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Charity Marsden

5 Level (0/14000 XP for level-up) Criminal Background Human (Variant) Race / Species / Heritage Neutral Alignment
Warrior Sidekick
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
18
+4
DEX
12
+1
CON
14
+2
INT
10
+0
WIS
10
+0
CHA
11
+0
38
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+4 Strength
+4 Dexterity
+2 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+7 Athletics STR
+3 Deception CHA
+0 History INT
+0 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+3 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+1 Sleight of Hand DEX
+4 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flail +9 STR 1d8+4 bludgeoning
Heavy Crossbow +6 DEX 1d10+1 piercing
 ammunition (100/400), heavy, loading, two-handed
Attacks
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.
Improved Critical. Your attack rolls score a critical hit on a roll of 19 or 20 on the d20.
Martial Role - Attacker. You gain a +2 bonus to all attack rolls (included in stats).
Pack Tactics. You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Second Wind (1/Rest). You can use a bonus action on its turn to regain hit points equal to 1d10 + its level in this class.
Sentinel. You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits:
> When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
> Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
> When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Features & Traits
Studded Leather Armor
Shield
Flail
Heavy Crossbow
Crossbow Bolt Case with 20 Bolts
Criminal Kit: A crowbar, a set of dark common clothes including a hood, & a belt pouch
Abacus
A deck of marked playing cards
Waterskin
A fossil of a fish with humanoid features

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 4, Platinum: 0 Money
Languages: Common, Thieves' Cant
Tools: Playing Cards, Thieves' Tools

Languages & Proficiencies
Operated as a fence prior to arrest.

Notes


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