Silent Arrow in Flight | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Silent Arrow in Flight

6 Level (0/23000 XP for level-up) Urban Bounty Hunter Background Tabaxi Race / Species / Heritage Lawful Good Alignment
Rogue (Assassin)
Level 6
Hit Dice: 6/6
1d8+2 Class 1

STR
10
+0
DEX
20
+5
CON
15
+2
INT
11
+0
WIS
10
+0
CHA
14
+2
49
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+8 Dexterity
+2 Constitution
+3 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+11 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+2 Deception CHA
+0 History INT
+3 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
+8 Thieves Tools DEX
skills
+0 Medicine WIS
+0 Nature INT
+6 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+0 Religion INT
+11 Sleight of Hand DEX
+11 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +8 DEX 1d4+5 Piercing
Rapier +8 DEX 1d8+5 Piercing
Whispered Death (Regular) +8 DEX 1d8+5 Piercing
Whispered Death (Special) +8 DEX 1d10+5 Piercing
Claws +8 DEX 1d6+5 Slashing
Small Throwing Knife +8 DEX 1d4+5 Piercing
 Finesse, Light, Thrown (range 40/120), Special: You may draw or stow up to three of these daggers on a single item interaction, and hold up to three of these daggers with a single hand. You may throw up to three of these weapons as an attack. These daggers can not be used to make Melee attacks. If you throw more than one dagger as an attack, you may not add your Dexterity modifier to the damage rolls of each attack.
Pistol +8 DEX 1d6+5 Piercing
 Range 30/90, Reload 10, Light
Rifle +8 DEX 2d6+5 Piercing
 Range 80/240, Loading
Attacks
Ear to the Ground: You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Expertise: Stealth, Acrobatics

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 2d6 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.

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.

Assassinate: Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Thieves Cant: During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Steady Aim
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Darkvision: 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 equal to your walking speed. In addition, your claws are natural
weapons. If you hit with them, you deal slashing damage equal to 1d6 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Gunner
You have a quick hand and keen eye when employing firearms, granting you the following benefits:

  • Increase your Dexterity score by 1, to a maximum of 20.

  • You gain proficiency with firearms (see “Firearms” in the Dungeon Master’s Guide).

  • You ignore the loading property of firearms.

  • Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.


Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Features & Traits
A crowbar
Set of dark common clothes including a hood
Burglar's Pack
Leather Armour
Thieves Tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Elvish, Thieves Cant
Armour: Light
Weapons: Simple weapons, hand crossbows, long-swords, rapiers, short-swords, firearms
Tools: Thieves tools, Drums
Gaming Set: Cards

Languages & Proficiencies
Whispered Death LV 1: If an attack action is made against a creature that has not had a turn in combat this weapon deals 1d10 piercing damage instead of 1d8
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Whispered Death LV2: Additionally, the attack is silent and does not break invisibility or reveal your position, even if the attack misses.
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Whispered Death LV3: This item has 2 charges and you recover 1d4 - 2 charges at dawn. You may expend one charge to cast invisibility on yourself.
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Whispered Death LV 4: You may expend 2 charges to cast lightning arrow.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

Whispered Death

Weapon

Rare

If an attack action is made against a creature that has not had a turn in combat this weapon deals 1d10 piercing damage instead of 1d8. Additionally, the attack is silent and does not break invisibility or reveal your position, even if the attack misses.   You may expend one charge to cast invisibility on yourself.   You may expend 2 charges to cast lightning arrow.   This item has 2 charges and you recover 1d4 - 2 charges at dawn.

Type Damage Damage Range
Martial Ranged 1d8 / 1d10 Piercing 150/600

Cost: 2,000 GP
Weight: 2

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Delsor.

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