Brice Eaton: Character Level, Race, & Class Experience

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Level 5 Changeling Rogue, Mastermind 6500

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Brice Eaton
Faction Agent Steve
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Tool Expertise (Thieves’ Tools). Your proficiency


STRENGTH Studded Leather 15 bonus is doubled for any Thieves’ Tools check you
make.
PROFICIENCY BONUS +3
9
SHIELD
AC
Sneak Attack. Once per turn, you can deal an extra
N
CIE C
3d6 damage to one creature you hit with an attack
-1 Strength if you have advantage on the attack roll. The attack
Y
PROFI

-1 must use a finesse or a ranged weapon.You don’t


✘ +6 Dexterity
need advantage on the attack roll if another enemy
+2 Constitution ARMOR CLASS of the target is within 5 feet of it, that enemy isn’t
DEXTERITY
✘ +5 Intelligence
incapacitated, and you don’t have disadvantage on
MAXIMUM HIT DICE TEMPORARY the attack roll.
16 +1 Wisdom

+3 Charisma
38 5d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
normal conversation. Only another creature that
+3 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 plainly.In
CONSTITUTION DEATH SAVING THROWS
addition, you understand a set of secret signs and
SAVING THROWS
symbols used to convey short, simple messages,
14 N
CIE C

+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
Y
PROFI


RT

EXPE

VISION INSPIRATION EXHAUSTION or whether the people in an area are easy marks or
+1 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+2 +2 Arcana (Int)
Cunning Action. You can take a bonus action on
-1 Athletics (Str)
each of your turns in combat. This action can be
INTELLIGENCE ✘✘ +9 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
14 ✘
+2 History (Int)

+4 Insight (Wis) Uncanny Dodge (Reaction). When an attacker that


you can see hits you with an attack, you can halve
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS the attack’s damage against you.
+2 ✘ +5 Investigation (Int)
Shapechanger (Action). You can change your Master of Intrigue. You can unerringly mimic the
+1 Medicine (Wis)
appearance and your voice. You determine the speech patterns and accent of a creature that you
WISDOM +2 Nature (Int) hear speak for at least 1 minute, allowing you to
specifics of the changes, including your coloration,
pass yourself off as a native speaker of a particular
13 ✘ +4 Perception (Wis) hair length, and sex. You can also adjust your
height and weight, but not so much that your size land, provided that you know the language.
+3 Performance (Cha) changes. You can make yourself appear as a
member of another race, though none of your Master of Tactics. You can use the Help action as a
✘ +6 Persuasion (Cha)
+1 game statistics change. You can’t duplicate the bonus action. Additionally, when you use the Help
+2 Religion (Int) appearance of a creature you’ve never seen, and action to aid an ally in attacking a creature, the
you must adopt a form that has the same basic target of that attack can be within 30 feet of you,
✘ +6 Sleight of Hand (Dex)
arrangement of limbs that you have. Your clothing rather than 5 feet of you, if the target can see or
CHARISMA ✘ +6 Stealth (Dex) hear you.
and equipment aren’t changed by this trait.You

17 +1 Survival (Wis) stay in the new form until you use an action to
SKILLS revert to your true form or until you die.

+3 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +6 vs AC 1d8+3 piercing
Finesse
FEATURES & TRAITS
Dagger 20/60 +6 vs AC 1d4+3 piercing
Finesse, Light, Thrown

Shortbow 80/320 +6 vs AC 1d6+3 piercing Armor Proficiencies. Light Armor


Ammunition, Two-Handed
Weapon Proficiencies. Simple Weapons, Crossbow,
Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Playing card set, Thieves’ tools,


Disguise kit, Forgery kit

Languages. Common, Dwarvish, Elvish, Gnomish,


Halfling, Undercommon, Draconic, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male Early 30s 5'1" + 2d4" 115 + (2d4 x 2d4) lb.
GENDER AGE HEIGHT WEIGHT
Brice Eaton Brown Caucasian Brown
CHARACTER NAME EYES SKIN HAIR

NAME

The Wolf's Claw

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

N/A

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Feature: Safe Haven


N/A

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 Smuggler's Blanket. A well worn burlap square, 6ft to a
[Rapier] 1 2 side. 1/day anything completely wrapped in the blanket
Shortbow 1 2 is affected by the ‘reduce’ version of the Enlarge/Reduce
Quiver 1 1 spell. Only works on inanimate objects.
Arrow 20 1 Reduce. The wrapped object is halved in all dimensions,
Dagger 2 2 and its weight is reduced to one-eighth of normal.
Thieves’ Tools 1 1
Backpack 1 5
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
Clothes, Common 1 3
[Studded Leather] 1 13
Disguise Kit 1 3
ATTUNED MAGIC ITEMS 0 / 3
Forgery Kit 1 5 VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
Playing Card Set 1 —
Chalk 1 —
Clothes, Fine 1 6
Potion of Healing 2 1
Grappling Hook 1 4
Caltrops (bag of 20) 1 2
Manacles 1 6
Smuggler's Blanket 1 3

COPPER SILVER ELECTRUM GOLD PLATINUM

9 9 0 11 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

93.1 lb / 135 lb 270 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.
Rapier Shortbow Quiver
Weapons Weapons Adventuring Gear

A quiver can hold up to 20 arrows.

2 lb. Player’s Handbook 2 lb. Player’s Handbook 1 lb. Player’s Handbook

Arrow Dagger Dagger


Ammunition Weapons Weapons

Arrows are used with a bow to make a ranged attack.

1/20 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Thieves’ Tools Backpack Ball Bearings (bag of 1,000)


Tools Adventuring Gear Adventuring Gear

Perhaps the most common tools used by adventurers, thieves’ A backpack is a leather pack carried on the back, typically As an action, you can spill these tiny metal balls from their
tools are designed for picking locks and foiling traps. with straps to secure it. A backpack can hold 1 cubic foot/ pouch to cover a level, square area that is 10 feet on a side.
Proficiency with the tools also grants you a general knowledge 30 pounds of gear. A creature moving across the covered area must succeed
of traps and locks. You can also strap items, such as a bedroll or a coil of on a DC 10 Dexterity saving throw or fall prone. A creature
Components. Thieves’ tools include a small file, a set Of lock rope, to the outside of a backpack. moving through the area at half speed doesn’t need to
picks, a small mirror mounted on a metal handle, a set of make the save.
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

1 lbs. Player’s Handbook 5 lb. Player’s Handbook 2 lb. Player’s Handbook


String (10 feet) Bell Candle
Adventuring Gear Adventuring Gear Adventuring Gear

For 1 hour, a candle sheds bright light in a 5-foot radius and


dim light for an additional 5 feet.

0 lb. Player’s Handbook — Player’s Handbook — Player’s Handbook

Crowbar Hammer Piton


Adventuring Gear Adventuring Gear Adventuring Gear

Using a crowbar grants advantage to Strength checks


where the crowbar’s leverage can be applied.

5 lb. Player’s Handbook 3 lb. Player’s Handbook 1/4 lb. Player’s Handbook

Lantern, Hooded Oil (flask) Rations (1 day)


Adventuring Gear Adventuring Gear Adventuring Gear

A hooded lantern casts bright light in a 30-foot radius and Oil usually comes in a clay flask that holds 1 pint. As an Rations consist of dry foods suitable for extended travel,
dim light for an additional 30 feet. Once lit, it burns for 6 action, you can splash the oil in this flask onto a creature including jerky, dried fruit, hardtack, and nuts.
hours on a flask (1 pint) of oil. As an action, you can lower within 5 feet of you or throw it up to 20 feet, shattering it
the hood, reducing the light to dim light in a 5-foot radius. on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.

2 lb. Player’s Handbook 1 lb. Player’s Handbook 2 lb. Player’s Handbook


Tinderbox Waterskin Clothes, Common
Adventuring Gear Adventuring Gear Adventuring Gear

This small container holds flint, fire steel, and tinder


(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.

1 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 3 lb. Player’s Handbook

Studded Leather Disguise Kit Forgery Kit


Armor Tools Tools

Made from tough but flexible leather, studded leather is The perfect tool for anyone who wants to engage in trickery, a disguise A forgery kit is designed to duplicate documents and to make it easier to
kit enables its owner to adopt a false identity. copy a person’s seal or signature.
reinforced with close-set rivets or spikes. Components. A disguise kit includes cosmetics, hair dye, small props, Components. A forgery kit includes several different types of ink, a variety
and a few pieces of clothing. of parchments and papers, several quills, seals and sealing wax, gold and
Deception. In certain cases, a disguise can improve your ability to silver leaf, and small tools to sculpt melted wax to mimic a seal.
weave convincing lies. Arcana. A forgery kit can be used in conjunction with the Arcana skill to
Intimidation. The right disguise can make you look more fearsome, determine if a magic item is real or fake.
whether you want to scare someone away by posing as a plague victim Deception. A well crafted forgery, such as papers proclaiming you to be a
or intimidate a gang of thugs by taking the appearance of a bully. noble or a writ that grants you safe passage, can lend credence to a lie.
Performance. A cunning disguise can enhance an audience’s History. A forgery kit combined with your knowledge of history improves
your ability to create fake historical documents or to tell if an old document
enjoyment of a performance, provided the disguise is properly designed is authentic.
to evoke the desired reaction. Investigation. When you examine objects, proficiency with a forgery kit is
Persuasion. Folk tend to trust a person in uniform. If you disguise useful for determining how an object was made and whether it is genuine.
yourself as an authority figure, your efforts to persuade others are often Other Tools. Knowledge of other tools makes your forgeries that much
more effective. more believable. For example, you could combine proficiency with a forgery
Create Disguise. As part of a long rest, you can create a disguise. It kit and proficiency with cartographer’s tools to make a fake map.
takes you 1 minute to don such a disguise once you have created it. You Quick Fake. As part of a short rest, you can produce a forged document
can carry only one such disguise on you at a time without drawing undue no more than one page in length. As part of a long rest, you can produce a
attention, unless you have a bag of holding or a similar method to keep document that is up to four pages long. Your Intelligence check using a
them hidden. Each disguise weighs 1 pound. forgery kit determines the DC for someone else’s Intelligence (Investigation)
At other times, it takes 10 minutes to craft a disguise that involves check to spot the fake.
moderate changes to your appearance, and 30 minutes for one that FORGERY KIT
requires more extensive changes. Activity DC
DISGUISE KIT Mimic handwriting 15
Activity DC Duplicate a wax seal 20
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20

13 lb. Player’s Handbook 3 lbs. Player’s Handbook 5 lbs. Player’s Handbook

Playing Card Set Chalk Clothes, Fine


Tools Adventuring Gear Adventuring Gear

If you are proficient with the Playing Card Set, you can add
your proficiency bonus to ability checks you make to play a
game.

— Player’s Handbook — Player’s Handbook 6 lb. Player’s Handbook


Potion of Healing Grappling Hook Caltrops (bag of 20)
Adventuring Gear Adventuring Gear Adventuring Gear

A character who drinks the magical red fluid in this vial As an action, you can spread a bag of caltrops to cover a
regains 2d4 + 2 hit points. Drinking or administering a square area that is 5 feet on a side. Any creature that
potion takes an action. enters the area must succeed on a DC 15 Dexterity saving
throw or stop moving this turn and take 1 piercing damage.
Taking this damage reduces the creature’s walking speed
by 10 feet until the creature regains at least 1 hit point. A
creature moving through the area at half speed doesn’t
need to make the save.

½ lb. Player’s Handbook 4 lb. Player’s Handbook 2 lb. Player’s Handbook

Manacles Smuggler's Blanket


Adventuring Gear Adventuring Gear

These metal restraints can bind a Small or Medium


creature. Escaping the manacles requires a successful DC
20 Dexterity check. Breaking them requires a successful DC
20 Strength check. Each set of manacles comes with one
key. Without the key, a creature proficient with thieves’
tools can pick the manacles’ lock with a successful DC 15
Dexterity check. Manacles have 15 hit points.

6 lb. Player’s Handbook 3 lb. Player’s Handbook

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