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Asrin Kibiri

3 Level (250/2700 XP for level-up) Criminal Background Khajiit Race / Species / Heritage CN Alignment
Rouge
Level 3
Hit Dice: 3/3
1d8-3 Class 1

STR
7
-2
DEX
16
+3
CON
5
-3
INT
11
+0
WIS
15
+2
CHA
14
+2
9
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+3 Dexterity
-3 Constitution
+0 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+2 Animal Handling WIS
+0 Arcana INT
-2 Athletics STR
+4 Deception CHA
+0 History INT
+2 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+2 Medicine WIS
+0 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
A crowbar
Set of dark common clothes including a hood
a Rapier
a short bow and quiver of 20 arows 
a burgalers pack
lether armer
two daggers
theives tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Tool Proficiencies: One type of gaming set, thieves' tools

Languages & Proficiencies
Chains are meant to be broken, as are those who forged them.

Ideals
Someone I loved died because of a mistake I made. I won't make that mistake again.

Bonds
The best way to get me to do something is to tell me I can't do it.

Flaws
7 gold coins

Notes
Was born in the native country of Elswayr as any Khajiit and lived a fairly normal life up until they were 14, their parents were murdered for unknown reasons (for now). Afterwards, they roamed Elswayr finding scraps for food and any tree covering they could. They lived like this until they were 18, a stranger asked if they wanted a job as a hired killer (but in a manipulative way). They did jobs here and there, getting a good income. When they were in their early 20's they got a job for a name they didn't recognize for a lot of money, but all the information they have on the stranger was that they had relations in Riverwood. So they took the job and now is heading towards the country of Skyrim.

Background


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

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

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