Whistlestick | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Whistlestick

1 Level (300/300 XP for level-up) City Watch Background Kobold (Multiverse) Race / Species / Heritage Chaaotic Good Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
8
-1
DEX
17
+3
CON
14
+2
INT
14
+2
WIS
11
+0
CHA
11
+0
10
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+2 Constitution
+4 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+3 Athletics STR
+0 Deception CHA
+2 History INT
+4 Insight WIS
+0 Intimidation CHA
+2 Investigation INT
+1 Thieves' tools STR
skills
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +5 DEX 1d4+3 piercing
 Finesse, light, thrown; Sneak attack 1d6 2nd attack no modifier
Attacks
Kobold
• Kobold Legacy (Draconic Sorcery): I know one cantrip from the sorcerer spell list. Intelligence, Wisdom, or Charisma is my spellcasting ability for it (one-time choice).
• Draconic Cry: As a bonus action, I can let out a cry. Until the end of my next turn, my allies and I have advantage on attack rolls against any enemies within 10 ft of me who could hear the cry. I can do this a number of times per long rest equal to my Proficiency Bonus.

Features & Traits
Thieves' tools
2 daggers
leather armour
ethereal cloak

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 13, Platinum: 0 Money
Draconic
Common
Gnomish
Troll
Thieves' Cant

Languages & Proficiencies
I'm haunted by memories of war. I can't get the violent images out of my mind. I'm slow to make new friends, because I've lost too many old ones.

Personality Traits
Nation: My city, state, or people are the only things that matter. (Any)

Ideals
I'll never forget the crushing defeat my company endured or the foes who inflicted it.

Bonds
A disastrous mistake I made in battle cost many lives― I will do anything to keep that mistake a secret.

Flaws
Rogue, level 1:
◆ Expertise (Rogue 1, PHB 96) [with 2 skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
◆ Sneak Attack (Rogue 1, PHB 96) [1d6]
Once per turn, I can add damage to a finesse/ranged weapon attack if I have advantage
I don't need adv. if the target has a conscious enemy within 5 ft and I don't have disadv.
◆ Thieves' Cant (Rogue 1, PHB 96)
I know the secret rogue language that I can use to convey messages inconspicuously

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

Basic Rules

Dagger

Weapon

Varies

Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.   Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.   Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.

Daggers are short, two-sided blades used for stabbing and thrusting. They are not as long as a short sword, but are larger than a common knife.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft.

Cost: 2 gp
Weight: 1 lb.

Dnd 5e SRD

Leather Armor

Adventuring Gear 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


 

The statblocks of your class features

Player's Handbook p95, DnD Beyond

Rogue

Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype, Steady Aim (optional) 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype Feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (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
spellcasting:
None.

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
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. 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 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.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  
Steady Aim
3rd-level rogue optional feature
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.

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.

Expertise
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

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 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, 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 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 have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. 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.
subclass options:
Rogue (Phantom)   WiP: Arcane Trickster, Assassin, Inquisitive, Mastermind, Scout, Soulknife, Swashbuckler, Thief

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Statblocks for race/species of the character.

MPMM

Kobold

ability score increase: Choose one of: (a) Choose any +2; choose any other +1 (b) Choose any +1; choose any other +1; choose any other +1
age: Kobolds reach adulthood at age 6 and can live up to 120 years but rarely do so
Size: Small
speed: 30 feet
Languages: Two languages of your choice
race features:
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 in dim light. You discern colors in that darkness only as shades of gray.
Draconic Cry. As a bonus action, you let out a cry at your enemies within 10 feet of you. Until the start of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear you. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.
Kobold Legacy. Kobold's connections to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options for your kobold.
Craftiness. You have proficiency in one of the following skills of your choice: Arcana, Investigation, Medicine, Sleight of Hand, or Survival.
Defiance. You have advantage on saving throws to avoid or end the frightened condition on yourself.
Draconic Sorcery. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race).  

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Booming Blade

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 5 ft
Components: V, M
Materials: a weapon
Duration: 1 Round
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends. This spell's damage increases when you reach higher levels.   At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.
Available for: Sorcerer, Warlock, Wizard

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