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Rogue 7 changelin

CLASS & LEVEL PLAYER NAME


Trurth Heartbow
Changeling Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
+1 Constitution +3 17 45 --
+1 • +6 Intelligence
CLASS
+3 Wisdom INITIATIVE HIT POINTS
12
+3 Charisma
Total 7d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

+3 DEFENSES HIT DICE DEATH SAVES

17 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+3
+1 P
+3

+6
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

13 +1 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Disguise Kit, Thieves' Tools
E +9 Deception CHA
+3 History INT === LANGUAGES ===
INTELLIGENCE
P +6 Insight WIS Common, Thieves’ Cant
30 ft. (Walking)
+3 +3 Intimidation CHA
P +6 Investigation INT
16 +3 Medicine WIS SPEED

+3 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +3 Perception WIS


+3 Performance CHA === ACTIONS === damage against you.
+3 E +9 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, === SPECIAL ===
Help, Hide, Ready, Search, Use an Object, Sneak Attack
+3 Religion INT
16 Opportunity Attack, Grapple, Shove, Improvise, Once per turn, you can deal an extra 4d6 damage
E +9 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object to one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack
E +9 Stealth DEX === BONUS ACTIONS === roll. You don’t need advantage on the attack roll if
CHARISMA Cunning Action another enemy of the target is within 5 ft. of it, that
+3 Survival WIS
You can take a bonus action on each of your turns enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
+3 to take the Dash, Disengage, or Hide action.

=== REACTIONS ===


Uncanny Dodge
17 When an attacker that you can see hits you with an
attack, you can use your reaction to halve the attack’s
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

13 PASSIVE WISDOM (PERCEPTION)


Crossbow, Hand, +2 +8 1d6+5 Piercing Martial, Ammunition, Range, Light, Loading, Range (30/120)

Dagger +6 1d4+3 Piercing Simple, Finesse, Light, Thrown, Range (20/60)


16 PASSIVE WISDOM (INSIGHT)

Dagger +6 1d4+3 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

16 PASSIVE INTELLIGENCE (INVESTIGATION)


Dancing Rapier +6 1d8+3 Piercing Martial, Finesse

Unarmed Strike +4 2 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Rogue 7 changelin
CLASS & LEVEL PLAYER NAME
Trurth Heartbow
Changeling Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === You choose between being Medium or Small when
* Mage Hand Legerdemain • PHB 98 you select this race.
* Hit Points • PHB 95 When you cast mage hand, you can make the spectral
hand invisible, stow or retrieve objects, or use thieves’ * Speed • MotM 10
* Proficiencies • PHB 95 tools to pick locks and disarm traps at range. You can Your walking speed is 30 ft.
disguise this with a Sleight of Hand check, and you
* Expertise • PHB 96 can use the bonus action granted by your Cunning * Changeling Instincts • MotM 10
Your proficiency bonus is doubled for any ability check Action to control the hand. You gain proficiency with two of the following skills of
you make that uses any of the chosen proficiencies. your choice: Deception, Insight, Intimidation,
* Ability Score Improvement • PHB 96 Performance, or Persuasion.
* Sneak Attack • PHB 96
Once per turn, you can deal an extra 4d6 damage to * Uncanny Dodge • PHB 96 * Shapechanger • MotM 10
one creature you hit with an attack with a finesse or When an attacker that you can see hits you with an As an action, you can change your appearance and
ranged weapon if you have advantage on the attack attack, you can use your reaction to halve the attack’s voice. You determine the specifics, including your
roll. You don’t need advantage on the attack roll if damage against you. coloration, hair length, sex, height, weight, and can
another enemy of the target is within 5 ft. of it, that change your size between Medium and Small. You
enemy isn’t incapacitated, and you don’t have | 1 Reaction can look like another race, though none of your game
disadvantage on the attack roll. statistics change.
* Evasion • PHB 96
| Special When you are subjected to an effect that allows you to You can’t duplicate the appearance of an individual
make a DEX saving throw to take only half damage, you’ve never seen, and your form must have the same
* Thieves’ Cant • PHB 96 you instead take no damage if you succeed on the basic arrangement of limbs that you have. Your
You have learned thieves’ cant, a secret mix of dialect, saving throw, and only half damage if you fail. clothing and equipment aren’t changed by this trait.
jargon, and code that allows you to hide messages in
seemingly normal conversation. It takes four times You stay in the new form until you use an action to
longer to convey such a message than it does to === CHANGELING RACIAL TRAITS === revert or until you die.
speak the same idea plainly.
* Ability Score Increases • MotM 5 | Shapechange: 1 Action
* Cunning Action • PHB 96 When determining your character’s ability scores,
You can take a bonus action on each of your turns to increase one score by 2 and increase a different score
take the Dash, Disengage, or Hide action. by 1, or increase three different scores by 1. === FEATS ===

| 1 Bonus Action * Languages • MotM 5 * Lucky • PHB 167


Your character can speak, read, and write Common You have 3 luck points per long rest. Whenever you
* Roguish Archetype • PHB 96 and one other language that you and your DM agree is make an attack roll, an ability check, or a saving throw
appropriate for the character. (or when an attack roll is made against you), you can
| Arcane Trickster spend one to roll an additional d20 and you choose
* Creature Type • MotM 10 which die to use. You can choose to spend luck points
* Spellcasting • PHB 98 You are a Fey. after you roll the die, but before the outcome is
You can cast known wizard spells using INT as your determined.
spellcasting modifier (Spell DC 14, Spell Attack +6). * Size • MotM 10

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Dancing Rapier 1 2 lb. Candle 5 --

Studded Leather, +2 1 13 lb. Crowbar 1 5 lb.

SP 0 Crossbow, Hand, +2 1 3 lb. Hammer 1 3 lb.

Leather 1 10 lb. Lantern, Hooded 1 2 lb.


EP 0 Dagger 1 1 lb. Oil (flask) 2 2 lb.

Dagger 1 1 lb. Piton 10 2.5 lb.


GP 175 Shortbow 1 2 lb. Rations (1 day) 5 10 lb.

Rapier 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.


PP 0 Arrows 20 1 lb. Tinderbox 1 1 lb.

Backpack 1 5 lb. Waterskin 1 5 lb.


WEIGHT CARRIED

95 lb. Clothes, Common 1 3 lb. String 10 --

ENCUMBERED Crowbar 1 5 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

180 lb. Thieves' Tools 1 1 lb.

PUSH/DRAG/LIFT Ball Bearings (bag of 1,000) 1,000 2 lb.

360 lb. Bell 1 --

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Rogue 7 changelin
CLASS & LEVEL PLAYER NAME
Trurth Heartbow
Changeling Criminal / Spy (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

| 3 / Long Rest • No Action

ADDITIONAL FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

ADDITIONAL EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Medium
GENDER AGE SIZE HEIGHT WEIGHT
Trurth Heartbow
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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INT 14 +6
Rogue
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Acid Splash Rogue DEX 14 1A 60 ft. V,S Instantaneous PHB 211 V/S

O Prestidigitation Rogue -- 1A 10 ft. V,S 1 hour PHB 267 D: 1h, V/S

O Mage Hand Rogue -- 1A 30 ft. V,S 1 minute PHB 256 D: 1m, V/S

=== 1st LEVEL === 4 Slots OOOO

O Detect Magic <C> Rogue -- 1A Self/30 ft. Sphere V,S Concentration, up to 10 minutes PHB 231 D: 10m, 30 ft. Sphere, V/S

O Expeditious Retreat <C> Rogue -- 1BA Self V,S Concentration, up to 10 minutes PHB 238 D: 10m, V/S

O Magic Missile Rogue -- 1A 120 ft. V,S Instantaneous PHB 257 V/S

=== 2nd LEVEL === 2 Slots OO

O Invisibility <C> Rogue -- 1A Touch V,S,M Concentration, up to 1 hour PHB 254 D: 1h, V/S/M

O Misty Step Rogue -- 1BA Self V Instantaneous PHB 260 V

SPELLS

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