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Theodred Noryra

8 Level (0/48000 XP for level-up) Theif Background Human Race / Species / Heritage Alignment
Rogue
Level 8
Hit Dice: 8/8
1d8+1 Class 1

STR
12
+1
DEX
17
+3
CON
13
+1
INT
10
+0
WIS
13
+1
CHA
12
+1
51
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+6 Dexterity
+1 Constitution
+3 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+4 Animal Handling WIS
+0 Arcana INT
+1 Athletics STR
+7 Deception CHA
+0 History INT
+4 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+1 Medicine WIS
+0 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+3+3
Shortbow +6 DEX 1d6+3+3
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Once helped disguised celestials. Has rivalry with a mage.

Personality Traits
Only farming is honest work.

I follow my conscience regardless of others' expectations. Freedom and compassion matter more than rules.

Ideals
Avoiding spouse back home in Waterdeep. Loves her but for unknown reason can't be near her without risking her life.

Bonds
Cheats on faith's laws.

Flaws
Sneak Attack is 4d6

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.

The statblocks of your Weapons, armor and other important/magical equipment

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

The statblocks of your class features

Thief


Hit Points

Hit Dice: d8 per Thief level
Hit Points at first Level: See Rogue
Hit Points at Higher Levels: See Rogue

Proficiences

Armor: See Rogue
Weapons: See Rogue
Tools: See Rogue
Saving Throws: See Rogue
Skills: See Rogue

Subclass Options

Fast Hands

Starting at 3rd level, 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.  

Second-Story Work

At 3rd level, 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.  

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Use Magic Device

By 13th level, you ignore all class, race, and level requirements on the use of magic items.  

Thief's Reflexes

When you reach 17th level, 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.

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase
Size Medium
Speed

HUMAN TRAITS

It’s hard to make generalizations about humans, but your human character has these traits.   Ability Score Increase.Your ability scores each increase by 1.
Age.Humans reach adulthood in their late teens and live less than a century.
Alignment.Humans tend toward no particular alignment. The best and the worst are found among them.
Size.Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.
Speed.Your base walking speed is 30 feet.
Languages.You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.
 

HUMAN VARIANT

If your campaign uses the optional feat rules from the Player’s Handbook, your Dungeon Master might allow these variant traits, all of which replace the human’s Ability Score Increase trait.   Ability Score Increase.Two different ability scores of your choice increase by 1.
Skills.You gain proficiency in one skill of your choice.
Feat.You gain one feat of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Momzboy.

Statblock Type

Character Sheet (latest)

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