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Callee Creekmore

5 Level (0/14000 XP for level-up) Courtier Background Human Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
14
+2
DEX
20
+5
CON
14
+2
INT
16
+3
WIS
16
+3
CHA
15
+2
38
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+2 Strength
+8 Dexterity
+2 Constitution
+6 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+2 Deception CHA
+3 History INT
+9 Insight WIS
+2 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+6 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+3 Religion INT
+8 Sleight of Hand DEX
+11 Stealth DEX
+6 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Rapier; shortbow and quiver of 20 arrows; Burglar's pack

Fine clothes & 5gp

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 85, Platinum: 0 Money
Languages: Common/Gnome/Elvish/Minotaur/Thieves Cant
Simple weapons, hand crossbows, longswords, rapiers, shortswords
Light armor
Thieves tools

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Courtier

In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organisation. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position.   You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you travelled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford.   Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organisation that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.

Skill Proficiencies Insight, Persuasion
Languages Two of your choice
Equipment A set of fine clothes and a pouch containing 5gp

Features

Feature: 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.

Suggested Characteristics

Use the tables for the Guild Artisan/Guild Merchant background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity.   The noble court or bureaucratic organisation where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organisation.

Xanathar's Guide to Everything

Rogue (Inquisitive)

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.   As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armour
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
Leather armor, two daggers, and thieves' tools
spellcasting:
class features:

Expertise


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


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


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.  

Roguish Archetype


At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Improvement


When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

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.  

Reliable Talent


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.  

Blindsense


Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Slippery Mind


By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive


Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

Stroke of Luck


At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.
subclass options:

Ear for Deceit


When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. 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


Starting at 3rd level, 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


At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you 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.  

Steady Eye


At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.  

Unerring Eye


At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Eye for Weakness


At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
LevelProficiency bonusSneak attackFeatures
1+21d6 Expertise, Sneak Attack, Thieves' Cant
2+21d6 Cunning Action
3+22d6 Roguish Archetype
4+22d6 Ability Score Improvement
5+33d6 Uncanny Dodge
6+33d6 Expertise
7+34d6 Evasion
8+34d6 Ability Score Improvement
9+45d6 Roguish Archetype feature
10+45d6 Ability Score Improvement
11+46d6 Reliable Talent
12+46d6 Ability Score Improvement
13+57d6 Roguish Archetype feature
14+57d6 Blindsense
15+58d6 Slippery Mind
16+58d6 Ability Score Improvement
17+69d6 Roguish Archetype feature
18+69d6 Elusive
19+610d6 Ability Score Improvement
20+610d6 Stroke of Luck

Observant

Quick to notice details of your environment, you gain the following benefits:

  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.
  • 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.

Lucky

You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
    You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
    You regain your expended luck points when you finish a long rest.
 

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Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

PHB

Rapier

Weapon

Common

Finesse

Type Damage Damage Range
Martial Melee 1d8 Piercing

Cost: 25 gp
Weight: 2 lb

PHB

Shortbow

Weapon

Common

Ammunition, two-handed

Type Damage Damage Range
Simple Ranged 1d6 Piercing 80/320 ft

Cost: 25 gp
Weight: 2 lb

PHB

Burglar's Pack

Adventuring Gear

Common

A Backpack Containing

  • 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

Cost: 16 gp


Created by

Lady Grayish.

Statblock Type

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