to 20 sling bullets or


50 blowgun needles, among other things.

1 lb. Player’s Handbook

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