D&D 5e Human Rogue/Fighter Sheet
D&D 5e Human Rogue/Fighter Sheet
STEALTH DISADVANTAGE
18 +1 Wisdom
+2 Charisma
38 3d8/1d10 Thieves’ Cant. A secret mix of dialect, jargon, and
code that allows you to hide messages in seemingly
CONDITIONAL
normal conversation. Only another creature that
knows thieves’ cant understands such messages. It
+4 takes four times longer to convey such a message
than it does to speak the same idea plainly.In
CURRENT HIT POINTS addition, you understand a set of secret signs and
CONSTITUTION DEATH SAVING THROWS
symbols used to convey short, simple messages,
SAVING THROWS
such as whether an area is dangerous or the
16 N
CIE C
+6 Acrobatics (Dex)
SPEED
30ft.
FLY
30ft.
CLIMB
0ft.
SWIM
0ft.
territory of a thieves’ guild, whether loot is nearby,
or whether the people in an area are easy marks or
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION will provide a safe house for thieves on the run.
+1 Animal Handling (Wis)
+3 +0 Arcana (Int) Cunning Action. You can take a bonus action on
each of your turns in combat. This action can be
✘ +1 Athletics (Str)
used only to take the Dash, Disengage, or Hide
INTELLIGENCE ✘ +4 Deception (Cha) action.
10 +0 History (Int)
+1 Insight (Wis)
Fancy Footwork. During your turn, if you make a
melee attack against a creature, that creature can't
make opportunity attacks against you for the rest of
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS your turn.
+0 +0 Investigation (Int)
Rakish Audacity. You don't need advantage on your
+1 Medicine (Wis)
attack roll to use your Sneak Attack if no creature
WISDOM +0 Nature (Int) other than your target is within 5 feet of you.
12 ✘ +3 Perception (Wis)
+2 Performance (Cha)
Fighting Style.
Dueling. When you are wielding a melee weapon
in one hand and no other weapons, you gain a +2
✘✘ +6 Persuasion (Cha) bonus to damage rolls with that weapon.
+1 +0 Religion (Int)
Second Wind (Bonus Action—1/Short Rest). You
✘ +6 Sleight of Hand (Dex)
regain 1d10+1 hp.
CHARISMA ✘✘ +8 Stealth (Dex) Piercer. Once per turn, when you hit a creature with an attack that
deals piercing damage, you can re-roll one of the attack’s damage
15 +1 Survival (Wis)
SKILLS
dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a
creature, you can roll one additional damage die when
determining the extra piercing damage the target takes.
+2 13 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You sailed on a seagoing vessel for years. In that time, you faced down mighty storms, monsters of the deep, and those
who wanted to sink your craft to the bottomless depths. Your first love is the distant line of the horizon, but the time has
come to try your hand at something new.
I enjoy sailing into new ports and making new friends
over a flagon of ale. Discuss the nature of the ship you previously sailed with your Dungeon Master. Was it a merchant ship, a naval vessel, a
I stretch the truth for the sake of a good story. ship of discovery, or a pirate ship? How famous (or infamous) is it? Is it widely traveled? Is it still sailing, or is it missing
and presumed lost with all hands?
What were your duties on board—boatswain, captain, navigator, cook, or some other position? Who were the captain
PERSONALITY TRAITS
and first mate? Did you leave your ship on good terms with your fellows, or on the run?
IDEAL
BOND
Smuggler’s Sense
You’re familiar with the docks of Baldur’s Gate, the
movement of inspectors and tax collectors, the way
cargo and coin flows. As a result, it’s easy for you to
hustle a load of cargo ashore or see such a cargo
onto a cooperative ship without attracting suspicion
or taxation. You also know the movements of the
Gray Wavers—the Flaming Fist harbor guards—and
have a sense of to operate the city’s mechanized
cranes.
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 Winged Boots. While you wear these boots, you have a
Thieves’ Tools 1 1 [Winged Boots] 1 — flying speed equal to your walking speed. You can use
[Rapier] 1 2 the boots to fly for up to 4 hours, all at once or in several
[Studded Leather] 1 13 shorter flights, each one using a minimum of 1 minute
[Shield] 1 6 from the duration. If you are flying when the duration
expires, you descend at a rate of 30 feet per round until
you land.
The boots regain 2 hours of flying capability for every
12 hours they aren't in use.
0 0 0 0 0
22 lb / 120 lb 240 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Booming Blade Message Find Familiar
Evocation Cantrip Transmutation Cantrip 1st-level conjuration (ritual)
As part of the action used to cast this spell, you must make a melee You point your finger toward a creature within range and whisper a You gain the service of a familiar, a spirit that takes an animal form you choose:
attack with a weapon against one creature within the spell’s range, message. The target (and only the target) hears the message and can bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish
(quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied
otherwise the spell fails. On a hit, the target suffers the attack’s reply in a whisper that only you can hear. You can cast this spell space within range, the familiar has the statistics of the chosen form, though it is a
normal effects, and it becomes sheathed in booming energy until the through solid objects if you are familiar with the target and know it is celestial, fey or fiend (your choice) instead of a beast.
start of your next turn. If the target willingly moves before then, it beyond the barrier. Magical silence, 1 foot of stone, 1 inch of Your familiar acts independently of you, but it always obeys your commands. In
immediately takes 1d8 thunder damage, and the spell ends. common metal, a thin sheet of lead, or 3 feet of wood blocks the combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack,
This spell’s damage increases when you reach higher levels. At 5th spell. The spell doesn’t have to follow a straight line and can travel but it can take other actions as normal.
level, the melee attack deals an extra 1d8 thunder damage to the freely around corners or through openings. When the familiar drops to 0 hit points, it disappears, leaving behind no physical
form. It reappears after you cast this spell again.
target, and the damage the target takes for moving increases to 2d8. While your familiar is within 100 feet of you, you can communicate with it
Both damage rolls increase by 1d8 at 11th level and 17th level. telepathically. Additionally, as an action, you can see through your familiar’s eyes
and hear what it hears until the start of your next turn, gaining the benefits of any
special senses that the familiar has. During this time, you are deaf and blind with
regard to your own senses.
As an action, you can temporarily dismiss your familiar. It disappears into a
pocket dimension where it awaits you summons. Alternatively, you can dismiss it
forever. As an action while it is temporarily dismissed, you can cause it to
reappear in any unoccupied space within 30 feet of you.
You can’t have more than one familiar at a time. If you cast this spell while you
already have a familiar, you instead cause it to adopt a new form. Choose one of
the forms from the above list. Your familiar transforms into the chosen creature.
Finally, when you cast a spell with a range of touch, your familiar can deliver the
spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it
must use its reaction to deliver the spell when you cast it. If the spell requires an
attack roll, you use your attack modifier for the roll.
Wizard Sword Coast Adventurer’s Guide Wizard Player’s Handbook Wizard Player’s Handbook
Winged Boots Thieves’ Tools Rapier
Wondrous Items Tools Weapons
While you wear these boots, you have a flying speed equal Perhaps the most common tools used by adventurers, thieves’
to your walking speed. You can use the boots to fly for up tools are designed for picking locks and foiling traps.
to 4 hours, all at once or in several shorter flights, each one Proficiency with the tools also grants you a general knowledge
using a minimum of 1 minute from the duration. If you are of traps and locks.
flying when the duration expires, you descend at a rate of Components. Thieves’ tools include a small file, a set Of lock
30 feet per round until you land. picks, a small mirror mounted on a metal handle, a set of
The boots regain 2 hours of flying capability for every 12 narrow—bladed scissors, and a pair of pliers.
hours they aren't in use. 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
0 lb. Dungeon Master’s Guide 1 lbs. Player’s Handbook 2 lb. Player’s Handbook
Made from tough but flexible leather, studded leather is A shield is made from wood or metal and is carried in one
reinforced with close-set rivets or spikes. hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.