Level 3 Human Rogue, Assassin 900
CHARACTER LEVEL, RACE, & CLASS EXPERIENCE
jUANMI
Criminal Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME
STEALTH DISADVANTAGE
ARMOR Piercer. Once per turn, when you hit a creature with
STRENGTH Unarmored (15) 15 an attack that deals piercing damage, you can reroll
one of the attack’s damage dice, and you must use
PROFICIENCY BONUS +2
8
SHIELD
AC the new roll. When you score a critical hit that deals
piercing damage to a creature, you can roll one
N
CIE C
additional damage die when determining the extra
-1 Strength piercing damage the target takes.
Y
PROFI
-1
✘ +7 Dexterity
Tool Expertise (Thieves’ Tools). Your proficiency
+0 Constitution ARMOR CLASS bonus is doubled for any Thieves’ Tools check you
DEXTERITY
✘ +3 Intelligence
make.
MAXIMUM HIT DICE TEMPORARY
20 +0 Wisdom
+1 Charisma
18 3d8 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
+5 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
11 N
CIE C
+5 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
+0 Animal Handling (Wis)
knows thieves’ cant understands such messages. It
+0 +1 Arcana (Int) takes four times longer to convey such a message
than it does to speak the same idea plainly.In
-1 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
12 ✘
+1 History (Int)
+2 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
+1 ✘ +3 Investigation (Int) Cunning Action. You can take a bonus action on
each of your turns in combat. This action can be
+0 Medicine (Wis)
used only to take the Dash, Disengage, or Hide
WISDOM +1 Nature (Int) action.
10 +0 Perception (Wis)
+1 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
✘ +3 Persuasion (Cha)
+0 creature that is surprised is a critical hit.
+1 Religion (Int)
✘ +7 Sleight of Hand (Dex)
CHARISMA ✘✘ +9 Stealth (Dex)
12 +0 Survival (Wis)
SKILLS
+1 10 PASSIVE PERCEPTION
ADVANTAGE
INITIATIVE +5 1 Attack / Attack Action RACIAL TRAITS
NAME RANGE ATTACK DAMAGE / TYPE
FEATURES & TRAITS
Armor Proficiencies. Light Armor
Weapon Proficiencies. Simple Weapons, Crossbow,
Hand, Longsword, Rapier, Shortsword
Tool Proficiencies. Thieves’ tools, Dice set, Disguise
kit, Poisoner’s kit
Languages. Common, Thieves’ Cant
ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES
This character sheet was generated by the Aurora Builder.
Male 4'8" 110 lb.
GENDER AGE HEIGHT WEIGHT
jUANMI
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
and regulations of society.
PERSONALITY TRAITS
IDEAL
BOND
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
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
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
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.