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Samara

1 Level (0/300 XP for level-up) charlatan Background half elf Race / Species / Heritage neutral good Alignment
rogue
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
10
+0
DEX
18
+4
CON
13
+1
INT
16
+3
WIS
13
+1
CHA
14
+2
11
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+6 Dexterity
+1 Constitution
+5 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+2 Deception CHA
+3 History INT
+1 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
+3 thief's tools WIS
skills
+1 Medicine WIS
+3 Nature INT
+3 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+3 Religion INT
+8 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
rapier +6 DEX 1d8+4 piercing
 finesse
shortbow +6 DEX 1d6+4 piercing
 simple, ranged (80,320)
dagger +6 DEX 1d4+4 piercing
 Finesse, Light, Range (20,60), Thrown
dagger +6 DEX 1d4+4 piercing
 Finesse, Light, Range (20,60), Thrown
Attacks
Rapier, shortbow and quiver with 20 arrows, 2 daggers, thieve's tools, explorer's backpack.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0 Money

Size: Medium


Speed: You have a walking speed of 30 feet


Languages: common, sea-common, talasian


Darkvision: Thanks to your elven heritage, 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.


Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.


Cantrip (High Elf Heritage): You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.


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.


You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.


You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.





Languages & Proficiencies

Personality Traits


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