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Sharika Djarin

4 Level (0/6500 XP for level-up) Mercenary Veteran Background Dunmer Race / Species / Heritage Lawful Evil Alignment
Rogue (Assassin)
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
10
+0
DEX
18
+4
CON
15
+2
INT
14
+2
WIS
10
+0
CHA
12
+1
29
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
2D6 /
Sneak Attack
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+6 Dexterity
+2 Constitution
+4 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+8 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+1 Deception CHA
+2 History INT
+2 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+8 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +9 DEX 1d8+4 Piercing
 Finesse
Shortbow +9 DEX 1d8+4 piercing
 20 Arrows, 2 Handed, Range (20/60)
Attacks
Class:
Dunmeri Traits:
  • Dunmeri Heritage: +2 to any two ability scores you choose
    Ancestor Guardian: You resist Fire damage. As a reaction, you can also choose to take no fire damage if any hits you. You can use this trait the number of times equal to your Constitution modifier. (minimum of 1) You regain all expended uses of this at the end of a long rest. Both Ancestor traits have their uses in tandem.
    Ancestor’s Wrath: You can create a flame cloak around you that deals fire damage equal to 1d4 + your Constitution modifier. You can use this trait the number of times equal to your Constitution modifier. (minimum of 1) You regain all expended uses of this at the end of a long rest. Both Ancestor traits have their uses in tandem.
    Ashlander: You have 60ft vision through smoke, smog or ash.


1st:
Expertise:
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:
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.
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.

2nd:
Cunning Action:
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.

3rd:
Roguish Archetype:
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Steady Aim (Optional):
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.

Assassinate:
You are at your deadliest when you get the drop on your enemies. 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.

Other:
Moonshadow. As an action, you can cast the spell Invisibility on yourself without expending a spell slot. Once you use this ability, you cannot use it again until after your next long rest.

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Features & Traits
Weapons:
  • Rapier
    Short-bow (20 Arrows)
    2 Daggers


Armour:
  • Leather Armour


Other:
  • Backpack
    Bag of 1,000 Ball Bearings
    10 Feet of String
    A Bell
    5 Candles
    A Crowbar
    A Hammer
    10 Pitons
    A Hooded Lantern
    2 Flasks of Oil
    5 Days of Rations
    A Tinderbox
    A Waterskin
    50 Feet of Rope
    Other Clothes
    Fighter's Guild Uniform
    Fighter's Guild Insignia (Apprentice)



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages:
  • Common
    Dunmeri
    Jel
    Yoku
    Orcish


Weapons and Armour:
  • All Simple Weapons
    Rapier
    Hand Crossbows
    All swords
    Light and Medium Armour


Tools:
  • Card Tricks


Other:
  • Land Vehicles

Languages & Proficiencies
  • Self-sufficient
    Independant to a point (Likes to keep to herself, but will help in a pinch)
    Confident
    Tactically flirtatious (bisexual)

Personality Traits
  • Dislikes the government
    Complicated relationship with the law
    A completely aloof and isolated character who focuses on her career, but she has certain triggers.
    In some situations, if a victim (npc type, i.e getting attacked by goblins) resembles a member of her deceased family, she can feel more obligated to help them

Ideals
  • No family
    Typical tragic backstory- had a family (Mum, Dad and younger brother) but they were murdered during an attack on her household.
    As a child, Sharika enjoyed the company of local wildlife, so she has always found a kind of familiar comfort in nature while travelling around on her quests/while searching for bounties.
    No immediate bonds to people, but Sharika has fellow companions in her profession who she shares drinks with once in a blue moon. (For example if they happen to meet at the same tavern or cross paths on the road, they will buy eachother a drink and catch up with small talk- mostly about work and recent missions)
    Travels around towns like a drifter, searching for rogue-related jobs and good bounty (and booty)
    Finds comfort in animal and nature companionship, but doesn't allow herself to get too attached so that she can easily move on when her job requires her to.

Bonds
    [li
    Struggles to accept help from others
    Bad team player, but will help out during battle if she can
    Joined the guild for the promise of payment/ for a good wage (there's been a recent lull in bounties, so in Sharika's words she wants to "fuck around and find out")

Flaws
Backstory detail: there was an attack on her household, causing the death of her family, which became her first kill (revenge)

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.

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