Rogue (Arcane Trickster) 9 Courtier bensbe21
CLASS & LEVEL BACKGROUND PLAYER NAME
Damien of Ulthuan
High Elf Neutral Evil 14,000
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH -1 to all combat roles Vs Elves
17 4 40 +1 to all social roles Vs Elves
-1 +4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
+1 to all combat roles Vs Non-Elves
-1 to all social roles Vs Non-Elves
-1 to defense Vs Ice magic
8 PERSONALITY TRAITS
Hit Point Maximum 87
-1 Strength
DEXTERITY
+5
● +9
+2
Dexterity
Constitution
87
CURRENT HIT POINTS IDEALS
● +6 Intelligence
20 +0 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+2
5 Acrobatics (Dex) Total 4 SUCCESSES
14 Animal Handling (Wis)
0
d8 FAILURES
2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE -1 Athletics (Str)
+2 ● 5
2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Elf Features:
Omni Blade +9 1d20+5 S
14 ● 4 Insight (Wis) *Within 60 feet of you, treat
● 5 Intimidation (Cha) E. Bow +9 1d8+5P,M dim light as bright, darkness
WISDOM ● 10 Investigation (Int) as dim light
Dagger +9 1d4+5 P
0 Medicine (Wis) *Immune to magical sleep,
+0 2 Nature (Int) advantage on saves vs
10
● 8 Perception (Wis)
5d6 Sneak Attack charmed
1 Performance (Cha)
Omni Blade +9, 1d20+4 S *Meditating 4 hours counts as
CHARISMA
● 9 Persuasion (Cha)
1/SRorLR swap to elemental 8 hours of rest
2 Religion (Int) *Perception proficiency
type
+1 5 Sleight of Hand (Dex) *Longsword, shortsword,
● 13 Stealth (Dex) shortbow, longbow proficiency
12 0 Survival (Wis) *Gain 1 wizard cantrip
SKILLS ATTACKS & SPELLCASTING
*Backstory grants
Prestigitation cantrip
18 PASSIVE WISDOM (PERCEPTION) Studded Leather Armor +1 Courtier Feature:
Rapier
CP 0 Shortbow *You have inside knowledge
Elemental Bow (Arcane)
Dagger (2) regarding bueaucracies and
Arrows (36)
Light Armor, Longswords, SP 0 Lightning Arrows (10) noble courts
Fire Arrows (9)
Shortswords, Shortbows, Burglar's Pack Rogue Features:
Longbows, Simple Weapons, EP 0 Thieves' Tools
Set of Fine Clothes *Double proficiency with
Pouch
Hand Crossbows, Rapiers, Wizard Robe chosen skills (Perception and
Thieves' Tools GP 200 Fake Staff
Elvish Cook Book Stealth)
Health Potions (+5 hp)
Elvish, Common, Dwarvish, Map *Sneak attack (5d6)
Celestial, Abyssal, Thieves'
PP 0 Stone Encyclopedia
town keys *Understand a secret
Cant language
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
125 5' - 9" 121 lbs
AGE HEIGHT WEIGHT
Damien of Ulthuan
Green Silver-White White
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
Expertise
At 1st Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your Proficiency with Thieves' Tools. Your Proficiency bonus is doubled for any ability check you make that
uses either of the chosen Proficiencies.
At 6th Level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.
Sneak Attack
Beginning at 1st Level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on
the Attack roll. The Attack must use a Finesse or a ranged weapon.
You don't need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn't Incapacitated, and you don't have disadvantage on the Attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue Training you learned Thieves' Cant, a Secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that
knows Thieves' Cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly.
In addition, you understand a set of Secret signs and Symbols used to convey short, simple messages, such as whether an area is dangerous or the 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.
Cunning Action
Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. 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 Action.
Mobile
You are exceptionally speedy and agile. You gain the following benefits:
Your speed increases by 10 feet.
When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.
Uncanny Dodge
Starting at 5th Level, when an attacker that you can see hits you with an Attack, you can use your Reaction to halve the attack's damage against you.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area Effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an Effect that allows you to
make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
Elven Accuracy:
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
ADDITIONAL FEATURES & TRAITS
Roguish Archetype: Arcane Trickster
At 3rd Level, you choose an archetype that you emulate in the exercise of your rogue Abilities, such as Thief. Your archetype
choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.
Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following
additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check
contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.
CHARACTER BACKSTORY TREASURE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Rogue Int 14 +6
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
0 CANTRIPS 3 6
Prestidigitation
Booming Blade
Mage Hand
Minor Illusion
Shape Water
SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED
1 4 0 7
EPAR
SPELL NAME
ED
PR
● Silent Image
Silvery Barbs
4
Find Familiar
SPELLS KNOWN
2 2 0
● Misty Step
● Shadow Blade
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.