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Nolie Yesman

10 Level (0/85000 XP for level-up) Corporate (Bioware) Background Changeling Race / Species / Heritage Alignment
Rogue (arcane Trickster)
Level 10
Hit Dice: 10/10
1d8+2 Class 1

STR
10
+0
DEX
20
+5
CON
15
+2
INT
18
+4
WIS
11
+0
CHA
12
+1
73
Hit Points
+5
Initiative (DEX)
10
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+9 Dexterity
+2 Constitution
+8 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+5 Deception CHA
+4 History INT
+0 Insight WIS
+1 Intimidation CHA
+8 Investigation INT
skills
+0 Medicine WIS
+4 Nature INT
+0 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+13 Sleight of Hand DEX
+13 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Corporate ASI: Dex



Level 1: Expertise PHB'24 p128

You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Level 1: Sneak Attack PHB'24 p128

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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Level 1: Thieves' Cant PHB'24 p128

You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Level 1: Weapon Mastery PHB'24 p128

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Level 2: Cunning Action PHB'24 p129

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3: Rogue Subclass PHB'24 p129

You gain a Rogue subclass of your choice. A subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass's features that are of your Rogue level or lower.
Arcane Trickster PHB'24 p132

Enhance Stealth with Arcane Spells

Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.
Level 3: Spellcasting PHB'24 p132

You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (see that class's section for its list). Mind Sliver and Minor Illusion are recommended.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of 1st+ Level. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self, and Fog Cloud are recommended.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Wizard spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard spells.
Level 3: Mage Hand Legerdemain PHB'24 p133

When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.
Level 3: Steady Aim PHB'24 p129

As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
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Level 4: Ability Score Improvement PHB'24 p129

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.
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Level 5: Cunning Strike PHB'24 p129

You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
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Level 5: Uncanny Dodge PHB'24 p129

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).
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Level 6: Expertise PHB'24 p129

You gain Expertise in two of your Skill Proficiencies of your choice.
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Level 7: Evasion PHB'24 p129

You can nimbly dodge out of the way of certain dangers. When you're subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can't use this feature if you have the Incapacitated condition.
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Level 7: Reliable Talent PHB'24 p130

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.
Level 8: Ability Score Improvement PHB'24 p130

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
Level 9: Subclass Feature PHB'24 p130

You gain a feature from your Rogue Subclass.
Level 9: Magical Ambush PHB'24 p133

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.
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Level 10: Ability Score Improvement PHB'24 p130
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify.
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Cantrips:
Mage Hand
Minor Illusion
Knack https://5e.tools/spells.html#knack_ttt
Muffle (level 10) https://5e.tools/spells.html#muffle_ttt

Spells
Magic Missile
Silvery Barbs
Shield
Find Familiar
Feather Fall
Rope Trick
Phantasmal Force

Feats
Telekinetic: (ASI Int) https://5e.tools/feats.html#telekinetic_xphb
Skulker: (Asi: Dex) https://5e.tools/feats.html#skulker_xphb
Fey Touched (Asi: Int)
Chosen Fey Touched Spells: Misty Step, Hex

Chosen Cybernetic Implant: Chamelon Skin T2 https://5e.tools/items.html#chameleon%20skin%20(tier%202)_ttt

Starting Equipment:
Magnum (35 Data): https://5e.tools/items.html#magnum_ttt
Glamoured Studded Leather: https://5e.tools/items.html#glamoured%20studded%20leather_xdmg
Leaded Brief Case with hidden compartment for Thieves tools/Gun/Daggers

Familiar: Mini Nolie (spider statblock)

Features & Traits

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


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