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Spite

5 Level (0/14000 XP for level-up) Noble Background Tiefling Race / Species / Heritage Alignment
Swashbuckler Rogue
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
8
-1
DEX
18
+4
CON
15
+2
INT
16
+3
WIS
10
+0
CHA
20
+5
38
Hit Points
+9
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+7 Dexterity
+2 Constitution
+6 Intelligence
+0 Wisdom
+5 Charisma
saving throws
+10 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
-1 Athletics STR
+11 Deception CHA
+6 History INT
+3 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
+3 Reason INT
+0 Empathy WIS
+5 Authority CHA
+5 Diplomacy CHA
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+5 Performance CHA
+8 Persuasion CHA
+3 Religion INT
+7 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown
Rapier +7 DEX 1d8+4 Piercing
 Finesse
Shortsword +7 DEX 1d6+4 Piercing
 Finesse, Light
Attacks
Leather, Dagger, Dagger, Rapier, Shortsword, Backpack, Clothes Fine, Signet Ring, Thieves' Tools, Ball Bearings (bag of 1000), Bell, Candle, Crowbar, Hammer, Lantern Hooded, Oil (flask), Piton, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Waterskin, String

Equipment Copper: 0, Silver: 5, Electrum: 0, Gold: 123, Platinum: 0 Money
Common, Infernal, Thieves’ Cant, Celestial

Languages & Proficiencies
Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic)
Respect. Respect is due to me because of my position, but all people regardless of station deserve to be treated with dignity. (Good)

Ideals
I will face any challenge to win the approval of my family.

Bonds
I hide a truly scandalous secret that could ruin my family forever.
By my words and actions, I often bring shame to my family.

Flaws


™ & © 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 class features

Swashbuckler


Hit Points

Hit Dice: d8 per Swashbuckler 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

Fancy Footwork

At 3rd level, 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, 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.  

Panache

At 9th level, as an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, if you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
 

Player's Handbook p95, DnD Beyond

Rogue

Level Proficiency Bonus Features Sneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype, Steady Aim (optional) 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype Feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype Feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype Feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
• (a) a rapier or (b) a shortsword
• (a) a shortbow and quiver of 20 arrows or (b) a shortsword
• (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
• Leather armor, two daggers, and thieves’ tools
spellcasting:
None.

class features:
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.

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.

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.

Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  
Steady Aim
3rd-level rogue optional feature
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.

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.

Expertise
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
subclass options:
Rogue (Phantom)   WiP: Arcane Trickster, Assassin, Inquisitive, Mastermind, Scout, Soulknife, Swashbuckler, Thief

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Glasya Tiefling

Ability Score Increase Your Charisma score increases by 2, and your Dexterity score increases by 1.
Size Medium
Speed 30ft

Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. 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.   Hellish Resistance: You have resistance to fire damage.   Legacy of Malbolge: You know the Minor Illusion cantrip. When you reach 3rd level, you can cast the Disguise Self spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the Invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. You can speak, read, and write Common and Infernal.

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srmacy.

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