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Quarra Jusztiirn

1 Level (0/300 XP for level-up) Soldier Background Wood Elf Race / Species / Heritage Chaotic Good Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
10
+0
DEX
16
+3
CON
12
+1
INT
11
+0
WIS
16
+3
CHA
10
+0
9
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
35
Speed (walk/run/fly)
15
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+2 Athletics STR
+0 Deception CHA
+0 History INT
+3 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+5 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 piercing
 Finesse
Shortbow +5 DEX 1d6+3 piercing
 Ammunition, range (80/320), two-handed
Dagger +5 DEX 1d4+3 piercing
 Finesse, light, thrown (20/60)
Attacks
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 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.
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.
Fleet of Foot. Your base walking speed increases to 35 feet.
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.
Specialty. Scout
Military Rank. You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.
Sneak Attack. 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.
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.

Features & Traits
See equipment tab

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Size. Medium.
Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
Keen Senses. You have proficiency in the Perception skill.
Languages. You can speak, read, and write Common and Elven.
Armor. Light armor
Weapons. Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tool Proficiencies. Thieves' tools(expertise), Deck of Cards, vehicles (land)

Languages & Proficiencies
I've lost too many friends, and I'm slow to make new ones.

Personality Traits
Independence. When people follow orders blindly, they embrace a kind of tyranny. (Chaotic)

Ideals
I fight for those who cannot fight for themselves.

Bonds
I'd rather eat my armor than admit when I'm wrong.

Flaws


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