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Scooby Bergstern

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

STR
10
+0
DEX
17
+3
CON
12
+1
INT
17
+3
WIS
10
+0
CHA
17
+3
51
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
40/80/-
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
INT Ability
+3 Abi Mod
15 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+7 Dexterity
+1 Constitution
+7 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+3 Deception CHA
+3 History INT
+0 Insight WIS
+3 Intimidation CHA
+7 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+3 Performance CHA
+7 Persuasion CHA
+3 Religion INT
+11 Sleight of Hand DEX
+11 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +7 1 action 30 ft 1 minute VS
Minor Illusion +7 1 action 30 ft 1 minute SM

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Concealment +7 1 action Touch 1 hour VS

Gnome


Knowledge of the Ages
Knowledge of the Ages

Once a day, you can tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.



Giant Killer
Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.



Nimble Escape
Nimble Escape

The gnome can take the Disengage or Hide action as a bonus action on each of its turns.



Lucky
Lucky

When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.



Gnome Nimbleness
Gnome Nimbleness

You can move through the space of any creature that is of a size larger than yours.



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 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.



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


Second Story Work
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
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.p]



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.



Shadow Step
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.



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.



Feats


Actor

Actor

Skilled at mimicry and dramatics, you gain the following benefits:

 
  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.


Mobile

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

 
  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.


Magic Initiate

Magic Initiate

You learn two cantrips of your choice from the Wizard Spell List.

In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.

Your spellcasting ability for these spells is Intelligence.


Features & Traits

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

Languages


Gnomish, Common



Weapon Proficiencies


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



Armour Proficiencies


Light Armour, Medium Armour



Tool Proficiencies


Thieves' Tools, Tinker’s Tools, Dice Set


Languages & Proficiencies
Mischievous Demeanor

Scooby possesses a mischievous and playful demeanor that is hard to shake. He often finds humor in unlikely situations and enjoys pulling pranks on both allies and rivals.



Inquisitive Nature

There's a natural curiosity about Scooby; he's always eager to learn, discover, and explore. This inquisitive trait is what led him to steal an airship and venture into the unknown.



Adventurous Spirit

Scooby embraces an adventurous spirit, seeking excitement and thrills in the various heists and activities orchestrated by the Shadow Syndicate. He enjoys the unpredictable nature of his criminal endeavors.



Resourceful Problem-Solver

Despite his mischievous tendencies, Scooby possesses a keen intellect when it comes to solving problems, especially those requiring quick thinking and resourcefulness.



Gnomish Wit

A characteristic gnomish wit accompanies Scooby in conversations and interactions. He uses humor as a coping mechanism and a way to disarm potential threats.



Optimistic Outlook

Despite his involvement in criminal activities, Scooby maintains an optimistic outlook on life. He believes in making the most of every situation and finding joy even in the darkest corners of Perlis.


Personality Traits
Freedom and Exploration

Scooby values the freedom to explore the world without constraints, fueled by an insatiable curiosity inherited from his gnome lineage.



Mischief and Laughter

Life is an adventure to be enjoyed, and Scooby believes in infusing moments with mischief and laughter, adding a touch of whimsy to the mundane.



Innovation and Creativity

Embracing the inventive spirit of his parents, Scooby holds a deep appreciation for innovation and creative problem solving.



Individuality and Independence

Scooby cherishes individuality and believes in forging his path, unbound by societal expectations or norms.



Adaptability

A life of mischief and daring escapades has instilled in Scooby an ability to adapt swiftly to changing circumstances and navigate the unpredictable twists of life.


Ideals
Loyalty to Shadow Syndicate

Scooby feels a deep sense of loyalty to the Shadow Syndicate, the criminal organization he's become a part of. He considers the members of the syndicate as his extended family.



Airship Inventor Legacy

Despite his rebellious nature, Scooby holds a sense of pride and connection to his parents' legacy as inventors of the airship. He might seek to honor their memory in his own way.



Fondness for Gadgets

Scooby has a fondness for gadgets, especially those related to inventions and gnomish craftsmanship. This bond reflects his appreciation for the ingenuity of his people.



Curiosity about the World

Scooby's insatiable curiosity about the world outside drives a bond with the desire to explore and experience new things, even if it means bending or breaking the rules.


Bonds
Reckless Impulses

Scooby often acts on whims and impulses, sometimes without considering the potential consequences. This impulsive behavior can lead to trouble or unintended outcomes.



Overly Trusting

Despite his experiences in the criminal world, Scooby tends to be overly trusting of others, making him susceptible to deception and manipulation.



Aversion to Authority

Scooby has a natural aversion to authority figures, which can lead to clashes with those in positions of power. This rebellious streak may hinder his ability to navigate certain situations.



Easily Distracted

Scooby's curiosity and short attention span can lead to him being easily distracted, making it challenging for him to stay focused on tasks or plans.



Trouble with Seriousness

In serious or tense situations, Scooby may struggle to maintain a serious demeanor. His inclination to inject humor or levity into serious matters can be perceived as insensitivity.


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

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Gnomes

ability score increase: Your Intelligence score increases by 2 and your Dexterity 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, Gnomish, plus a language of your choice
race features:

Knowledge of the Ages

Once a day, you can tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.

 

Giant Killer

When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.

 

Nimble Escape

The gnome can take the Disengage or Hide action as a bonus action on each of its turns.

 

Lucky

When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.

 

Gnome Nimbleness

You can move through the space of any creature that is of a size larger than yours.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30ft
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Available for: Wizards

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: S, M
Materials: tbd
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Level 1 Spells

Concealment

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: 1 hour

Creatures must make a Wisdom save to notice a specific, small item magically guised on your person.

An object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 24 hours and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw.

If you cast this spell multiple times, you can affect up to three objects once each, and you can dismiss such any or all of these effects as an action.

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