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Zalen

10 Level (0/85000 XP for level-up) Jungle-folk Background Tabaxi Race / Species / Heritage Alignment
Rogue
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
16
+3
DEX
18
+4
CON
14
+2
INT
10
+0
WIS
13
+1
CHA
18
+4
66
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
30/60/-
Speed (walk/run/fly)
+8 Expertise Bonus
+4 Proficiency Bonus
+3 Strength
+8 Dexterity
+2 Constitution
+4 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+12 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+7 Athletics STR
+4 Deception CHA
+0 History INT
+5 Insight WIS
+4 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+5 Perception WIS
+8 Performance CHA
+8 Persuasion CHA
+0 Religion INT
+8 Sleight of Hand DEX
+8 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Tiger Fork +8 DEX 1d4+4 piercing
 Finesse, light
Attacks

Tabaxi


Darkvision
Darkvision

You have a cat's keen senses, especially in the dark. 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 grey.



Feline Agility
Feline Agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0ft on one of your turns.



Cat's Claws
Cat's Claws

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. Your unarmed attacks deal 1d4 slashing damage. You can use Dexterity instead of Strength for the attack and damage rolls of your Claw attacks.



Soft Fall
Soft Fall

You have resistance against falling damage, and always land on your feet.



Two Moons' Dance
Two Moons' Dance

When you take the attack action and make an attack with your Claw, you can attack with your other hand's Claw as part of the same attack. You must make separate attack and damage rolls.



Rogue


Sneak Attack
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 show in in the Sneak Attack column of the Rogue table.



Thieves' Cant
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 gang, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.



Cunning Action
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.



Subclass Options


Fast Hands
Fast Hands

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.



Two-Weapon Fighting
Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.



Uncanny Dodge
Uncanny Dodge

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.



Assassinate
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.



Evasion
Evasion

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.



Supreme Sneak
Supreme Sneak

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages


Common, Tabaxan, Jungle Speak



Weapon Proficiencies


Dagger, Light Crossbow, Tiger Fork, Hand Crossbow, Longbow



Armour Proficiencies


Light Armour, Medium Armour



Tool Expertise


Thieves' Tools


Languages & Proficiencies
Charming Swagger

Zalen exudes charisma and charm, using his natural grace to navigate social situations with ease and win people over.



Clever Strategist

Behind the playful facade, Zalen possesses a keen intellect, showcasing strategic thinking and resourcefulness when planning and executing heists.



Adaptable Performer

Drawing from his acrobatic past, Zalen is a master of adapting to different roles and scenarios, whether it's blending into a crowd or performing daring feats.



Witty Banter

Zalen has a quick wit and a talent for witty repartee, using humor to diffuse tension or distract targets during a heist.



Independent Spirit

Zalen values his freedom and independence, preferring to operate solo or with a small, trusted group rather than being beholden to larger organizations.



Energetic Enthusiasm

Zalen approaches criminal endeavors with an infectious enthusiasm, turning each heist into an exhilarating adventure.



Sly Observer

Zalen is astute and observant, always sizing up situations and individuals to identify potential risks or opportunities.



Cool Under Pressure

Regardless of the stakes, Zalen maintains a composed exterior, rarely allowing stress or pressure to disrupt his focus during heists or negotiations.


Personality Traits
Freedom Above All

Zalen believes in living a life free from constraints, embracing the liberty to pursue his desires and interests.



Skill and Cunning

He values the importance of honing one's abilities and using cunning tactics to navigate challenges, both in performance and thievery.



Thrill-Seeker's Spirit

Zalen seeks excitement and thrives on the adrenaline rush of daring escapades, whether in a death-defying performance or a high-stakes heist.



Adaptability

He recognizes the ever-changing nature of life and strives to adapt swiftly to new situations, relying on his agility and quick thinking.



Individualism

Zalen champions the uniqueness of each person, celebrating diversity and individual talents as integral parts of a rich tapestry.



Risk as Reward

He sees risk as an inherent part of achieving great rewards, understanding that sometimes, the greater the risk, the sweeter the triumph.


Ideals
Loyalty to the Shadow Syndicate

Zalen feels a strong allegiance to his criminal organization, valuing the relationships and camaraderie within the syndicate.



Protective Instincts for Radiant Plaza

Zalen harbors a protective sentiment towards Radiant Plaza, the territory controlled by his gang. He takes offense to any threats or encroachments.


Bonds
Impulsive Risk-Taking

Zalen tends to act on impulses, especially when presented with an opportunity for a thrilling heist or daring escapade, sometimes jeopardizing careful planning.



Compulsive Liar

Zalen has a habit of bending the truth or telling outright lies, often as a defense mechanism or to maintain secrecy about his own plans and motivations.



Disregard for Authority

Zalen has a disdain for authority figures, including law enforcement and government officials. This rebellious attitude can lead to conflicts with figures of power.



Materialistic Greed

Zalen's desire for wealth and material possessions can sometimes blind him to potential risks or the well-being of others, prioritizing personal gain over ethical considerations.



Reckless Pursuit of Thrills

Zalen is addicted to the adrenaline rush of criminal activities, leading him to chase increasingly dangerous and audacious schemes, often putting himself and his allies at risk.


Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Rogues

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armour, medium armour
weapon proficiencies: Dagger, light crossbow, tiger fork, hand crossbow, longbow
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
starting equipment:
spellcasting:

None.

class features:

Level 1

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.

 

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 show in 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 the area are easy marks or will provide a safe house for thieves on the run.

 

Level 2

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.

 

Level 4

Ability Score Improvement

You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 10th, 12th, 16th and 19th level.

subclass options:

Level 3

You have 2 class points.

You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.

 

Optional Abilities

Second Story Work

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.

 

Fast Hands

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.

 

Bonus Proficiencies

You gain proficiency with the disguise kit and the poisoner’s kit.

 

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.

 

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Uncanny Dodge

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.

 

Level 6

You gain 1 class point.

 

Shadow Step

You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.

 

Level 7

You gain 1 class point.

 

Optional Abilities

Evasion

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.

 

Level 9

You gain 1 class point.

 

Optional Abilities

Supreme Sneak

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

 

Infiltration Expertise

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 officiallooking certification 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.

 

Magical Ambush

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.

 

Level 11

You gain 1 class point.

 

Optional Abilities

Reliable Talent

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.

 

Volley

You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.

 

Whirlwind Attack

You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.

 

Level 13

You gain 1 class point.

 

Optional Abilities

Use Magic Device

You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.

 

Imposter

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.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Level 15

You gain 1 class point.

 

Optional Abilities

Slippery Mind

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

 

Level 17

You gain 1 class point.

 

Optional Abilities

Thief's Reflexes

You have become adept at laying ambushes and quickly escaping danger. 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.

 

Death Strike

You become a master of instant death. 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.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Elusive

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.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Stroke of Luck

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.

 

Rogue Table

LevelSneak AttackClass PointsAbilitiesOptional Abilities
101d6Expertise, Sneak Attack, Thieves' Cant---
201d6Cunning Action---
322d6---Second Story Work, Fast Hands, Bonus Proficiencies, Assassinate, Two-Weapon Fighting
422d6Ability Score Improvement---
533d6---Uncanny Dodge
643d6---Shadow Step
754d6---Evasion
854d6Ability Score Improvement---
965d6---Supreme Sneak, Infiltration Expertise, Magical Ambush
1065d6Ability Score Improvement---
1176d6---Reliable Talent, Volley, Whirlwind Attack
1276d6Ability Score Improvement---
1387d6---Use Magic Device, Imposter
1497d6---Blindsense
15108d6---Slippery Mind
16108d6Ability Score Improvement---
17119d6---Thief's Reflexes, Death Strike
18129d6---Elusive
191210d6Ability Score Improvement---
201310d6---Stroke of Luck

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Tabaxi

ability score increase: Your Dexterity score increases by 2, and your Charisma score increases by 1
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
Size: Medium
speed: 30ft
Languages: Common, Elvish
race features:

Darkvision

You have a cat's keen senses, especially in the dark. 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 grey.

 

Feline Agility

Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0ft on one of your turns.

 

Cat's Claws

Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. Your unarmed attacks deal 1d4 slashing damage. You can use Dexterity instead of Strength for the attack and damage rolls of your Claw attacks.

 

Cat's Talent

You have proficiency in the Stealth skill.

 

Soft Fall

You have resistance against falling damage, and always land on your feet.

 

Two Moons' Dance

When you take the attack action and make an attack with your Claw, you can attack with your other hand's Claw as part of the same attack. You must make separate attack and damage rolls.

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Namiridite.

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