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Carrhana

8 Level (0/48000 XP for level-up) Sailor Background Goblin Race / Species / Heritage Chaotic Good Alignment
Medic
Level 4
Hit Dice: 4/4
1d8+0 Class 1
Rogue / Swashbuckler
Level 4
Hit Dice: 4/4
1d8+0 Class 3

STR
8
-1
DEX
18
+4
CON
10
+0
INT
15
+2
WIS
13
+1
CHA
12
+1
43
Hit Points
+4
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
10 / 10
Healing Supplies
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+7 Dexterity
+0 Constitution
+5 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+1 Deception CHA
+2 History INT
+1 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+8 Medicine WIS
+5 Nature INT
+4 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+4 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Cutlass (short sword) +7 DEX 1d6+1d4+4 Slashing
 Finesse, Light
Dagger +7 DEX 2d4+4 Piercing
 Finesse, Light, Thrown 20/60
Snaplock Pistol +7 DEX 1d10+4 Piercing/Bludgeoning
 Light, Fatal 2d12+4 damage on Critical
Combat Healing +5 INT 2d6+6 Healing
 Healing Supplies
Sneak Attack +7 DEX 2d6+4 Piercing
Attacks
Combat Medicine:

Use your Healer's kit charges to heal 1d6 + Intelligence modifier + Technological aptitude a creature. If the creature is 0 hit points or below but not dead you bring them up to 1 hit point + Intelligence modifier + Technological aptitude.



Healing Tinctures:

Starting at 2nd level, you gain the ability to create Healing Tinctures. During a long rest roll a medicine check DC10 if it's a success you can create a number of tinctures equal to your Intelligence modifier. On a Critical Success you double your Intelligence modifier. This consumes 1gp worth of herbs. These tinctures can be given to other creatures or used by yourself. Consuming a tincture restores hit points equal to 1d6 + your Medic level.



Target Weakpoint:

Starting at 2nd level you use your knowledge of anatomy to target a weak point in a creature. You deal 1d4 additional damage with a finesse weapon.



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.



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.



Create Poison:

At 3rd level, you gain the ability to create Poison. During a long rest roll a medicine check DC10 and on success you can create a number of Poison Tinctures equal to your Intelligence modifier. This consumes 5gp worth of herbs.
A creature that consumes a Poison Tincture must make a Constitution saving throw against your spell save DC. On a failed save, the creature takes 2d6 poison damage and is poisoned for 1 minute. On a successful save, the creature takes half damage and is not poisoned.



Create Drugs:

At 3rd level, you gain the ability to create special Drugs. During a long rest make a Healer's kit check DC10. On a success you can create a number of Drugs equal to your Intelligence modifier (double your modifier on a Critical Success). This consumes 5gp worth of herbs.


A Drug gains one of the following effects:
Increased Speed: The creature's speed increases by 10 feet for 1 hour.
Enhanced Focus: The creature has advantage on concentration checks for 1 hour.
Heightened Senses: The creature gains advantage on Perception and Investigation checks for 1 hour.

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.



Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.

You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.


Features & Traits
Studded Leather
Healer's Kit
10x Rations
Rope 50ft
Crowbar
Pitons
Flint and Steel
3x Heighented Focus
2x Silvering (recreational drugs)

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Firearms
Simple weapons
Light armor
Healer's kit
Poisoners kit
Alchemist's tools

Languages & Proficiencies
+3 Technological Aptitude points (class +2, item +1)

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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