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Elias

5 Level (0/14000 XP for level-up) Outlander Background Human (Variant) Race / Species / Heritage Chaotic Good Alignment
Scout Rogue
Level 3
Hit Dice: 3/3
1d8+2 Class 1
Fighter
Level 2
Hit Dice: 2/2
1d+2 Class 2

STR
14
+2
DEX
18
+4
CON
15
+2
INT
14
+2
WIS
16
+3
CHA
13
+1
51
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
40
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+7 Dexterity
+2 Constitution
+5 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+10 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+5 Athletics STR
+1 Deception CHA
+2 History INT
+3 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+3 Medicine WIS
+8 Nature INT
+6 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+7 Sleight of Hand DEX
+10 Stealth DEX
+9 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Sneak attack - 2d6

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.

Skirmisher (Scout)
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist (Scout)
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Fighting Style: Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

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.

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Wanderer (Outlander background)
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

-----

Mobile (Feat)
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.

-----

Oge's Blessing (Special)
Maximum HP is increased by 20

Features & Traits
Rapier
(2) Dagger
Shortbow
Quiver (18 Arrows)
Leather Armor
Traveler's Clothes

Potion of Healing

Backpack
Bedroll
Mess kit
Tinderbox
(10) Torch
(9) Ration
Waterskin
(50ft) Hempen rope
Thieves' tools
Staff
Hunting trap
Bird Skull Necklace
Pouch

28gp

Pyroconverger (Attuned)
Wondrous item, uncommon (requires attunement)
As an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
Each time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can't use the Pyroconverger again until you finish a long rest.

Cloak of Elvenkind (Unattuned)
Wondrous item, major tier, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Fire giant arrow (Attuned)
Very rare (requires attunement)
Adds an extra 1d4 fire damage to all ranged attacks.
This rune's magic channels the masterful craftsmanship of great smiths. While wearing or carrying an object inscribed with this rune, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
In addition, when you hit a creature with an attack using a weapon, you can invoke the rune to summon fiery shackles: the target takes an extra 2d6 fire damage, and it must succeed on a DC15 Strength saving throw or be restrained for 1 minute. While restrained by the shackles, the target takes 2d6 fire damage at the start of each of its turns. The target can repeat the saving throw at the end of each of its turns, banishing the shackles on a success. Once you invoke this rune, you can't do so again until you finish a short or long rest.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor
  • Light armor
  • Medium armor
  • Heavy armor
  • Shields

  • Weapons
  • Simple weapons
  • Hand crossbows
  • Longswords
  • Rapiers
  • Shortswords
  • Martial weapons

  • Tools
  • Thieves' Tools (Class)
  • Pan Flute (Background)

  • Languages
  • Common
  • Primordial
  • Thieves' Cant (Class)
  • Elvish (Background)

  • Languages & Proficiencies


    ™ & © 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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