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Hergen Durinson

3 Level (0/2700 XP for level-up) Criminal Background Dwarf (Mountain) Race / Species / Heritage Chaotic Evil Alignment
Rogue(Swashbuckler)
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
13
+1
DEX
19
+4
CON
17
+3
INT
12
+1
WIS
12
+1
CHA
15
+2
30
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+6 Dexterity
+3 Constitution
+3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+1 Arcana INT
+1 Athletics STR
+4 Deception CHA
+1 History INT
+1 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+5 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+1 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+4 Piercing
Soul Forger Shiv +6 DEX 1d4+4 radiant
Attacks

Spell Book

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

Steady Aim (Optional)
At 3rd level, 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.

Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. 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, your confidence propels you into battle. 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.

Features & Traits
Rapier, thieves tools, short bow and quiver of 20 arrows, smith's tools, chain shirt(worn)
Backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 32, Platinum: 0 Money
Silvery Barbs(Fey Touched)
Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw
Range: 60 feet
Components: V
Duration: Instantaneous

You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.

You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.
Misty Step(Fey Touched)
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Spellcasting
thieves and smiths tools
Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Ability Score Increase
Your Constitution score increases by 2.
Ability Score Increase
Your Strength score increases by 2.
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
Languages
You can speak, read, and write Common and Dwarvish. Dwarvish is full of hard consonants and guttural sounds, and those characteristics spill over into whatever other language a dwarf might speak.

Languages & Proficiencies
Darkvision
Accustomed to life underground, 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.

Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage (explained in the “Combat” section).

Personality Traits


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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