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Elyra

5 Level (0/14000 XP for level-up) Harlot Background Half-Elf Race / Species / Heritage CN Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
11
+0
DEX
18
+4
CON
12
+1
INT
14
+2
WIS
11
+0
CHA
18
+4
33
Hit Points
+4
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+7 Dexterity
+1 Constitution
+5 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+10 Deception CHA
+2 History INT
+3 Insight WIS
+4 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+3 Perception WIS
+4 Performance CHA
+10 Persuasion CHA
+2 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
ShortSword +11 DEX 1d6+4 piercing
 Finesse, light
Shortsword +11 DEX 1d6+4 piercing
 Finesse, Light
Longbow +0 STR 1d8 piercing
 Ammunition, Heavy, Range, Two-Handed
Dagger +6 STR
Dagger +6 STR
Attacks
Skill Proficiencies: Insight and either Deception or Persuasion
Tool Proficiencies: One type of gaming set and one musical instrument (Actors may choose Disguise Kit)
Equipment: A long crimson cloak, a set of common clothes, a set of revealing clothes, and a belt pouch containing 15 sp in assorted coinage.

Feature: Welcome Company

People pay well for fine company, so you seldom have trouble finding a roof to sleep under. Even if your hosts do not fully avail themselves of your services, you know how to engage the imagination and entertain the spirit. While relaxed, people often let information slip that they shouldn’t. You can use your wiles to learn local rumors and secrets. This information tends to be unfocused and learning specific details is more challenging. You are also able to identify local harlots, who are typically willing to support fellow members of their profession. They are also able to share information they have pried from their clients and loan you mundane goods and other simple equipment.

Features & Traits
Leather, Shortsword, Shortsword, Longbow, Arrows, Backpack, Bedroll, Mess Kit, Rations (5 day), Rope Hempen (50 feet), Tinderbox, Torch, Waterskin, 2 Daggers, Thieves' tools, ball bearings (bag of 1000), bell, 5 candles, string (10), crowbar, hooded lantern, hammer, oil flask (2), Piton, Long Crimson Cloak, set of Common Clothes, Set of Revealing Clothes, Belt pouch with 15sp, Gaming set, Musical instrument, Disguise Kit

Equipment Copper: 0, Silver: 15, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Elvish, Orc, Thieves’ Cant

Languages & Proficiencies
I'm a little suspicious, worried about being betrayed and caution of being assaulted.
I’m bitter from painful experiences, and everything I say sounds sarcastic or cynical.

Personality Traits
Independence No one will have power over me again. (Chaos)

Ideals
If only I can collect enough gold, I'll be able to pay for my sister's freedom.

Bonds
I will never fully trust anyone other than myself.

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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Harlot

Before you took to adventuring, you were once a member of the oldest profession, exchanging money for the pleasure of your company. The life of a harlot is a dangerous one – only slightly less dangerous than being an adventurer – and you have survived based on your quick wits and natural charm. You may have started in the trade young, forced into the life after a childhood of poverty. Alternatively, you have only recently taken up the profession to pay for adventuring school.

Skill Proficiencies Skill Proficiencies: Insight and either Deception or Persuasion
Tool Proficiencies One type of gaming set and one musical instrument (Actors may choose Disguise Kit)
Languages -
Equipment Equipment: A long crimson cloak, a set of common clothes, a set of revealing clothes, & a belt pouch containing 15 sp in assorted coinage.
Lifestyle -

Features

Welcome Company   People pay well for fine company, so you seldom have trouble finding a roof to sleep under. Even if your hosts do not fully avail themselves of your services, you know how to engage the imagination and entertain the spirit. While relaxed, people often let information slip that they shouldn’t. You can use your wiles to learn local rumors and secrets. This information tends to be unfocused and learning specific details is more challenging. You are also able to identify local harlots, who are typically willing to support fellow members of their profession. They are also able to share information they have pried from their clients and loan you mundane goods and other simple equipment.

Suggested Characteristics

No matter how well you were treated, the life of a harlot is not easy and leaves its marks, although these are not always visible to the eye. Skilled harlots are able to mask their own personalities, to better become who or what their client wishes them to be; despite this façade, your inner nature reveals itself in subtle ways, creeping to the surface no matter how often it is veiled.

Traits

Ideal

Bond

Flaw

Assassin


Hit Points

Hit Dice: d8 per Assassin level
Hit Points at first Level: See Rogue
Hit Points at Higher Levels: See Rogue

Proficiences

Armor: See Rogue
Weapons: See Rogue
Tools: See Rogue
Saving Throws: See Rogue
Skills: See Rogue

Subclass Options

Bonus Proficiencies

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

Assassinate

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.
 

D&D players Handbook

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.
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tools: Thieves tools
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skills: choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools
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spellcasting:
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subclass options:

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.
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D&D players Handbook

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.
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Rogue


Hit Points

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

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

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Half-elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.
ability score increase: Your Charisma score increases by 2, and two other ability scores of your choice increase by 1.
age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
alignment: Half-elves share the chaotic bent of their elven heritage. They value both personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others’ demands, and sometimes prove unreliable, or at least unpredictable.
Size: Medium
speed: Your base walking speed is 30 feet.
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
race features:
Your half-elf character has some qualities in common with elves and some that are unique to half-elves.   Darkvision Thanks to your elf blood, 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.   Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep.   Skill Versatility You gain proficiency in two skills of your choice.
To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.   Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds. In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.   Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.

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Amara85.

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