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DND 5E Rogue Arcane

The document details a character sheet for a Goblin Rogue named Urchin, who is chaotic good and has a variety of skills and abilities. The character has high Dexterity and Strength, with a focus on stealth and cunning actions, and possesses several magical items. The backstory reveals a tough upbringing on the streets, leading to a resourceful and resilient personality.

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Antônio Carlos
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0% found this document useful (0 votes)
32 views3 pages

DND 5E Rogue Arcane

The document details a character sheet for a Goblin Rogue named Urchin, who is chaotic good and has a variety of skills and abilities. The character has high Dexterity and Strength, with a focus on stealth and cunning actions, and possesses several magical items. The backstory reveals a tough upbringing on the streets, leading to a resourceful and resilient personality.

Uploaded by

Antônio Carlos
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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Rogue 16 Urchin

CLASS & LEVEL BACKGROUND PLAYER NAME

Goblin Chaotic Good


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I have a joke for every occasion,
21 5 30ft. especially occasions where
14 5 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
humor is inappropriate.

+2 PERSONALITY TRAITS

Hit Point Maximum 115


2 Strength
DEXTERITY
You can't win if you're dead. Live to

20
10

2
Dexterity
Constitution
115 fight another day - when the odds
might be more in your favor.
CURRENT HIT POINTS IDEALS
● 8 Intelligence

+5 ● 8 Wisdom
A criminal syndicate I once played
0 Charisma for isn't happy I left the game, and its
CONSTITUTION SAVING THROWS enforcers are looking for me.
TEMPORARY HIT POINTS BONDS

14
● 10 Acrobatics (Dex) Total 16d8 SUCCESSES If there's a plan, I'll forget it. If I don't
+2 Animal Handling (Wis) forget it, I'll ignore it.
3
16d8 FAILURES
● 8 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 2 Athletics (Str)

16 ● 5

3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Darkvision. You can see in dim light within 60 feet of you as
if it were bright light and in darkness as if it were dim light.
Keen Dagger +12 1d4 +7 You discern colors in that darkness only as shades of gray.
+3 3 Insight (Wis)
Fury of the Small. When you damage a creature with an
0 Intimidation (Cha) attack or a spell and the creature's size is larger than yours,
you can cause the attack or spell to deal extra damage to
WISDOM ● 13 Investigation (Int) the creature. The extra damage equals your level. Once you
use this trait, you can't use it again until you finish a short or
3 Medicine (Wis)
16 3 Nature (Int) Sneak Attack 8d6
long rest.

Nimble Escape. You can take the Disengage or Hide action


as a bonus action on each of your turns.
● 13 Perception (Wis)
+3 Mage Hand Legerdemain
0 Performance (Cha) Starting at 3rd level, when you cast Mage Hand, you can
make the spectral hand invisible, and you can perform the
● 5 Persuasion (Cha) following additional tasks with it:
CHARISMA
3 Religion (Int) You can stow one object the hand is holding in a container
10 ● 15 Sleight of Hand (Dex)
worn or carried by another creature.

You can retrieve an object in a container worn or carried by


● 15 Stealth (Dex) another creature.
0 ● 8 Survival (Wis) You can use thieves' tools to pick locks and disarm traps at
range.
SKILLS ATTACKS & SPELLCASTING
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)
28 PASSIVE WISDOM (PERCEPTION) check.
CP
In addition, you can use the bonus action granted by your
Cunning Action to control the hand.

Armor: Light armor. SP Magical Ambush


Starting at 9th level, if you are hidden from a creature when
you cast a spell on it, the creature has disadvantage on any
Weapons: Simple weapons, hand saving throw it makes against the spell this turn.
crossbows, longswords, rapiers, shortswords. EP
Versatile Trickster
At 13th level, you gain the ability to distract targets with your
Tool: Disguise kit, playing card set, thieves' Mage Hand. As a bonus action on your turn, you can
tools. GP designate a creature within 5 feet of the spectral hand
created by the spell. Doing so gives you advantage on
attack rolls against that creature until the end of the turn.
Expertise: Investigation, Perception, Sleight
of Hand, Stealth. PP Skilled
Observant
Lucky
Languages. You can speak, read, and write Mage Slayer
Common and Goblin.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

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.
City Secrets At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
You know the secret patterns and flow Sneak Attack
to cities and can find passages through 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.

the urban sprawl that others would 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.

miss. When you are not in combat, you 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.

(and companions you lead) can travel 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
between any two locations in the city 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,
twice as fast as your speed would or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

normally allow. 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.

Never Tell Me the Odds 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.

Odds and probability are your bread 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
and butter. During downtime activities 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.

that involve games of chance or figuring Reliable Talent


By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower
odds on the best plan, you can get a as a 10.

Blindsense
solid sense of which choice is likely the Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

best one and which opportunities seem Slippery Mind


By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
too good to be true, at the DM's
determination.
ADDITIONAL FEATURES & TRAITS
You grew up on the streets alone,
orphaned, and poor, You had no one to - Keen Dagger
watch over you or to provide for you, so Weapon (dagger), rare (requires attunement)

This dagger grants a +2 bonus to attack and damage rolls made with it. When the wielder rolls a 19 or 20 on their attack roll, they score a critical hit.
you learned to provide for yourself. You
- Ring of Protection
fought fiercely over food and kept a Wondrous item, very rare (requires attunement)

constant watch out for other desperate You gain a +2 bonus to AC and saving throws while wearing this ring.

souls who might steal from you. You - Boots of Haste


Wondrous item, very rare (requires attunement)

slept on rooftops and in alleyways, While you wear these boots, you can click your heels together to cast the Haste spell on yourself as a bonus action. You don't suffer from lethargy when the spell ends when cast using these boots.
Once this property is used, it can't be used again until the next dawn.
exposed to the elements, and endured - Earring of Whisper
sickness without the advantage of Wondrous item, uncommon

medicine or a place to recuperate. An Earring of Whisper is a gemmed and enchanted item that delivers and receives Message spells to and from the other connected earrings within 500 feet. To send a message, the wearer must
activate the earring by touching it with a hand; no activation is necessary to receive messages.

You've survived despite all odds, and - Amulet of the Planes


Wondrous Item, legendary (required attunement)
did so through cunning, strength, This amulet can tear the fabric of reality, creating a temporary rift between planes. While you are attuned to this item you may use one of it's four charges to cast the teleportation circle spell on
speed, or some combination of each. yourself without needing material components, it instead draws magical sigils on the ground. With two charges, you may instead cast the teleport spell. By using three charges, you can cast the
plane shift spell to travel across other planes. The ring regains 1d4 charges at dawn.

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 3 6
Mage Hand Antagonize

Mending ● Counterspell

Message Major Image

Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 4 7
EPAR
SPELL NAME
ED
PR

Charm Person

Disguise Self
4 1 1
Silent Image

Sleep Dimension Door


SPELLS KNOWN

Greater Invisibility

2 3 3
Hold Person

Invisibility

● Misty Step
5
Suggestion

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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