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Character Sheet for Feanor Thavus

this is free to use character sheet for dnd5e

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Afi T
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0% found this document useful (0 votes)
6 views7 pages

Character Sheet for Feanor Thavus

this is free to use character sheet for dnd5e

Uploaded by

Afi T
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 12 High Elf Rogue, Arcane Trickster 100000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Feanor thavus
Sage Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of


STRENGTH Studded Leather +1 18 you as if it were bright light, and in darkness as if it
were dim light.
PROFICIENCY BONUS +4
8
SHIELD
AC
Sneak Attack. Once per turn, you can deal an extra
N
6d6 damage to one creature you hit with an attack if
CIE C

-1 Strength you have advantage on the attack roll. The attack


Y
PROFI

-1 must use a finesse or a ranged [Link] don’t


✘ +9 Dexterity need advantage on the attack roll if another enemy of
+2 Constitution ARMOR CLASS the target is within 5 feet of it, that enemy isn’t
DEXTERITY incapacitated, and you don’t have disadvantage on
✘ +8 Intelligence the attack roll.
MAXIMUM HIT DICE TEMPORARY

20 +1 Wisdom

+1 Charisma
87 12d8 Thieves’ Cant. A secret mix of dialect, jargon, and
code that allows you to hide messages in seemingly
CONDITIONAL normal conversation. Only another creature that
+5 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CURRENT HIT POINTS than it does to speak the same idea [Link]
addition, you understand a set of secret signs and
CONSTITUTION DEATH SAVING THROWS

SAVING THROWS symbols used to convey short, simple messages, such


as whether an area is dangerous or the territory of a
14 N
CIE C

+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
thieves’ guild, whether loot is nearby, or whether the
Y
PROFI

people in an area are easy marks or will provide a


RT

EXPE

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION safe house for thieves on the run.
+2 ✘✘ +12 Arcana (Int) Darkvision Cunning Action. You can take a bonus action on each
-1 Athletics (Str)
of your turns in combat. This action can be used only
to take the Dash, Disengage, or Hide action.
INTELLIGENCE +1 Deception (Cha)
Uncanny Dodge (Reaction). When an attacker that
18 ✘ +8 History (Int)
+1 Insight (Wis)
you can see hits you with an attack, you can halve the
attack’s damage against you.
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS Evasion. When you are subjected to an effect that
+4 ✘✘ +12 Investigation (Int) allows you to make a Dexterity saving throw to take
only half damage, you instead take no damage if you
+1 Medicine (Wis) Fey Ancestry. Advantage on saving throws against succeed on the saving throw, and only half damage if
WISDOM
being charmed, and magic can’t put you to sleep. you fail.
+4 Nature (Int)

12 ✘✘ +9 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they Reliable Talent. Whenever you make an ability check
meditate deeply, remaining semiconscious, for 4 that lets you add your proficiency bonus, you can
+1 Performance (Cha) hours a day. treat a d20 roll of 9 or lower as a 10.
✘ +5 Persuasion (Cha)
+1 +4 Religion (Int)
Mage Hand Legerdemain. When you cast mage
hand, you can make the spectral hand invisible, and
✘ +9 Sleight of Hand (Dex) you can perform the following additional tasks with it:
CHARISMA You can stow one object the hand is holding in a
✘✘ +13 Stealth (Dex) container worn or carried by another creature,

12 +1 Survival (Wis) retrieve an object in a container worn or carried by


SKILLS another creature, or use thieves’ tools to pick locks
and disarm traps at [Link] can perform one of
these tasks without being noticed by a creature if you
+1 19 PASSIVE PERCEPTION succeed on a Sleight of Hand check contested by the
creature’s Perception check. In addition, you can use
the bonus action granted by your Cunning Action to
ADVANTAGE
control the hand.
INITIATIVE +5 1 Attack / Attack Action RACIAL TRAITS
Magical Ambush. If you are hidden from a creature
when you cast a spell on it, the creature has
disadvantage on any saving throw it makes against
NAME RANGE ATTACK DAMAGE / TYPE the spell this turn.
Spirit Spear +1 20/60 +4 vs AC 1d6+0 piercing
Thrown, Versatile
FEATURES & TRAITS

Armor Proficiencies. Light Armor

Weapon Proficiencies. Longsword, Shortsword,


Shortbow, Longbow, Simple Weapons, Crossbow,
Hand, Rapier

Tool Proficiencies. Thieves’ tools

Languages. Common, Elvish, Draconic, Celestial,


Infernal, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


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

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the
greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Researcher
When you attempt to learn or recall a piece of lore, if
you do not know that information, you often know
where and from whom you can obtain it. Usually,
this information comes from a library, scriptorium,
university, or a sage or other learned person or
creature. Your DM might rule that the knowledge
you seek is secreted away in an almost inaccessible
place, or that it simply cannot be found. Unearthing
the deepest secrets of the multiverse can require an
adventure or even a whole campaign

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 Studded Leather +1. You have a bonus to AC while
Backpack 1 5 [Studded Leather +1] 1 13 wearing this armor. The bonus is determined by its
Blanket 1 3 [Spirit Spear +1] 1 3 rarity.
Candle 5 —
Tinderbox 1 1 Spirit Spear +1. You have a +1 bonus to attack and
Rations (1 day) 2 4 damage rolls made with this magic weapon and any spell
Waterskin 1 5 attack made with it deal an additional 1d6 slashing
Thieves’ Tools 1 1 damage.

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

35 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.
Intelligence +8 16 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Arcane Trickster

CANTRIPS Mage Hand Mending


Prestidigitation True Strike

1ST LEVEL 4 SPELL SLOTS Charm Person Color Spray


Disguise Self Shield

2ND LEVEL 3 SPELL SLOTS Blur Mirror Image


Misty Step Phantasmal Force

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Message (High Elf)


Mage Hand Mending Message
Conjuration Cantrip Transmutation Cantrip Transmutation Cantrip

CASTING TIME 1 action CASTING TIME 1 minute CASTING TIME 1 action


RANGE 30 feet RANGE Touch RANGE 120 feet
DURATION 1 minute DURATION Instantaneous DURATION 1 round
COMPONENTS V, S COMPONENTS V, S, M (two lodestones) COMPONENTS V, S, M (a short piece of copper wire)

A spectral, floating hand appears at a point you choose within range. This spell repairs a single break or tear in an object you touch, such as You point your finger toward a creature within range and whisper a
The hand lasts for the duration or until you dismiss it as an action. broken chain link, two halves of a broken key, a torn cloak, or a message. The target (and only the target) hears the message and can
The hand vanishes if it is ever more than 30 feet away from you or if leaking wineskin. As long as the break or tear is no larger than 1 foot reply in a whisper that only you can hear. You can cast this spell
you cast this spell again. in any dimension, you mend it, leaving no trace of the former through solid objects if you are familiar with the target and know it is
You can use your action to control the hand. You can use the hand damage. This spell can physically repair a magic item or construct, beyond the barrier. Magical silence, 1 foot of stone, 1 inch of
to manipulate an object, open an unlocked door or container, stow or but the spell can’t restore magic to such an object. common metal, a thin sheet of lead, or 3 feet of wood blocks the
retrieve an item from an open container, or pour the contents out of spell. The spell doesn’t have to follow a straight line and can travel
a vial. You can move the hand up to 30 feet each time you use it. The freely around corners or through openings.
hand can’t attack, activate magic items, or carry more than 10
pounds.

Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Cantrip (High Elf) Player’s Handbook

Prestidigitation True Strike Charm Person


Transmutation Cantrip Divination Cantrip 1st-level enchantment

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE 30 feet RANGE 30 feet
DURATION Up to 1 hour DURATION Concentration, up to 1 round DURATION 1 hour
COMPONENTS V, S COMPONENTS S COMPONENTS V, S

This spell is a minor magical trick that novice spellcasters use for You extend your hand and point a finger at a target in range. Your You attempt to charm a humanoid you can see within range. It must
practice. You create one of the following magical effects within magic grants you a brief insight into the target’s defenses. On your make a Wisdom saving throw, and does so with advantage if you or
range: next turn, you gain advantage on your first attack roll against the your companions are fighting it. If it fails the saving throw, it is
• You create an instantaneous, harmless sensory effect, such as a target, provided that this spell hasn’t ended. charmed by you until the spell ends or until you or your companions
shower of sparks, a puff of wind, faint musical notes, or an odd odor. do anything harmful to it. The charmed creature regards you as a
• You instantaneously light or snuff out a candle, a torch, or a friendly acquaintance. When the spell ends, the creature knows it
small campfire. was charmed by you.
• You instantaneously clean or soil an object no larger than 1 cubic At Higher Levels. When you cast this spell using a spell slot of 2nd
foot. level or higher, you can target one additional creature for each slot
• You chill, warm, or flavor up to 1 cubic foot of nonliving material level above 1st. The creatures must be within 30 feet of each other
for 1 hour. when you target them.
• You make a color, a small mark, or a symbol appear on an object
or a surface for 1 hour.
• You create a nonmagical trinket or an illusory image that can fit
in your hand and that lasts until the end of your next turn.

If you cast this spell multiple times, you can have up to three of its
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook

Color Spray Disguise Self Shield


1st-level illusion 1st-level illusion 1st-level abjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 reaction


RANGE Self (15-foot cone) RANGE Self RANGE Self
DURATION 1 round DURATION 1 hour DURATION 1 round
COMPONENTS V, S, M (a pinch of powder or sand that is colored red, yellow, and COMPONENTS V, S COMPONENTS V, S
blue)

A dazzling array of flashing, colored light springs from your hand. Roll You make yourself—including your clothing, armor, weapons, and Reaction trigger: You are hit by an attack or targeted by the magic
6d10, the total is how many hit points of creatures this spell can other belongings on your person—look different until the spell ends missile spell An invisible barrier of magical force appears and protects
effect. Creatures in a 15-foot cone originating from you are affected or until you use your action to dismiss it. You can seem 1 foot shorter you. Until the start of your next turn, you have a +5 bonus to AC,
in ascending order of their current hit points (ignoring unconscious or taller and can appear thin, fat, or in between. You can’t change including against the triggering attack, and you take no damage from
creatures and creatures that can’t see). your body type, so you must adopt a form that has the same basic magic missile.
Starting with the creature that has the lowest current hit points, arrangement of limbs. Otherwise, the extent of the illusion is up to
each creature affected by this spell is blinded until the end of your you.
next turn. Subtract each creature’s hit points from the total before The changes wrought by this spell fail to hold up to physical
moving on to the creature with the next lowest hit points. A inspection. For example, if you use this spell to add a hat to your
creature’s hit points must be equal to or less than the remaining total outfit, objects pass through the hat, and anyone who touches it
for the creature to be affected. would feel nothing or would feel your head and hair. If you use this
At Higher Levels. When you cast this spell using a spell slot of 2nd spell to appear thinner than you are, the hand of someone who
level or higher, roll an additional 2d10 for each slot level above 1st. reaches out to touch you would bump into you while it was
seemingly still in midair.
To discern that you are disguised, a creature can use its action to
inspect your appearance and must succeed on an Intelligence
(Investigation) check against your spell save DC.

Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook
Blur Mirror Image Misty Step
2nd-level illusion 2nd-level illusion 2nd-level conjuration

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE Self RANGE Self RANGE Self
DURATION Concentration, up to 1 minute DURATION 1 minute DURATION Instantaneous
COMPONENTS V COMPONENTS V, S COMPONENTS V

Your body becomes blurred, shifting and wavering to all who can see Three illusory duplicates of yourself appear in your space. Until the Briefly surrounded by silvery mist, you teleport up to 30 feet to an
you. For the duration, any creature has disadvantage on attack rolls spell ends, the duplicates move with you and mimic your actions, unoccupied space that you can see.
against you. An attacker is immune to this effect if it doesn’t rely on shifting position so it’s impossible to track which image is real. You
sight, as with blindsight, or can see through illusions, as with can use your action to dismiss the illusory duplicates. Each time a
truesight. creature targets you with an attack during the spell’s duration, roll a
d20 to determine whether the attack instead targets one of your
duplicates. If you have three duplicates, you must roll a 6 or higher to
change the attack’s target to a duplicate. With two duplicates, you
must roll an 8 or higher. With one duplicate, you must roll an 11 or
higher. A duplicate’s AC equals 10 + your Dexterity modifier. If an
attack hits a duplicate, the duplicate is destroyed. A duplicate can be
destroyed only by an attack that hits it. It ignores all other damage
and effects. The spell ends when all three duplicates are destroyed. A
creature is unaffected by this spell if it can’t see, if it relies on senses
other than sight, such as blindsight, or if it can perceive illusions as
false, as with truesight.

Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook

Phantasmal Force
2nd-level illusion

CASTING TIME 1 action


RANGE 60 feet
DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (a bit of fleece)
You craft an illusion that takes root in the mind of a creature that you can
see within range. The target must make an Intelligence saving throw. On a
failed save, you create a phantasmal object, creature, or other visible
phenomenon of your choice that is no larger than a 10-foot cube and that is
perceivable only to the target for the duration. This spell has no effect on
undead or constructs. The phantasm includes sound, temperature, and
other stimuli, also evident only to the creature. The target can use its action
to examine the phantasm with an Intelligence (Investigation) check against
your spell save DC. If the check succeeds, the target realizes that the
phantasm is an illusion, and the spell ends. While a target is affected by the
spell, the target treats the phantasm as if it were real. The target rationalizes
any illogical outcomes from interacting with the phantasm. For example, a
target attempting to walk across a phantasmal bridge that spans a chasm
falls once it steps onto the bridge. If the target survives the fall, it still
believes that the bridge exists and comes up with some other explanation
for its fall—it was pushed, it slipped, or a strong wind might have knocked it
off. An affected target is so convinced of the phantasm’s reality that it can
even take damage from the illusion. A phantasm created to appear as a
creature can attack the target. Similarly, a phantasm created to appear as
fire, a pool of acid, or lava can burn the target. Each round on your turn, the
phantasm can deal 1d6 psychic damage to the target if it is in the
phantasm’s area or within 5 feet of the phantasm, provided that the illusion
is of a creature or hazard that could logically deal damage, such as by
attacking. The target perceives the damage as a type appropriate to the
illusion.

Spellcasting (Rogue) Player’s Handbook


Studded Leather +1 Spirit Spear +1 Backpack
Armor Weapons Adventuring Gear

You have a bonus to AC while wearing this armor. The You have a +1 bonus to attack and damage rolls made with A backpack is a leather pack carried on the back, typically
bonus is determined by its rarity. this magic weapon and any spell attack made with it deal with straps to secure it. A backpack can hold 1 cubic foot/
an additional 1d6 slashing damage. 30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

13 lb. Dungeon Master’s Guide 3 lb. The Priest Class 5 lb. Player’s Handbook

Blanket Candle Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and This small container holds flint, fire steel, and tinder
dim light for an additional 5 feet. (usually dry cloth soaked in light oil) used to kindle a fire.
Using it to light a torch—or anything else with abundant,
exposed fuel—takes an action. Lighting any other fire takes
1 minute.

3 lb. Player’s Handbook — Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Thieves’ Tools


Adventuring Gear Adventuring Gear Tools

Rations consist of dry foods suitable for extended travel, Perhaps the most common tools used by adventurers, thieves’
including jerky, dried fruit, hardtack, and nuts. tools are designed for picking locks and foiling traps.
Proficiency with the tools also grants you a general knowledge
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 1 lbs. Player’s Handbook

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