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Lock on an Open Door (Lock)

4 Level (0/6500 XP for level-up) City Watch (Investigator) Background Tabaxi Race / Species / Heritage Lawful Good Alignment
Inquisitive Rouge
Level 4
Hit Dice: 3/4
1d8-1 Class 1

STR
8
-1
DEX
18
+4
CON
9
-1
INT
16
+3
WIS
20
+5
CHA
11
+0
25
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30/60/0
Speed (walk/run/fly)
17
Passive Perception
6 / 6
Loaded bullets
3 / 12
Reserve Bullets
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+6 Dexterity
-1 Constitution
+5 Intelligence
+5 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+5 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
+2 Deception CHA
+3 History INT
+9 Insight WIS
+0 Intimidation CHA
+7 Investigation INT
skills
+5 Medicine WIS
+3 Nature INT
+7 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+6 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Baton +6 DEX 1d8+4 Bludgeoning
 Fineness
Smith & Whetstone +6 DEX 1d8+4 Piercing
 Ranged (40/160ft), Light, Reload, Misfire, Lethality Switch
Dagger +6 DEX 1d4+4 Piercing
 Fineness, Light, Thrown (20/60ft)
Claws +1 STR 1d6-1 Slashing
 Unarmed attack
Attacks

Feline Agility:

When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Darkvision:

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 discern colors in that darkness only as shades of gray.

Watcher's Eye:

You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.

Expertice:

Choose two of your skill proficiencies, your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies

Sneak Attack:

Once per turn, you can deal an extra 2d6 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.

Cunning Action:

You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Steady Aim:

As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ear for Deceit:

Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.

Eye for Detail:

you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.

Insightful Fighting:

As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Insightful Fighting:

If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Features & Traits
Leather Vest
Baton
Smith & Whetstone .38
1 Speed-loader
2 Daggers
Old badge of a Seinor Detective
Horn
Manacles
Pouch
Thieves' tools
Burglars Pack:
  • Backpack
  • 1000 Ball Bearings
  • 10 ft of String
  • A bell
  • 5 candles
  • a crowbar
  • 10 pitions
  • Hooded lantern
  • 2 flasks of oil
  • 5 days rations
  • a tinderbox
  • a waterskin
  • 50 ft of hempen rope

Equipment Copper: 0, Silver: 50, Electrum: 0, Gold: 38, Platinum: 0 Money
Language:
Common, Undercommon, Elvish, Dwarvish, Theives' Cant

Proficiencies:
light armor
simple weapons, hand crossbows, longswords, rapiers, shortswords, guns
Theives' tools

Languages & Proficiencies
Red Potion, Scroll of protection from good and evil, Holy water, Crazy Bright blue spade fish yellow eyes, 2 Salmon, Trout, X shaped Silver fish w/ red eyes, -1 ration, Navigational Compass

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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