Rogue 3 NickWarriorDM
CLASS & LEVEL PLAYER NAME
Volleth
Wood Elf Haunted One (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+0 Constitution +3 13 18 --
12 • +1 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
+1
+2 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
Immunities - Magical Sleep
DEXTERITY FAILURES
Advantage against
17 being charmed DEFENSES HIT DICE DEATH SAVES
+3 SAVING THROWS HEROIC INSPIRATION
=== ARMOR ===
Light Armor
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
10 P
+2
+1
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longbow, Longsword,
Rapier, Shortsword, Simple Weapons
+0 P +3 Athletics STR === TOOLS ===
ABILITY SAVE DC Thieves' Tools
P +4 Deception CHA
-1 History INT === LANGUAGES ===
INTELLIGENCE
+2 Insight WIS Common, Deep Speech, Elvish, Thieves’
35 ft. (Walking) Cant, Undercommon
8 P +4 Intimidation CHA
-1 Investigation INT
-1 +2 Medicine WIS SPEED
-1 Nature INT PROFICIENCIES & TRAINING
WISDOM E +6 Perception WIS
P +4 Performance CHA === ACTIONS === take the Use an Object action.
14 +2 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help, === SPECIAL ===
Hide, Ready, Search, Utilize, Opportunity Attack, Mask of the Wild
-1 Religion INT
+2 Grapple, Shove, Improvise, Two-Weapon Fighting, You can attempt to hide even when you are only
+3 Sleight of Hand DEX Interact with an Object, Study, Influence lightly obscured.
+3 Stealth DEX === BONUS ACTIONS === Sneak Attack
CHARISMA Cunning Action Once per turn, you can deal an extra 2d6 damage
P +4 Survival WIS
You can take a bonus action on each of your turns to one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack
14 to take the Dash, Disengage, or Hide action.
Fast Hands
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that
You can use the bonus action granted by your enemy isn’t incapacitated, and you don’t have
+2 Cunning Action to make a Sleight of Hand check, use disadvantage on the attack roll.
your thieves’ tools to disarm a trap or open a lock, or
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
16 PASSIVE PERCEPTION
Unarmed Strike +3 2 Bludgeoning
12 PASSIVE INSIGHT
9 PASSIVE INVESTIGATION
Darkvision 60 ft.
SENSES WEAPON ATTACKS & CANTRIPS
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Rogue 3 NickWarriorDM
CLASS & LEVEL PLAYER NAME
Volleth
Wood Elf Haunted One (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
=== ROGUE FEATURES === Cunning Action to make a Sleight of Hand check, use obscured.
your thieves’ tools to disarm a trap or open a lock, or
* Hit Points • PHB 95 take the Use an Object action. | Special
* Proficiencies • PHB 95 | 1 Bonus Action
* Expertise • PHB 96 * Second-Story Work • PHB 97
Your proficiency bonus is doubled for any ability check Climbing no longer costs you extra movement, and
you make for two chosen proficiencies. [6th] Choose when you make a running jump, the distance you
two additional proficiencies. cover increases by +3 feet.
* Sneak Attack • PHB 96
Once per turn, you can deal an extra 2d6 damage to === WOOD ELF SPECIES TRAITS ===
one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack * Darkvision • BR 23
roll. You don’t need advantage on the attack roll if You can see in darkness (shades of gray) up to 60 ft.
another enemy of the target is within 5 ft. of it, that
enemy isn’t incapacitated, and you don’t have * Keen Senses • BR 23
disadvantage on the attack roll. You have proficiency in the Perception skill.
| Special * Fey Ancestry • BR 23
You have advantage on saves against being charmed,
* Thieves’ Cant • PHB 96 and magic can’t put you to sleep.
You have learned thieves’ cant, a secret mix of dialect,
jargon, and code that allows you to hide messages in * Trance • BR 23
seemingly normal conversation. It takes four times You don't need to sleep, but meditate semiconsciously
longer to convey such a message than it does to for 4 hours a day. While meditating, you can dream
speak the same idea plainly. after a fashion; such dreams are actually mental
exercises that have become reflexive through years of
* Cunning Action • PHB 96 practice. After resting in this way, you gain the same
You can take a bonus action on each of your turns to benefit that a human does from 8 hours of sleep.
take the Dash, Disengage, or Hide action.
* Elf Weapon Training • BR 24
| 1 Bonus Action You have proficiency with the longsword, shortsword,
shortbow, and longbow.
* Roguish Archetype • PHB 96
* Fleet of Foot • BR 24
| Thief Your base walking speed increases to 35 feet.
* Fast Hands • PHB 97 * Mask of the Wild • BR 24
You can use the bonus action granted by your You can attempt to hide even when you are only lightly
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Leather 1 10 lb. Lantern, Hooded 1 2 lb.
Dagger 1 1 lb. Oil (flask) 2 2 lb.
SP 0 Dagger 1 1 lb. Piton 10 2.5 lb.
Shortbow 1 2 lb. Rations (1 day) 5 10 lb.
EP 0 Rapier 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.
Arrows 20 1 lb. Tinderbox 1 1 lb.
GP 10 Backpack 1 5 lb. Waterskin 1 5 lb.
Chest 1 25 lb. String 10 --
PP 0 Clothes, Common 1 3 lb. Crowbar 1 5 lb.
Thieves' Tools 1 1 lb. Hammer 1 3 lb.
WEIGHT CARRIED
114 lb. Ball Bearings (bag of 1,000) 1,000 2 lb. Holy Water (flask) 1 1 lb.
ENCUMBERED Bell 1 -- ATTUNED MAGIC ITEMS QTY WEIGHT
180 lb. Candle 5 --
PUSH/DRAG/LIFT Crowbar 1 5 lb.
360 lb. Hammer 1 3 lb.
EQUIPMENT
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Rogue 3 NickWarriorDM
CLASS & LEVEL PLAYER NAME
Volleth
Wood Elf Haunted One (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
ADDITIONAL FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
Manacles 1 6 lb.
Mirror, Steel 1 0.5 lb.
Oil (flask) 1 1 lb.
Tinderbox 1 1 lb.
Torch 3 3 lb.
Stake (Wooden) 9 --
Holy Symbol 1 --
ADDITIONAL EQUIPMENT
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Homem másculo 100 Medium 1,70 154
GENDER AGE SIZE HEIGHT WEIGHT
Volleth Neutral Cor de Pele Verde branco
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
CHARACTER BACKSTORY ADDITIONAL NOTES
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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
SPELLS
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