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Skeenah Sloppem

3 Level (1150/2700 XP for level-up) Preacher lv 1 Background Dragonborn (Gold) Race / Species / Heritage Lawful Good Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
12
+1
DEX
17
+3
CON
15
+2
INT
8
-1
WIS
16
+3
CHA
13
+1
24
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+7 Attack mod
WIS Ability
+3 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+3 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+3 Deception CHA
-1 History INT
+5 Insight WIS
+1 Intimidation CHA
-1 Investigation INT
skills
+3 Medicine WIS
-1 Nature INT
+3 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
-1 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +5 DEX 1d6+3 piercing
 Finesse, Light, Vex
Dagger +5 DEX 1d4+3 piercing
 Finesse, Light, Thrown (Range 20/60), Nick
Shortbow +5 DEX 1d6+3 piercing
 Ammunition (Range 80/320; Arrow), Two-Handed, Vex
Attacks

Spell Book

Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burgalrs Pack, Flyers displaying propaganda, a box to stand on.




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 8, Platinum: 0 Money

Languages: Ostoyan, Draconic, Thieves cant,


Simple weapons and Martial weapons that have the Finesse or Light property


Thieves’ Tools


Light armor


Nick: When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.


Vex: If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.




Languages & Proficiencies


™ & © 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.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Rogue (2024)

Rogues rely on cunning, 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. A few even learn magical tricks to supplement their other abilities. Many Rogues focus on stealth and deception, while others refine skills that help them in a dungeon environment, such as climbing, finding and disarming traps and opening locks.

In combat, Rogues prioritize subtle strikes over brute strength. They would rather make on precise strike than wear an opponent down with a barrage of blows.

Some Rogues began their careers as criminals, while other used their cunning to fight crime. Whatever a Rogue's relation to the law, no common criminal or officer of the law can match the subtle brilliance of the greatest Rogues.

hit dice: 1d8
hit points at 1st level: 8 + Constitution Modifer
hit points at higher levels:
armor proficiencies: Light armor
weapon proficiencies: Simple weapons and Martial weapons that have the Finesse or Light property
tools: Thieves' Tools
saving throws: Dexterity and Intelligence
skills: Choose 4: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Persuasion, Sleight of Hand, or Stealth.
starting equipment:

Choose A or B: (A) Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack and 8 GP; or (B) 100 GP




spellcasting:

Arcane Trickster Spellcasting

Rogue LevelPrepared spells1st2nd3rd4th
332---
443---
543---
643---
7542--
8642--
9642--
10743--

class features:

Level 1: Expertise

You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue Level 6, you gain Expertise in two more of your skill proficiencies of your Choice.

Level 1: Sneak Attack

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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same was the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition and you don't have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Level 1: Thieves' Cant

You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in Chapter 2.

Level 1: Weapon Mastery

Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Level 2: Cunning Action

Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Level 3: Rogue Subclass

You gain a Rogue subclass of your choice. The Arcane Trickster, Assassin, Soulknife, and the Thief subclasses are detailed after this class's description. A Subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.

Level 3: Steady Aim

As a Bonus Action, you give yourself Advantage on your next attack roll on your current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

Level 5: Cunning Strike

You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success.

To use this effect, you must have a Poisoner's Kit on your person.

Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.

Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your speed without provoking Opportunity Attacks.

Level 5: Uncanny Dodge

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

Level 7: Evasion

You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.

Level 7: Reliable Talent

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Level 8: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

Level 10: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Rogue levels 8, 10, 12, and 16.

subclass options:

Arcane Trickster

Enhance Stealth with Arcane Spells
Some Rogues enhance their fine-honed skills of stealth and agility with spells, learning magical tricks to aid them in their trade. Some Arcane Tricksters use their talents as pickpockets and burglars, while others are pranksters.

Level 3: Spellcasting

You have learned to cast spells. See chapter 7 for the rules on spellcasting. The information below details how you use those rules as an Arcane Trickster.

Cantrips. You know three cantrips: Mage Hand and two other cantrips of your choice from the Wizard spell list (See that class's section for its list). Mind Sliver and Minor Illusion are recommended.

Whenever you gain a Rogue level, you can replace one of your cantrips, except Mage Hand, with another Wizard cantrip of your choice.

When you reach Rogue level 10, you learn another Wizard cantrip of your choice.

Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your level 1+ spells. You regain all expended spell slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare a list of the level 1+ spells that are available for you to cast with this feature. To start, choose three level 1 Wizard spells. Charm Person, Disguise Self and Fog Cloud are recommended.

The number of spells on your list increases as you gain Rogue levels, as shown in the Prepared Spells column of the Arcane Trickster Spellcasting table. Whenever that number increases, choose additional Wizard spells until the number of spells on your list matches the number in the Arcane Trickster Spellcasting table. The chosen spells must be of a level for which you have spell slots. For example, if you're a level 7 Rogue, your list of prepared spells can include five Wizard spells of level 1 or 2 in any combination.

Changing Your Prepared Spells. Whenever you gain a Rogue level, you can replace one spell on your list with another Wizard spell for which you have spell slots.

Spellcasting Ability. Intelligence is your Spellcasting ability for your Wizard Spells.

Spellcasting Focus. You can use an Arcane Focus as a Spellcasting Focus for your Wizard Spells.

Level 3: Mage Hand Legerdemain

When you cast Mage Hand, you can cast it as a Bonus Action, and you can make the spectral hand Invisible. You can control the hand as a Bonus Action, and through it, you can make Dexterity (Sleight of Hand) checks.

Level 9: Magical Ambush

If you have the Invisible condition when you cast a spell on a creature, it has Disadvantage on any saving throw it makes against the spell on the same turn.

Level

Proficiency BonusXPAbilitiesSneak Attack

1

+20Expertise, Sneak Attack, Thieves' Cant, Weapon Mastery1d6

2

+2300Cunning Action1d6

3

+2900Rogue Subclass, Steady Aim2d6

4

+22700Ability Score Improvement2d6

5

+36500Cunning Strike, Uncanny Dodge3d6

6

+314,000Expertise3d6

7

+323,000Evasion, Reliable Talent4d6

8

+334,000Ability Score Improvement4d6

9

+448,000Subclass Feature5d6

10

+464,000Ability Score Improvement5d6

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dragonborn

ability score increase:
age:
Size: Medium
speed: 30ft
Languages:
race features:

As a Dragonborn, you have these special traits.

Draconic Ancestry. Your lineage stems from a dragon progenitor. Choose the kind of dragon from the Draconic Ancestors table. Your choice affects your Breath Weapon and Damage Resistance traits as well as your appearance.

DragonDamage Type
Black, CopperAcid
Blue, BronzeLighting
Red, Brass, GoldFire
GreenPoison
Silver, WhiteCold

Breath Weapon. When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in either a 15-foot Cone or a 30-foot Line that is 5 feet wide (choose the shape each time). Each creature in that area must make a Dexterity saving throw (DC 8 plus your Constitution modifier and Proficiency Bonus). On a failed save, a creature takes 1d10 damage of the type determined by your Draconic Ancestry trait. On a successful save, a creature takes half as much damage. This damage increases by 1d10 when you reach character levels 5 (2d10), 11 (3d10), and 17 (4d10).

You can use this Breath Weapon a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest.

Damage Resistance. You have Resistance to the damage type determined by your Draconic Ancestry trait.

Darkvision. You have Darkvision with a range of 60 feet

Draconic Flight. When you reach character level 5, you can channel draconic magic to give yourself temporary flight. As a Bonus Action, you sprout spectral wings on your back that last for 10 minutes or until you retract the wings (no action required) or have the Incapacitated condition. During that time, you have a Fly Speed equal to your Speed. Your wings appear to be made of the same energy as your Breath Weapon. Once you use this trait, you can't use it again until you finish a Long Rest.

The ancestors of dragonborn hatched from the eggs of chromatic and metallic dragons. One story holds that these eggs were blessed by the dragon gods Bahamut and Tiamat, who wanted to populate the multiverse with people created in their image. Another story claims that dragons created the first dragonborn without the gods’ blessings. Whatever their origin, dragonborn have made homes for themselves on the Material Plane.

Dragonborn look like wingless, bipedal dragons - scaly, bright-eyed, and thick-boned with horns on their heads - and their coloration and other features are reminiscent of their draconic ancestors.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 30ft
Components: Verbal, Somatic
Duration: 1 Minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial.

As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet.

The hand can’t attack, activate magic items, or carry more than 10 pounds.

Guidance

0-level (Cantrip) Divination

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, up to 1 minute

You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time: 1 Action
Range/Area: 60 feet
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: Wisdom Saving Throw
Damage/Effect: necrotic

You point at one creature you can see within range, and the single chime of a dolorous bell is audible within 10 feet of the target. The target must succeed on a Wisdom saving throw or take 1d8 Necrotic damage. If the target is missing any of its Hit Points, it instead takes 1d12 Necrotic damage.

At higher levels:

Cantrip Upgrade. The damage increases by one die when you reach levels 5 (2d8 or 2d12), 11 (3d8 or 3d12), and 17 (4d8 or 4d12).

Level 1 Spells

Cure Wounds

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

At higher levels:

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Command

1-level Enchantment

Casting Time: 1 Action
Range/Area: 60 feet
Components: Verbal
Duration: Instantaneous

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. Choose the command from these options:

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target has the Prone condition and then ends its turn.

Halt. On its turn, the target doesn’t move and takes no action or Bonus Action.

At higher levels:

Using a Higher-Level Spell Slot. You can affect one additional creature for each spell slot level above 1.

Cause Fear

1-level Necromancy

Casting Time: 1 Action
Range/Area: 60 feet
Components: Verbal
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom Saving Throw

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

At higher levels:

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

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