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Nibis Alpip

Rogue 3 Class & Level
Charlatan Background
Forest Gnome Race
Alignment

Strength 13
+1
Dexterity 16
+3
constitution 12
+1
intelligence 15
+2
wisdom 13
+1
charisma 11
+0
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+1 Strength
+5 Dexterity
+1 Constitution
+4 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+2 Arcana
+1 Athletics
+2 Deception
+2 History
+3 Insight
+0 Intimidation
+4 Investigation
+1 Medicine
+2 Nature
+1 Perception
+4 Performance
+2 Persuasion
+2 Religion
+7 Sleight of Hands
+3 Stealth
+1 Survival
skills

 
14
Armor Class
21
Hit Points
+3
Initiative
25ft.
Speed
WeaponAttackDamageRange
Rapier 1d20+5 1d8 Melee
Dagger 1d20+5 1d4 meele / 20/60 ft.
Shortbow 1d20+5 1d6 80/320 ft.
Attacks
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieve's tools, Disguise kit, Forgery kit

Languages: Common, Gnomish

Saves: Dexterity, Intelligence
Skills: Deception, Sleight of Hand, Persuasion, Performance, Insight, Investigation
Expertise: Performance, Sleight of Hand
Proficiences
Arcane Trickster:
Save: 12
Attack: +4
Spellcasting
Rapier, shortbow, leather armor, two daggers, thieves tools

The Goblet of Kings

set of fine clothes, disguise kit, signet ring of an imaginary duke

burglars pack: backpack, a bag of ball bearings, 10ft. of string, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days of rations, tinderbox, waterskin, 50ft. of hempen rope

Money: 15 GP
Equipment
I'm a born gambler who can't resist taking a risk for a potential payoff.
Personality Traits
Independence. I am a free spirit - no one tells me what to do
Ideals
I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
Bonds
I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in
Flaws
Scam: I convince people that worthless junk is worth their hard-earned money.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 gp Weight: 2 lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

The statblocks of your class features

Sneak Attack

Rogue

Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack toll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

1d6 lv 1, 2 2d6 lv 3, 4 3d6 lv 5, 6 etc.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Ray of Frost

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60ft
Duration Instantaneous
Components V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Wizard

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.  
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.  
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.  
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB, page 252 SRD

Illusory Script

1-level Illusion (ritual)

Casting Time 1 minute
Range Touch
Duration 10 days
Components S, M
Materials A lead-based ink worth at least 10 gp, which the spell consumes

You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration.

  To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

  Should the spell be dispelled, the original script and the illusion both disappear.

  A creature with truesight can read the hidden message.

Class(es): Bard, Warlock, Wizard

Tasha's Hideous Laughter

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials tiny tarts and a feather that is waved in the air

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected.   At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it's triggered by damage. On a success, the spell ends

Class(es): Bard, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Great Old One)

SRD

Color Spray

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 round
Components V, S, M
Materials A pinch of powder or sand that is colored red, yellow, and blue

A dazzling array of flashing, colored light springs from your hand. Roll 6d10 , the total is how many hit points of creatures this spell can effect. Creatures in a 15-foot cone originating from you are affected in ascending order of their current hit points (ignoring unconscious creatures and creatures that can't see).

Starting with the creature that has the lowest current hit points, each creature affected by this spell is blinded until the spell ends. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for the creature to be affected.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d10 for each slot level above 1st. 2nd level 8d10 , 3rd level 10d10 , 4th level 12d10 , 5th level 14d10 , 6th level 16d10 , 7th level 18d10 , 8th level 20d10 , 9th level 22d10 .

Class(es): Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.

The Goblet of Kings

Wondrous Item Varies

A goblet that looks like true gold decorated with emeralds. It is, however, only under a permanent illusion to look like this and actually made of cheap metal.   The cup can, at any time by using a bonus action, filled up with REALY bad ale.


 

Created by

katabasiss.

Statblock Type

Character Sheet (Legacy)

Link/Embed