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Bramnar Kundarak

5 Level (6550/14000 XP for level-up) Smuggler Background Duergar Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 5
Hit Dice: 3/5
1d8+3 Class 1

STR
6
-2
DEX
16
+3
CON
16
+3
INT
18
+4
WIS
6
-2
CHA
12
+1
43
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-2 Strength
+6 Dexterity
+3 Constitution
+7 Intelligence
-2 Wisdom
+1 Charisma
saving throws
+6 Acrobatics DEX
-2 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+4 Deception CHA
+4 History INT
-2 Insight WIS
+1 Intimidation CHA
+10 Investigation INT
skills
-2 Medicine WIS
+4 Nature INT
-2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+6 Sleight of Hand DEX
+9 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword x 2 +6 DEX d6+3 Slash
 Finesse, Light
Dagger x 2 +6 DEX d4+3 Pierce
 Finesse, Light, Thrown
Dagger of Venom +7 DEX d4+3 Pierce
Attacks

Spell Book

Shortsword, Explorers pack, Leather Armor, Thieves Tools, Ring of Shadows

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 775, Platinum: 0 Money
Langauges: Common, Dwarvish, Elvish, Undercommon, Sylvan, Draconic, Giant, Gnomish, Goblin, Halfling, Orc
Armor: Light
Weapons: Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves, Disguise, Forgery, Dice, Vehicles (water),

Languages & Proficiencies
Mastermind Subclass.
Common health pot 2/3 2d4+2
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.

Notes


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Shortsword

Melee Weapon Finesse, Light Common

Type Damage Damage Range Properties
Martial 1d6 Piercing Finesse, Light

Cost: 10 gp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiences

Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Overview & Creation

LevelProf. BonusFeaturesSneak Attack
1st+2Expertise, Sneak Attack, Thieves' Cant1d6
2nd+2Cunning Action1d6
3rd+2Roguish Archetype2d6
4th+2Ability Score Improvement2d6
5th+3Uncanny Dodge3d6
6th+3Expertise3d6
7th+3Evasion4d6
8th+3Ability Score Improvement4d6
9th+4Roguish Archetype Feature5d6
10th+4Ability Score Improvement5d6
11th+4Reliable Talent6d6
12th+4Ability Score Improvement6d6
13th+5Roguish Archetype Feature7d6
14th+5Blindsense7d6
15th+5Slippery Mind8d6
16th+5Ability Score Improvement8d6
17th+6Roguish Archetype Feature9d6
18th+6Elusive9d6
19th+6Ability Score Improvement10d6
20th+6Stroke of Luck10d6


Class Features

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

Once per turn, you can deal 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 your second level, you can use your Bonus Action to take the Dash, Disengage, or Hide action.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

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

At 7th level, 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.  

Reliable Talent

By 11th level, whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Blindsense

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.  

Slippery Mind

By 15th level, you gain proficiency in Wisdom saving throws.  

Elusive

Beginning at 18th level, no attack roll has advantage against you while you aren't incapacitated.  

Stroke of Luck

At 20th level, if your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

You may pick either (a) or (b):

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools
  Alternatively, you can ignore the equipment from your class and background and start with 4d4 x 10 gp.


Subclass Options

Arcane Trickster

 

Spellcasting

LevelCantripsSpells1st2nd3rd4th
3rd232
4th243
7th2542
8th2642
10th3743
11th3843
13th39432
14th310432
16th311433
19th3124331
20th3134331
 

Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.  

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.  

Spells Known

You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.   The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.  

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + proficiency bonus + Intelligence mod   Spell attack mod = proficiency bonus + Intelligence mod  

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 creatures Wisdom (Perception) check.   In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

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 saving throw it makes against the spell this turn.  

Versatile Trickster

At 13th level, as a bonus action on your turn, you can designate a creature within 5 feet of your Mage Hand. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Spell Thief

At 17th level, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st-level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can't cast that spell until the 8 hours have passed.   Once you use this feature, you can't use it again until you finish a long rest.  

Assassin

 

Bonus Proficiencies

You gain proficiency with a disguise kit and the poisoner's kit.  

Assassin

Starting at 3rd level, 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 creature that is surprised is a critical hit.  

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certificates to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.   Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.  

Impostor

At the 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.   Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  

Death Strike

Starting at the 17th level, when you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.  

Inquisitive

 

Ear for Deceit

At 3rd level, whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.  

Insightful Fighting

At 3rd level, as a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.   This benefit lasts for 1 minute or until you successfully use this feature against a different target.  

Steady Eye

Starting at 9th level, you have advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.  

Unerring Eye

Beginning at 13th level, as an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Eye for Weakness

At 17th level, while your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.  

Mastermind

 

Master of Intrigue

At 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.   Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.  

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.  

Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:  
  • Intelligence score
  • Wisdom score
  • Charisma score
  • Class levels (if any)
  At the DM's option, you might also realize you know a piece of the creature's history or one of its personality traits, if it has any.  

Misdirection

Beginning at 13th level, when you are targeted by an attack, while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.  

Soul of Deceit

Starting at 17th level, you can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader's Wisdom (Insight) check.   Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can't be compelled to tell the truth by magic.  

Scout

 

Skirmisher

Starting at 3rd level, you can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.  

Survivalist

At 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.  

Ambush Master

Starting at 13th level, you have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.  

Sudden Strike

Starting at 17th level, if you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.  

Swashbuckler

Fancy Footwork

At 3rd level, during your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.  

Rakish Audacity

Starting at 3rd level, you can give yourself a bonus to your initiative rolls equal to your Charisma modifier.   You also gain an additional way to use your Sneak Attack: you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

Panache

At 9th level, as an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, if you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.  

Thief

 

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

At 3rd level, 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.  

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Use Magic Device

By 13th level, you ignore all class, race, and level requirements on the use of magic items.  

Thief's Reflexes

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Defensive Duelist

Dexterity of 13 or higher

When you are wielding a finesse weapon with which you are proficient and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.

Linguist

You have studied languages and codes, gaining the following benefits:
   

  • Increase your Intelligence score by 1, to a maximum of 20.
  • You learn three languages of your choice.
  • You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.

 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Duergar

Duergar are dwarves whose ancestors were transformed by centuries living in the deepest places of the Underdark. That chthonic realm is saturated with strange magical energy, and over generations, early duergar absorbed traces of it. They were further altered when mind flayers and other Aberrations invaded and performed horrific experiments on them. Fueled by Underdark magic, those experiments left early duergar with psionic powers, which have been passed down to their descendants. In time, they liberated themselves from their aberrant tyrants and forged a new life for themselves in the Underdark and beyond. The duergar of the Known World are spread about the Underdark beneath the lands from Hinterland to Kazmodan, locked in a series of clan conflicts and the occasional war with the mountain dwarves of the Dragonpeaks and Wildron Mountains.
ability score increase: +2, +1 in Anything
age: ~350 Years
Size: Medium
speed: 30 ft.
Languages: Common, One of Your Choice
race features:
  • Darkvision. You can see in dim light within 120 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.
  • Duergar Magic. Starting at 3rd level, you can cast the enlarge/reduce spell on yourself with this trait, without requiring a material component. Starting at 5th level, you can also cast the invisibility spell on yourself with this trait, without requiring a material component. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).
  • Dwarven Resilience. You have advantage on saving throws you make to avoid or end the poisoned condition on yourself. You also have resistance to poison damage.
  • Psionic Fortitude. You have advantage on saving throws you make to avoid or end the charmed or stunned condition on yourself.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Phloats.

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