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D&D 5E Character Sheet: Wood Elf Rogue

Cardan is a Level 9 Wood Elf Rogue with a criminal background, proficient in stealth and various skills such as Acrobatics and Deception. He possesses unique abilities like Sneak Attack and Psychic Blades, allowing him to deal significant damage and utilize psionic powers. His equipment includes a rapier, shortbow, and various adventuring gear, along with a magic item called the Dagger of Blood Sacrifice that enhances his attack rolls at a cost.

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Emanuel Dantas
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0% found this document useful (0 votes)
56 views3 pages

D&D 5E Character Sheet: Wood Elf Rogue

Cardan is a Level 9 Wood Elf Rogue with a criminal background, proficient in stealth and various skills such as Acrobatics and Deception. He possesses unique abilities like Sneak Attack and Psychic Blades, allowing him to deal significant damage and utilize psionic powers. His equipment includes a rapier, shortbow, and various adventuring gear, along with a magic item called the Dagger of Blood Sacrifice that enhances his attack rolls at a cost.

Uploaded by

Emanuel Dantas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Level 9 Wood Elf Rogue, Soulknife 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Cardan
Criminal Robson
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Leather 15 bright light, and in darkness as if it were dim light.
Athlete. When you are prone, standing up uses only 5 feet of your
PROFICIENCY BONUS +4
8
SHIELD [Link] doesn’t cost you extra [Link] can make a
AC running long jump or a running high jump after moving only 5 feet on
foot, rather than 10 feet.
N
CIE C Elven Accuracy. Whenever you have advantage on an attack roll using
-1 Strength
Y
PROFI

-1
Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the
dice once.
✘ +8 Dexterity
Tool Expertise (Thieves’ Tools). Your proficiency bonus is doubled for any
+0 Constitution ARMOR CLASS Thieves’ Tools check you make.
DEXTERITY
✘ +6 Intelligence Sneak Attack. Once per turn, you can deal an extra 5d6 damage to one
MAXIMUM HIT DICE TEMPORARY creature you hit with an attack if you have advantage on the attack roll.

19 +2 Wisdom The attack must use a finesse or a ranged [Link] don’t need
49 9d8 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
+1 Charisma the attack roll.
CONDITIONAL

+4 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
CURRENT HIT POINTS longer to convey such a message than it does to speak the same idea
[Link] addition, you understand a set of secret signs and symbols used
CONSTITUTION DEATH SAVING THROWS to convey short, simple messages, such as whether an area is dangerous
SAVING THROWS 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

10 N
CIE C

+8 Acrobatics (Dex)
SPEED
35ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
on the run.
Y
PROFI

✘ Cunning Action. You can take a bonus action on each of your turns in
RT

EXPE
combat. This action can be used only to take the Dash, Disengage, or Hide
+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION action.
+0 +2 Arcana (Int) Darkvision Uncanny Dodge (Reaction). When an attacker that you can see hits you
with an attack, you can halve the attack’s damage against you.
-1 Athletics (Str)
Evasion. When you are subjected to an effect that allows you to make a
INTELLIGENCE ✘ +5 Deception (Cha) 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

14 +2 History (Int) fail.


Psionic Power (8d8/Long Rest). This energy is represented by your Psionic
+2 Insight (Wis) Energy dice, which are each a d8. In addition, as a bonus action, you can
regain one expended Psionic Energy die, but you can’t do so again until
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS you finish a short or long rest.
+2 ✘ +6 Investigation (Int) Psi-Bolstered Knack. If you fail an ability check using a skill or tool with
which you have proficiency, you can roll one Psionic Energy die and add
+2 Medicine (Wis) Fey Ancestry. Advantage on saving throws against the number rolled to the check, potentially turning failure into success.
WISDOM
being charmed, and magic can’t put you to sleep. You expend the die only if the roll succeeds.
+2 Nature (Int)
Psychic Whispers (Action). Choose up to 4 creatures you can see, and

14 ✘✘ +10 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they then roll one Psionic Energy die. For a number of hours equal to the
meditate deeply, remaining semiconscious, for 4 number rolled, the chosen creatures can speak telepathically with you,
+1 Performance (Cha) and you can speak telepathically with them. To send or receive a message,
hours a day. you and the other creature must be within 1 mile of each other. A
creature can’t use this telepathy if it can’t speak any languages, and a
✘✘ +9 Persuasion (Cha)
+2 +2 Religion (Int)
Mask of the Wild. You can attempt to hide even creature can end the telepathic connection at any time. You and the
creature don’t need to speak a common language to understand each
when you are only lightly obscured. other.
The first time you use this power after each long rest, you don’t expend
✘ +8 Sleight of Hand (Dex) the Psionic Energy die. All other times you use the power, you expend the
CHARISMA die.
✘✘ +12 Stealth (Dex)
Psychic Blades. Whenever you take the Attack action, you can manifest a

12 +2 Survival (Wis)
SKILLS
psychic blade from your free hand and make the attack with that blade.
This magic blade is a simple melee weapon with the finesse and thrown
properties. It has a normal range of 60 feet and no long range, and on a
hit, it deals psychic damage equal to 1d6 plus the ability modifier you used
for the attack roll. The blade vanishes immediately after it hits or misses
+1 20 PASSIVE PERCEPTION its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged attack
with a second psychic blade as a bonus action on the same turn, provided
your other hand is free to create it. The damage die of this bonus attack is
1d4, instead of 1d6.
ADVANTAGE

Homing Strikes. If you make an attack roll with your Psychic Blades and
INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS
miss the target, you can roll one Psionic Energy die and add the number
rolled to the attack roll. If this causes the attack to hit, you expend the
Psionic Energy die.
Psychic Teleportation (Bonus Action). You manifest one of your Psychic
NAME RANGE ATTACK DAMAGE / TYPE Blades, expend one Psionic Energy die and roll it, and throw the blade at
an unoccupied space you can see, up to a number of feet away equal to
Rapier 5 ft +8 vs AC 1d8+4 piercing 10 times the number rolled. You then teleport to that space, and the
Finesse blade vanishes.

FEATURES & TRAITS


Shortbow 80/320 +8 vs AC 1d6+4 piercing
Ammunition, Two-Handed

Dagger 20/60 +8 vs AC 1d4+4 piercing Armor Proficiencies. Light Armor


Finesse, Light, Thrown
Weapon Proficiencies. Longsword, Shortsword,
Psionic Blade 20/60 +8 vs AC 1d8+4 psychic Shortbow, Longbow, Simple Weapons, Crossbow,
Finesse and thrown Hand, Rapier

Tool Proficiencies. Thieves’ tools, Playing card set

Languages. Common, Elvish, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 4'6" 90 lb.
GENDER AGE HEIGHT WEIGHT
Cardan
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals
and still have contacts within the criminal underworld. You’re far closer than most people to the world of murder, theft,
and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules
and regulations of society.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Criminal Contact
You have a reliable and trustworthy contact who acts
as your liaison to a network of other criminals. You
know how to get messages to and from your contact,
even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and
seedy sailors who can deliver messages for you.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Dagger of Blood Sacrifice. - The Pain Maiden's Blessing:
[Leather] 1 10 Após um ataque bem-sucedido com esta adaga, o
Thieves’ Tools 1 1 portador recebe um bônus de +1d4 nas jogadas de
Dagger 3 3 ataque e nos testes de resistência até o final do próximo
[Rapier] 1 2 turno.- Boold Sacrifice: A dor é um caminho para o
Shortbow 1 2 poder. Sofra 1d4 de dano cortante para receber um
Arrow 20 1 bônus de +1d4 em jogadas de ataque e testes de
Quiver 1 1 resistência.
Explorer’s Pack 1 10

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

30 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.

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