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Snow

2 Level (0/900 XP for level-up) Sun Dweller Background Tabaxi Race / Species / Heritage Neutral Good Alignment
Rogue
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
10
+0
DEX
20
+5
CON
14
+2
INT
12
+1
WIS
13
+1
CHA
14
+2
17
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+7 Dexterity
+2 Constitution
+3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+9 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+2 Deception CHA
+1 History INT
+3 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
+7 Thieves' Tools DEX
skills
+1 Medicine WIS
+1 Nature INT
+3 Perception WIS
+6 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +7 DEX 1d8+5+5 Piercing
 Finesse
Shortbow +7 DEX 1d6+5+5 Piercing
 Two-Handed, Range, Ammunition (80/320)
Dagger +7 DEX 1d4+5+5 Piercing
 Light, Finesse, Range, Thrown (20/60)
Attacks
Starting stats: 10-STR/17-DEX/14-CON/11-INT/13-WIS/13-CHA
Racials
Extra Languages- Celestial & Dwarvish
ASI - +2 DX, +1 CHA and +1 DEX (Background)

Traits
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 gray.

Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet 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. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Cat's Talent: You have proficiency in the Perception and Stealth skills.

Paramaul (Split Coastal People) & Background
Paramaul is one of the more interesting of the regions for it is split to the two coasts by the other regions. Through the great amount of travel most citizens within Paramaul go through to make their way back and forth or through the many people that they meet the people are surprisingly quick. All characters that start within Paramaul gain either a +1 in either Dexterity or Charisma as well as gain a +5 foot to all movement. (DEX)

Sun Dweller:
From the rise of the sun to the setting of it, you are always filled with more excitement and energy to get what you need done. While you are within direct sunlight you gain a plus one to all skill checks, saving throws, and attack rolls.

Feats
Keen Mind
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.


Features & Traits
Money: 50 GP
Equipped
Rapier
Shortbow
2x Dagger
Leather Armor

Inventory
1x Backpack
1x Bedroll
10x Days of Rations
50x Feet of Hempen Rope
1x Mess kit
1x Tinderbox
10x Torches
1x Waterskin

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Proficiencies: Arcana, Insight, Investigation, Perception, Stealth, Thieves' Tools
Expertise's: Acrobatics, Performance
Languages: Common, Celestial, Dwarvish, Thieves' Cant
Weapon Proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Rogue

Expertise
At 1st level, 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.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
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. (1d6)
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.

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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