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Elliel Freemont

3 Level (0/2700 XP for level-up) Criminal Background Wood Elf Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
13
+1
DEX
16
+3
CON
15
+2
INT
13
+1
WIS
14
+2
CHA
15
+2
20
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
14
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+3 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+1 Arcana INT
+3 Athletics STR
+4 Deception CHA
+1 History INT
+2 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+2 Medicine WIS
+1 Nature INT
+4 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+1 Religion INT
+7 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +5 DEX 1d8+3 Piercing
 Ammunition, Heavy, Range, Two-Handed, Range (150/600)
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown
Rapier +5 DEX 1d8+3 Piercing
 Finesse
Attacks
Darkvision: Can see up to 60ft in the dark.

Fey Ancestry: Advantage on saving throws against being charmed; Magic cannot put you to sleep.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Proficiency in playing cards and thieve's tools.

Features & Traits
Leather armor, Rapier, Longbow, 2x Dagger, Arrows, Backpack, Dark common clothes, Crowbar, Thieves' Tools, Ball Bearings (bag of 1000), Bell, Candle, Crowbar, Hammer, Oil (flask), Rations (1 day), Rope (50 feet), Tinderbox, Waterskin, String

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 25, Platinum: 0 Money
Common, Elvish, Thieves’ Cant

Languages & Proficiencies


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

Dungeon Master's Guide p158

Cloak of Elvenkind

Wondrous Item

Uncommon Requires Attunement

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's colour shifts to camouflage you. Pulling the hood up or down requires an action.


Cost: 500gp
Weight: 2 lbs

The statblocks of your class features

Rogue

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.
hit dice: 1d8 per Rogue level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per Rogue level after 1st
armor proficiencies: Light Armor
weapon proficiencies: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
tools: Thieves' Tools
saving throws: Dexterity, Intelligence
skills: Choose four 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 shortswords
  • (a) a shortbow and quiver of 20 arrows or (b) a shortswords
  • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools
  • spellcasting:
    class features:
    Level Proficiency Features Sneak Attack
    1 +2 Expertise, Sneak Attack, Thieves' Cant 1d6
    2 +2 Cunning Action 1d6
    3 +2 Guilds of the Rogues, Steady Aim 2d6
    4 +2 Ability Score Improvement 2d6
    5 +3 Uncanny Dodge 3d6
    6 +3 Expertise 3d6
    7 +3 Evasion 4d6
    8 +3 Ability Score Improvement 4d6
    9 +4 Guild Feature 5d6
    10 +4 Ability Score Improvement 5d6
    11 +4 Reliable Talent 6d6
    12 +4 Ability Score Improvement 6d6
    13 +5 Guild Feature 7d6
    14 +5 Blindesense 7d6
    15 +5 Nobody, Slippery Mind 8d6
    16 +5 Ability Score Improvement 8d6
    17 +6 Guild Feature 9d6
    18 +6 Elusive 9d6
    19 +6 Ability Score Improvement 10d6
    20 +6 Stroke of Luck 10d6

    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.    

    Steady Aim

    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.    

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.    

    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.    

    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.    

    Blindesense

    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.    

    Nobody

    At 15th level a Rogue learns to become nobody. Perception checks made to recognize the Rogue are made with disadvantage.    

    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:

    Guilds of the Rogues

    At 3rd level, you choose an guild that you emulate in the exercise of your rogue abilities. Your guild choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

    Guild of the Thief

    You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.    

    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

    When you choose this guild at 3rd level, you gain the ability to climb faster than normal; 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 have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.    

    Thief's Reflexes

    When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. 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.

    Criminal

    You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.

    Skill Proficiencies Deception, Stealth
    Tool Proficiencies One type of gaming set, thieves' tools
    Equipment
    • A crowbar
    • a set of dark common clothes including a hood
    • and a belt pouch containing 15 gp

    Features

    Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.   Specialty There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below.   d8|Specialty 1|Blackmailer 2|Burglar 3|Enforcer 4|Fence 5|Highway robber 6|Hired killer 7|Pickpocket 8|Smuggler  

    Suggested Characteristics

    Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.

    Traits

    d8Personality Trait
    1I always have a plan for when things go wrong.
    2I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
    3The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
    4I would rather make a new friend than a new enemy.
    5I am incredibly slow to trust. Those who seem the fairest often have the most to hide.
    6I don't pay attention to the risks in a situation. Never tell me the odds.
    7The best way to get me to do something is to tell me I can't do it.
    8I blow up at the slightest insult.

    Ideal

    d6Ideal
    1Honor. I don't steal from others in the trade. (Lawful)
    2Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
    3Charity. I steal from the wealthy so that I can help people in need. (Good)
    4Greed. I will do whatever it takes to become wealthy. (Evil)
    5People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral)
    6Redemption. There's a spark of good in everyone. (Good)

    Bond

    d6Bond
    1I'm trying to pay off an old debt I owe to a generous benefactor.
    2My ill-gotten gains go to support my family.
    3Something important was taken from me, and I aim to steal it back.
    4I will become the greatest thief that ever lived.
    5I'm guilty of a terrible crime. I hope I can redeem myself for it.
    6Someone I loved died because of a mistake I made. That will never happen again.

    Flaw

    d6Flaw
    1When I see something valuable, I can't think about anything but how to steal it.
    2When faced with a choice between money and my friends, I usually choose the money.
    3If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
    4I have a 'tell' that reveals when I'm lying.
    5I turn tail and run when things look bad.
    6An innocent person is in prison for a crime that I committed. I'm okay with that.


    Source: PHB, page 129

    Statblocks for your familiars, mounts etc.

    Riding Horse CR: 1/4 (50 XP)

    Large beast, unaligned
    Armor Class: 10
    Hit Points: 4-13-22 (2d10 + 2)
    Speed: 60 ft

    STR

    16 +3

    DEX

    10 +0

    CON

    12 +1

    INT

    2 -4

    WIS

    11 +0

    CHA

    7 -2

    Senses: Passive Perception 10
    Challenge Rating: 1/4 (50 XP)

    Actions

    Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5-8-11 2d4+3 bludgeoning damage.

    Statblocks for race/species of the character.

    Wood Elf

    ability score increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1.
    age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.
    alignment: Elves love freedom, variety, and self- expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not.
    Size: Medium
    speed: Your base walking speed is 35 feet.
    Languages: You can speak, read, and write Common and Elven.
    parent race: Elf
    race features:
    Darkvision. Accustomed to twilit forests and the night sky, 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 colour in darkness, only shades of grey.   Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance. Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is "trance." While meditating, you dream after a fashion; such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.   Keen Senses. You have proficiency in the Perception skill.   Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.   Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

    Statblocks for companions, followers and other allies.

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