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Rogue (3) Charlatan

CLASS & LEVEL BACKGROUND PLAYER NAME


Fibber Malarkey Dwarf/Mountain Dwarf Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +2 25
12 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 21


+1 Strength
DEXTERITY ●
+4 Dexterity

14 ●
+1 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

+2 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

12 +2 Acrobatics (Dex) Total 3d8 SUCCESSES

+1 +1 Animal Handling (Wis) FAILURES

+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+3 Athletics (Str)

14 ●
+3 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+2 +1 Insight (Wis)
Dagger +4 1d4 + 2 piercing
Darkvision: 60 ft.
WISDOM
+1 Intimidation (Cha)
+2 Investigation (Int)
Rapier +4 1d8 + 2 piercing
Damage
+1 Medicine (Wis) Resistances:
13 +2 Nature (Int)
poison

+3 Perception (Wis)
+1
+1 Performance (Cha)

CHARISMA

+3 Persuasion (Cha)
+2 Religion (Int)
(additional
12 ●
+4 Sleight of Hand (Dex) features & traits
+1

+6 Stealth (Dex) on last page)
+1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

13 PASSIVE WISDOM (PERCEPTION)


CP
Piton (10); Waterskin (1);
Candle (5); Spikes, iron
(1); Lantern, hooded (1);
Tool Proficiencies: Disguise Kit; Forgery SP Oil (2); Disguise Kit (1);
Kit; Mason's Tools; Thieves' Tools Thieves' Tools (1);
Grappling hook (1);
EP
Weapon Proficiencies: Battleaxe; Rations (1 day) (5); Rope,
Crossbow, hand; Handaxe; Light hempen (1); String (1);
hammer; Longsword; Rapier; Bag of Sand (1);
Shortsword; Simple; Warhammer
GP
15 Tinderbox (1); Hammer
Armor Proficiencies: Light; Medium
(1); Bell (1); Backpack
PP
(1); Clothes, fine (1); Ball
Language Proficiencies: Common; bearings (1); Tinker's
Dwarvish Tools (1); Chain Shirt (1);
Crowbar (1)
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Fibber Malarkey
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Arcane Trickster, Rogue
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Booming Blade
Mage Hand
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 2 7
EPAR
SPELL NAME
ED
PR

Disguise Self

Find Familiar
4
Silent Image
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).

-----------Other Traits------------
Dwarven Resilience. Advantage on poison saves, resistance to poison damage.

False Identity. Charlatans are colorful characters who conceal their true selves behind the masks
they construct. They reflect what people want to see, what they want to believe, and how they see
the world. But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or
deep-seated trust issues. .

Mage Hand Legerdemain. Starting at 3rd level, when you cast mage hand, you can make the
spectral hand invisible, and you can perform the following additional tasks with it:
-You can stow one object the hand is holding in a container worn or carried by another creature.
-You can retrieve an object in a container worn or carried by another creature.
-You can use thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a
Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check. In
addition, you can use the bonus action granted by your Cunning Action to control the hand.

Sneak Attack. 2d6 extra damage on attack where you have advantage or another enemy of
creature is within 5 ft. (use once/turn).

Spellcasting. Arcane Tricksters gain the ability to cast Wizard spells to enhance their abilities, trick
their foes, and defend themselves more effectively.
Cantrips: You learn three cantrips: Mage Hand and two other cantrips of your choice from the
wizard spell list. At 10th level you learn another cantrip from the wizard spell list.
Spells Known: You know three 1st level wizard spells of your choice, two of which you must
choose from the enchantment and illusion spells on the wizard spell list. The third can be from any
school of magic.
Thereafter you learn another spell at levels 4, 7, 8, 10, 11, 13, 14, 16, 19, and 20.
The spells you learn at 8th, 14th, and 20th level can come from any school of magic.
Whenever you gain a level in this class, you can replace one of the wizard spells you know with
another spell of your choice from the wizard spell list (of a level you can cast).
Spellcasting Ability: Intelligence is your spellcasting ability for your wizard spells, since you learn
your spells through dedicated study and memorization. You use your Intelligence whenever a spell
refers to your spellcasting ability. Your spell saving throw DC is 8+ your proficiency bonus + your
Intelligence modifier. Your spell attack bonus is your proficiency bonus + your Intelligence modifier.
Spell Slots: You start with two 1st level spell slots at Rogue level 3, and gain more as you gain
more Rogue levels.

LevelCantripsKnown1st2nd3rd4th
3rd332---
4th343---
7th3542--
8th3642
10th4743--
11th4843
13th49432-
14th410432
16th411433-
19th4124331
20th4134331.

Stonecunning. 2X prof bonus on stonework-related history checks.

Thieves' Cant. Convey secret messages hidden in normal conversation.

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