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Nyssara Velkyn
Level 10 (0/85000 XP for level-up)
Background Charlatan
Size Medium
Species Drow (Dark Elf)
Rogue
Level 10
Hit dice 10/10
1d8+2

STR 8
-1
STR save: -1
DEX 20
+5
DEX save: +9
CON 14
+2
CON save: +2
INT 12
+1
INT save: +5
WIS 10
+0
WIS save: +0
CHA 16
+3
CHA save: +3

Initiative (DEX)
+5
Speed
40
Passive Perception
10
Heroic Inspiration
Armor Class (AC)
18
Studded Leather Armor +1
Hit Points
23 / 73
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+7
Ability
CHA
Abi Mod
+3
Save DC
15
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
+1 Rapier +10 DEX 1d8+1+5 Piercing
  Properties: Finesse
Shortbow +1 +4 STR 1d6+1-1 Piercing
  Properties: Ammunition (Range 80/320; Arrow), Two-Handed
Dagger +9 DEX 1d4+5 Piercing
  Properties: Finesse, Light, Thrown (Range 20/60)
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Studded Leather Armor +1 18
Skills
P/E Bonus Skill Abi
+9 Acrobatics DEX
+0 Animal Handling WIS
+1 Arcana INT
-1 Athletics STR
+11 Deception CHA
+1 History INT
+4 Insight WIS
+3 Intimidation CHA
+5 Investigation INT
+0 Medicine WIS
+1 Nature INT
+0 Perception WIS
+3 Performance CHA
+11 Persuasion CHA
+1 Religion INT
+13 Sleight of Hand DEX
+13 Stealth DEX
+0 Survival WIS
+13 Thieves’ Tools DEX
+9 Forgery Kit DEX

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Dancing Lights
+7
Action 120 ft Concentration 1 min V, S, M
 Notes:   You create up to four torch-size lights within range, making them appear as torches, lanterns, or glowing orbs that hover for the duration. Alternatively, you combine the four lights into one glowing Medium form that is vaguely humanlike. Whichever form you choose, each light sheds Dim Light in a 10-foot radius. As a Bonus Action, you can move the lights up to 60 feet to a space within range. A light must be within 20 feet of another light created by this spell, and a light vanishes if it exceeds the spell’s range.

Level 1 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Faerie Fire
+7
Action 60 ft Concentration 1 min V
 Notes:   Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Level 2 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Darkness
+7
Action 60 ft Concentration 10 min V, M
 Notes:   For the duration, magical Darkness spreads from a point within range and fills a 15-foot-radius Sphere. Darkvision can’t see through it, and nonmagical light can’t illuminate it. Alternatively, you cast the spell on an object that isn’t being worn or carried, causing the Darkness to fill a 15-foot Emanation originating from that object. Covering that object with something opaque, such as a bowl or helm, blocks the Darkness. If any of this spell’s area overlaps with an area of Bright Light or Dim Light created by a spell of level 2 or lower, that other spell is dispelled.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 123, Platinum: 0
Treasure and Equipment
Proficiencies, Languages, and Talents
+1 Rapier
Shortbow +1
Studded Leather Armor +1
Thieves’ Tools (masterwork)
Daggers (hidden)
Quiver (20/20)
Thieves’ Tools
Forgery Kit
Costume
Fine Clothes

Boots of Elvenkind
Backstory
Personality
Traits: Cold, observant, effortlessly manipulative
Ideal: Control is the only true power
Bond: The memory of her fallen house
Flaw: Deep paranoia; struggles to trust anyone
Notes
Rogue Features:
-Sneak Attack: 5d6
-Expertise: Stealth, Deception, Thieves’ Tools, Perception
-Cunning Action: Bonus action Dash, Disengage, Hide
-Steady Aim
-Uncanny 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 damage 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 effect 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 itself 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. 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).
-Evasion: Avoid/halve AoE damage
-Reliable Talent: Any proficient skill roll of 9 or lower counts as 10
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Thief Archetype:
-Fast Hands: As a Bonus Action, you can do one of the following.
-Sleight of Hand. Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.
-Use an Object. Take the Utilize action, or take the Magic action to use a magic item that requires that action
-Second-Story Work: Climbing & jumping improved
-Supreme Sneak: You gain the following Cunning Strike option.
-Stealth Attack (Cost: 1d6). If you have the Hide action’s Invisible condition, this attack doesn’t end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.
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Drow Traits:
-Darkvision: 120 ft
-Sunlight Sensitivity: Disadvantage on attacks/perception in sunlight
-Fey Ancestry: Advantage vs charm, immune to magical sleep
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Innate Magic:
-Dancing Lights (cantrip)
-Faerie Fire (1/day)
-Darkness (1/day)
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Boots of Elvenkind:
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
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Feats:
-Skill Expert
-Speedy
-Speed Increase. Your Speed increases by 10 feet.
-Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn't cost you extra movement for the rest of that turn.
-Agile Movement. Opportunity Attacks have Disadvantage against you.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, 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" with a large format like A3.
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