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Teva

7 Level (0/34000 XP for level-up) Courtier Background Fairy Race / Species / Heritage Chaotic chaos Alignment
Rogue
Level 7
Hit Dice: 7/7
1d8+2 Class 1

STR
10
+0
DEX
20
+5
CON
14
+2
INT
18
+4
WIS
11
+0
CHA
13
+1
52
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+8 Dexterity
+2 Constitution
+7 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+11 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+0 Athletics STR
+7 Deception CHA
+4 History INT
+3 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
+11 Thieves' tools DEX
skills
+0 Medicine WIS
+4 Nature INT
+3 Perception WIS
+1 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+11 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +8 DEX 1d8+5 Piercing
 Finesse
Shortbow +8 DEX 1d6+5 Piercing
 Ammunition (range 80/320), two-handed
Dagger +8 DEX 1d4+5 Piercing
 Finesse, light, thrown (range 20/60)
Dagger +8 DEX 1d4+5 Piercing
 Finesse, light, thrown (range 20/60)
Bringer of Agony +8 DEX 1d6+5
 It's + 1 not + 5 Finesse, ranged,when striking an enemy they make a DC 15 consitution saving throw to incapacitate a target
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Druidcraft +7 1 action 30ft Instantaneous V, S
 Notes:Transmutation
Mage Hand +7 1 action 30ft 1min V, S
 Notes:Conjuration
Prestidigitation +7 1 action 10ft 1 hour V, S
 Notes:Transmutation
Concealed Shot +7 1 action Self Instantaneous S, M
 Notes:Illusion

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire +7 1 action 60ft Concentration, up to 1min V
 Notes:Evocation
Disguise Self +7 1 action Self 1 hour V, S
 Notes:Illusion
Sleep +7 1 actionction 90ft (20ft radius) 1min V, S, M
 Notes:Enchantment
Rumor +7 1 action Self (100ft radius) 1min V, S
 Notes:Enchantment

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Enlarge Reduce +7 1 action 30ft Concentration, up to 1min V, S, M
 Notes:Transmutation
Phantasmal Force +7 1 action 60ft (10ft cube) Concentration, 1min V, S, M
 Notes:Illusion
Crown of Madness +7 1 action 120ft Concentration, up to 1min V, S
 Notes:Enchantment
Fairy
Creature Type: You are a Fey
Size: Small
Flight: Because of your wings, you have a flying speed equal to your walking speed. You can't use this flying speed if you're wearing medium or heavy armor.
Fairy Magic: You know the druidcraft cantrip.
Starting at 3rd level, you can cast the faerie fire spell with this trait. Starting at 5th level, you can also cast the enlarge/reduce spell with this trait. Once you cast faerie fire or enlarge/reduce with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence is your spellcasting ability for these spells when you cast them with this trait.

Courtier
Court Functionary: Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favours you seek, and what the current intrigues of interest in the group are.

Rogue
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. Level 7=4d6
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.
Cunning Action: Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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.
Uncanny Dodge: Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Evasion: Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are 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.

Arcane Trickster (Roguish Archetype)
Spellcasting: Only enchantment and illusion spells (except the first three cantrips and new spell at levels 8, 14 and 20). Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Mage Hand Legerdemain: Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
    In addition, you can use the bonus action granted by your Cunning Action to control the hand.

    Features & Traits
    Rogue
    • a rapier
    • a shortbow and quiver of 20 arrows
    • a burglar’s pack: a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, a waterskin, 50 feet of hempen rope
    • Leather armor, two daggers, and thieves’ tools
    Thieves' tools:
    Components: Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.
    History: Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
    Investigation and Perception: You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
    Set a Trap: Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

    Courtier
    A set of fine clothes

    Bought
    Component pouch
    Cloak of Elvenkind: While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

    Given by Lez: Mage armor (+2 AC for a bit, added to main AC already)

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 155, Platinum: 0 Money
    Rogue
    Armor: Light armor
    Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
    Tools: Thieves’ tools

    Fairy
    Languages: Common & Sylvan

    Courtier
    Languages: Elvish & Monsterish

    Languages & Proficiencies
    12 normal arrows left
    1 level 2 slot used

    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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