Level 3 Human Rogue, Assassin 900
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
Vahn
Criminal Chaotic Neutral Matthew
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Alert. You can’t be surprised while you are
STRENGTH Studded Leather 15 conscious.Other creatures don’t gain advantage on
attack rolls against you as a result of being unseen
PROFICIENCY BONUS +2
8
SHIELD
AC by you.
N
CIE C
Tool Expertise (Thieves’ Tools). Your proficiency
-1 Strength bonus is doubled for any Thieves’ Tools check you
Y
PROFI
-1 make.
✘ +5 Dexterity
+2 Constitution ARMOR CLASS Sneak Attack. Once per turn, you can deal an extra
DEXTERITY
✘ +1 Intelligence
2d6 damage to one creature you hit with an attack
MAXIMUM HIT DICE TEMPORARY if you have advantage on the attack roll. The attack
16 +0 Wisdom
+3 Charisma
24 3d8 must use a finesse or a ranged weapon.You don’t
need advantage on the attack roll if another enemy
CONDITIONAL
of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on
+3 the attack roll.
CURRENT HIT POINTS Thieves’ Cant. A secret mix of dialect, jargon, and
CONSTITUTION DEATH SAVING THROWS
code that allows you to hide messages in seemingly
SAVING THROWS
normal conversation. Only another creature that
14 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION than it does to speak the same idea plainly.In
+0 Animal Handling (Wis)
addition, you understand a set of secret signs and
+2 -1 Arcana (Int) symbols used to convey short, simple messages,
such as whether an area is dangerous or the
-1 Athletics (Str)
territory of a thieves’ guild, whether loot is nearby,
INTELLIGENCE ✘ +5 Deception (Cha) or whether the people in an area are easy marks or
will provide a safe house for thieves on the run.
8 -1 History (Int)
+0 Insight (Wis) Cunning Action. You can take a bonus action on
each of your turns in combat. This action can be
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS used only to take the Dash, Disengage, or Hide
-1 -1 Investigation (Int) action.
+0 Medicine (Wis)
Assassinate. You have advantage on attack rolls
WISDOM -1 Nature (Int) against any creature that hasn’t taken a turn in the
combat yet. In addition, any hit you score against a
10 ✘
+0 Perception (Wis)
+5 Performance (Cha)
creature that is surprised is a critical hit.
✘ +5 Persuasion (Cha)
+0 -1 Religion (Int)
✘ +5 Sleight of Hand (Dex)
CHARISMA ✘✘ +7 Stealth (Dex)
16 +0 Survival (Wis)
SKILLS
+3 10 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +8 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
Shortbow 80/320 +5 vs AC 1d6+3 piercing
Ammunition, Two-Handed
FEATURES & TRAITS
Shortsword 5 ft +5 vs AC 1d6+3 piercing
Finesse, Light
Dagger 20/60 +5 vs AC 1d4+3 piercing Armor Proficiencies. Light Armor
Finesse, Light, Thrown
Weapon Proficiencies. Simple Weapons, Crossbow,
Hand, Longsword, Rapier, Shortsword
Tool Proficiencies. Thieves’ tools, Dice set, Disguise
kit, Poisoner’s kit
Languages. Common, Undercommon, Thieves’ Cant
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Male 32 6'6" 220 lb.
GENDER AGE HEIGHT WEIGHT
Vahn Green White Black
CHARACTER NAME EYES SKIN HAIR
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals
and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft,
and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules
I always have a plan for what to do when things go and regulations of society.
wrong.
I am always calm, no matter what the situation. I
never raise my voice or let my emotions control me.
PERSONALITY TRAITS
People. I’m loyal to my friends, not to any ideals, and
everyone else can take a trip down the Styx for all I
care. (Neutral)
IDEAL
I will become the greatest thief that ever lived.
BOND
An innocent person is in prison for a crime that I
committed. I’m okay with that.
FLAW BACKGROUND STORY
Criminal Contact
You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You
know how to get messages to and from your contact,
even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and
seedy sailors who can deliver messages for you.
BACKGROUND FEATURE
A hilt from a broken sword
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Thieves’ Tools 1 1
Poisoner’s Kit 1 2
Dice Set 1 —
Disguise Kit 1 3
[Studded Leather] 1 13
Dagger 2 2
[Shortbow] 1 2
Shortsword 1 2
Arrow 20 1
Backpack 1 5
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
ATTUNED MAGIC ITEMS 0 / 3
Rope, Hempen (50 feet) 1 10 VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
COPPER SILVER ELECTRUM GOLD PLATINUM
0 0 0 10 0
ENCUMBRANCE — LIFTING AND CARRYING
WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT
73.7 lb / 120 lb 240 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.
Shortbow Shortsword Dagger
Simple Ranged Weapon Martial Melee Weapon Simple Melee Weapon
RANGE 80/320 RANGE 5 ft RANGE 20/60
ATTACK +5 vs AC ATTACK +5 vs AC ATTACK +5 vs AC
DAMAGE 1d6+3 piercing DAMAGE 1d6+3 piercing DAMAGE 1d4+3 piercing
Ammunition, Two-Handed Finesse, Light Finesse, Light, Thrown
Alert Tool Expertise (Thieves’ Tools) Sneak Attack
Feat Class Feature Class Feature
Always on the lookout for danger, you gain the following Your proficiency bonus is doubled for any Thieves’ Tools Beginning at 1st level, you know how to strike subtly and
benefits: check you make. exploit a foe’s distraction. Once per turn, you can deal an
• You gain a +5 bonus to initiative. extra 1d6 damage to one creature you hit with an attack if
• You can’t be surprised while you are conscious. you have advantage on the attack roll. The attack must use
• Other creatures don’t gain advantage on attack rolls a finesse or a ranged weapon.
against you as a result of being unseen by you. 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.
Human Variant Player’s Handbook Expertise Player’s Handbook Rogue Player’s Handbook
Thieves’ Cant Cunning Action Assassinate
Class Feature Class Feature Archetype Feature
During your rogue training you learned thieves’ cant, a Starting at 2nd level, your quick thinking and agility allow Starting at 3rd level, you are at your deadliest when you get
secret mix of dialect, jargon, and code that allows you to you to move and act quickly. You can take a bonus action the drop on your enemies. You have advantage on attack
hide messages in seemingly normal conversation. Only on each of your turns in combat. This action can be used rolls against any creature that hasn’t taken a turn in the
another creature that knows thieves’ cant understands only to take the Dash, Disengage, or Hide action. combat yet. In addition, any hit you score against a
such messages. It takes four times longer to convey such a creature that is surprised is a critical hit.
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.
Rogue Player’s Handbook Rogue Player’s Handbook Assassin Player’s Handbook