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Mange

11 Level (0/100000 XP for level-up) Sun Sea Background Ratfolk Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 11
Hit Dice: 11/11
1d8+0 Class 1

STR
8
-1
DEX
20
+5
CON
10
+0
INT
18
+4
WIS
16
+3
CHA
10
+0
58
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+4
Prof. Bonus
25/80
Speed (walk/run/fly)
17
Passive Perception
4 / 4
Wails from the Grave
15 / 15
Silent Agitator
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+9 Dexterity
+0 Constitution
+8 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+9 Acrobatics DEX
+3 Animal Handling WIS
+4 Arcana INT
+3 Athletics STR
+0 Deception CHA
+4 History INT
+7 Insight WIS
+4 Intimidation CHA
+12 Investigation INT
+3 Tactics WIS
skills
+3 Medicine WIS
+4 Nature INT
+11 Perception WIS
+4 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+13 Sleight of Hand DEX
+13 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bite +9 DEX 1d4+5 Piercing
 Finesse
Shortsword +9 DEX 1d6+5 Piercing
 Finesse, light
Dagger +9 DEX 1d4+5 Piercing
 Finesse, light, thrown (range 20/60)
Attacks
Racial:
Bite. You have large fangs, which are natural weapons you are proficient with. They deal 1d4 piercing damage, and have the finesse property.

Fleeing Bite. If you take the Disengage action on your turn, you can make a Bite attack as a bonus action.

Darkvision. You have 60 ft. of Darkvision.

Keen Smell. You have advantage on Perception checks that rely on smell.

Pack Tactics. You have advantage on attack rolls against a creature if at least one of your allies is within 5 ft. of the creature, and the ally isn't incapacitated.



Class Features

Expertise PHB p94
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. 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 (in skills or with thieves' tools) to gain this benefit.

Sneak Attack PHB p94
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.

Thieves' Cant PHB p94
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 PHB p94
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.

Whispers of the Dead TCE p62
3rd-level Phantom feature
Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave TCE p62
3rd-level Phantom feature
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Steady Aim TCE p62
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.

Uncanny Dodge PHB p94
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.

Expertise PHB p94
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

Evasion PHB p94
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.

Tokens of the Departed TCE p62
9th-level Phantom feature

When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum.

You can use soul trinkets in the following ways:

While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Reliable Talent PHB p94
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.


FEATS

Piercer:
You have achieved a penetrating precision in combat, granting you the following benefits:
Increase your Strength or Dexterity by 1, to a maximum of 20.
Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack's damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.

Keen Mind:
You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You always know which way is north.
You always know the number of hours left before the next sunrise or sunset.
You can accurately recall anything you have seen or heard within the past month.

Features & Traits
Backpack and 5 hemp sacks
bag of 1000 ball bearings
10 ft of string
a bell
5 candles
crowbar
hammer
10 pitons
hooded lantern
2 flasks of oil
5 days of rations
tinderbox
waterskin
50ft hemp rope
2 blankets
grappling hook
thieves tools

Blasting Firework Blade +1
Aspect of Lupin

When a weapon forged with too many imperfections is turned into a flametongue, the fire generated by the process is permanently sealed within the blade. Only by damaging the blade can the fire be released, though damage is quickly restored like many magic weapons. Blasting blades are usually marked as defective by a "!!CAUTION!!" stamp somewhere along its body.


WAIT FOR THE BOOM. This weapon has 100 hit points and is immune to all damage except fire damage. Every time you make an attack, the sword takes 1d8 fire damage, For every 20 hit points this weapon is missing, it deals an additional 1d4 fire damage. At the end of your turn, if the weapon has not taken fire damage since the end of your previous turn, the weapon is regains 1d4 hit points.

BOOM
When this weapon reaches zero hit points, it is not immediately destroyed, and instead explodes Fireworks at the end of your next turn. Each creature in a 60-foot radius sphere centered on the sword must make a DC 21 Dexterity saving throw. A target takes 10d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners and ignites flammable objects in the area that aren't being worn or carried.


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Undercommon,Thieves' Cant, Orc, "any additional language that is common in Vansolis."
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools (Expertise), Tinker’s Tools, and the Disguise kit

Languages & Proficiencies


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