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Shalock Thremir

8 Level (0/48000 XP for level-up) Urchin Background Blacken Elf Race / Species / Heritage Neutral good Alignment
Fighter
Level 5
Hit Dice: 5/5
1d10+2 Class 1
Rogue
Level 3
Hit Dice: 3/3
1d8+2 Class 2

STR
14
+2
DEX
18
+4
CON
14
+2
INT
13
+1
WIS
13
+1
CHA
16
+3
65
Hit Points
+4
Initiative (DEX)
19
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+7 Dexterity
+2 Constitution
+4 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
+5 Athletics STR
+6 Deception CHA
+1 History INT
+1 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+1 Perception WIS
+3 Performance CHA
+9 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+10 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +7 DEX 1d8+4 Piercing
 Finesse
Shortsword +7 DEX 1d6+4 Piercing
 Finesse, Light
Attacks
Fighter -

Dueling (PHB). When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.

Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.

Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Fighter: Battlemaster
Maneuvers. You learn three maneuvers of your choice. Many maneuvers enhance an attack in some way. You can use only one maneuver per attack. You learn two additional maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.
Maneuver save DC = 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice)
Disarming Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it's holding. You add the superiority die to the attack's damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
Distracting Strike
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack's damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.

Feinting Attack
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature this turn. If that attack hits, add the superiority die to the attack's damage roll.

Rogue -

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.

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.

Rogue:Swashbuckler


Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Dual Wielder - +1 to AC if you're wielding a melee weapon in each hand, two-weapon fighting with non-light weapon, draw two weapons.

Features & Traits
1300 gold
22x ration
3x torches
1 500 gp gems
3x byheer hide
7x prolter poison
1x waterskin
2x Dagger
calligraphers supplies
reinforced cold iron sword
sword of vengance
scroll of flesh to stone
Ion stone of fortitude
topaz 1x
gold ring red stone
+1 half plate

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1300, Platinum: 0 Money


™ & © 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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