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Tomorn Togglebell

3 Level (0/2700 XP for level-up) Charlatan Background Rock Gnome Race / Species / Heritage He/Him Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
9
-1
DEX
15
+2
CON
14
+2
INT
14
+2
WIS
9
-1
CHA
13
+1
24
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+4 Dexterity
+2 Constitution
+4 Intelligence
-1 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
-1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+3 Deception CHA
+2 History INT
-1 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
+6 Thieves' Tools DEX
+4 Tinker's Tools DEX
skills
-1 Medicine WIS
+2 Nature INT
-1 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+4 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
dagger +4 DEX 1d4+2
 finesse, light, thrown (range 20/60)
hand crossbow +4 DEX 1d4+2
Attacks
Rock Gnome:
  • Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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. You can't discern color in darkness, only shades of gray.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
  • Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
  • Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
  • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
  • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
  • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
  • At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

  • Charlatan:
  • False Identity. You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

  • Rogue:
  • Expertise. At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies (Sleight of Hand) and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
  • 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 2d6 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.
  • 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.
  • Steady Aim. At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

  • Thief Archetype:
  • Fast Hands. Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.
  • Second-Story Work. When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

  • Features & Traits
    Weapons:
  • two daggers
  • a hand crossbow and 20 bolts
  • leather armor
  • Gear:
  • a burglar's pack
  • tinker's tools
  • thieves' tools
  • a fire starter
  • a disguise kit

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Speaks Common, Gnomish, and Thieves' Cant.
    Proficient with thieves' tools, tinker's tools, a disguise kit, and a forgery kit.
    Proficient with light armor.
    Proficient with simple weapons, hand crossbows, longswords, rapiers, and shortswords.

    Languages & Proficiencies
    I lie about almost everything, even when there's no good reason to.

    Personality Traits
    Fairness. I never target people who can't afford to lose a few coins.

    Ideals
    I owe everything to my mentor – a horrible person who's probably rotting in jail somewhere.

    Bonds
    I'm too greedy for my own good. I can't resist taking a risk if there's money involved.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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