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Kelstren

1 Level (279/300 XP for level-up) Urchin Background Bat Race / Species / Heritage Lawful Evil Alignment
Rouge
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
15
+2
INT
14
+2
WIS
13
+1
CHA
13
+1
12
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
Walk 15/Run 30/Fly 50
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+4 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+3 Deception CHA
+2 History INT
+1 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+3 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 piercing
 Finesse
Shortbow +5 DEX 1d6+3 piercing
 Ammunition (20), Range (80/320), Two-Handed
Dagger +5 DEX 1d4+3 piercing
 2 Daggers, Finesse, Light, Range (20/60), Thrown
Attacks
Darkvision with a range of 60 ft.

Sneak Attack - 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

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.

City Secrets - You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Skulker - You are an expert at slinking through shadows. You gain the following benefits:
You can try to hide when you are lightly obscured from the creature from which you are hiding.
When you are hidden from a creature and miss it with a ranged weapon attack, making the attack doesn't reveal your position.
Dim light doesn't impose disadvantage on your Wisdom (Perception) checks relying on sight.

Features & Traits
Leather armor
a backpack
a bag of 1,000 ball bearings
10 feet of string
a bell
5 candles
a crowbar
a hammer
10 pitons
a hooded lantern
2 flasks of oil
33 rations
a tinderbox
a waterskin
50 feet of hempen rope
small knife
a map of the area she grew up in
a dead beetle
10 food

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Speaks Common Beast and Bat.
Proficiency and Expertise with thieves' tools.
Proficient with light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords.
Proficient with disguise kits.

Languages & Proficiencies
She easily holds grudges.

Personality Traits
She doesn't care about risks or odds.

Ideals
She loves discovering new mysteries and solving them.

Bonds
She would rather act than talk or think.

Flaws


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