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Dadroz

5 Level (0/14000 XP for level-up) Criminal (Spy variant) Background Human Race / Species / Heritage Neutral Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
13
+1
DEX
18
+4
CON
14
+2
INT
15
+2
WIS
11
+0
CHA
9
-1
38
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
3D6 / 3D6
Sneak Attack
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+7 Dexterity
+2 Constitution
+5 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+7 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+2 Deception CHA
+2 History INT
+0 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
+10 Thieves' Tools DEX
+5 Forgery tools INT
skills
+0 Medicine WIS
+2 Nature INT
+3 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+2 Religion INT
+7 Sleight of Hand DEX
+10 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+4 Piercing
 Finesse, light, thrown (range 20/60)
Dagger +6 DEX 1d4+4 Piercing
 Finesse, light, thrown (range 20/60)
Rapier +6 DEX 1d8+4 Piercing
 Finesse
Shortbow +6 DEX 1d6+4 Piercing
 Ammo (20), range (80/320), two-handed
Attacks
Criminal Contact
Expertise
Sneak Attack
Thieve's Cant
Cunning action: 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: Thief
Fast Hands: Bonus action granted by Cunning action to make Dex (Sleight of Hand) check, thieves' tools to disarm a trap or open a lock, or Use an Object action (eg give somebody healing potion)
Second-Story Work: climbing no longer costs extra movement, runing jump distance increases by ft = Dex mod.
Uncanny dodge: when an attacker that you can see hits you with an attack, you can use your reaction to halve the damage.

Features & Traits
Arrows (20)
Backpack
Ball Bearings (1000)
Bell
Candle (5)
Clothes, Common
Crowbar (2)
Dagger (2)
Hammer
Jug
Lantern, Hooded
Leather
Oil (Flask) (2)
Piton (10)
Potion of Healing
Rapier
Rations (1 day) (5)
Rope, Hempen
Shortbow
String (10 Feet)
Tinderbox
Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common
Elvish
Thieve's cant
Cunning action: 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.

Armor: Light armor
Tools: Playing Cards, Forgery kit
Tools: Thieve's tools
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Languages & Proficiencies
I prefer not to talk unless it's necessary.

Personality Traits
Knowledge: He knows something, and I need to know it too

Ideals
I had some colleagues in a spy ring I used to be a part of that I trade information with from time to time.

Bonds
I don't save people who can't save themselves. The Game is harsh and the stupid and flamboyant tend to die the first.

Flaws
Mausoleum van de dead gods -> munt afgeven (mettle)
Hoodfkwartier - Moonblossom Circle
Personal coat of arms mag vanaf nu gedragen worden (moet witte bloem op staan)
Navigatie in de tunnels

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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