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Erlohen

Rogue 5 Class & Level
Charlatan Background
Half Elf Race
N Alignment

Strength 9
-1
Dexterity 16
+3
constitution 12
+1
intelligence 15
+2
wisdom 9
-1
charisma 15
+2
Total Hit Dice 4
Hit Die
1d8+1
+3 proficiency bonus
-1 Strength
+5 Dexterity
+1 Constitution
+4 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
-1 Animal Handling
+2 Arcana
-1 Athletics
+4 Deception
+2 History
-1 Insight
+2 Intimidation
+2 Investigation
-1 Medicine
+2 Nature
+3 Perception
+2 Performance
+2 Persuasion
+2 Religion
+5 Sleight of Hands
+5 Stealth
-1 Survival
skills Saves: DEX, INT Acrobatics, Deception, Perception (prof bonus x2), Investigation, Sleight of Hands (+1), Stealth (+1) proficiencies

 
14
Armor Class
35
Hit Points
+3
Initiative
30
Speed
Sneak Attack Shortsword 1d20+5 2d6+3
Shortsword 1d20+5 1d6+3
Sneak Attack Shortbow 1d20+5 2d6+3
Shortbow 1d20+5 1d6+3
Sneak Attack Dagger 1d20+5 2d6+3
Dagger 1d20+5 1d4+3
Attacks
Thieves Tools (Prof. x2), Disguise Kit, Forgery Kit,
Simple Weapons, hand crossbows, longswords, rapiers, shortswords

Languages: Common, Elven, Undercommon
Proficiences
Spell DC: 12
Spell Attack Bonus: 4
Spellcasting
2x Dagger, Shortsword, Shortbow, Backpack, Bedroll, hooded Lanthern, 3xOil, Mirror, Bell, Rope (hempen), Rations, Tinderbox, Thieves Tools, 2x Candles, Ink, 5xPaper, Sealing Wax, Signet Ring, 2xWaterskin, Sack, Component Pouch, gelblicher Quarz, blauer Zirkon, 2x20 Pfeile, Leather Armor, 2x Heiltrank (2d4+2), Cloak of the Bat, Sandfarbene Tarndecke, 1x Crawler mucus, 1x Thruth serum, 868gp
Equipment
Darkvision
False Identity
Fey Ancestry
Cunning Action
Sneak Attack (2d6)
Thieves Cant
Uncanny Dodge

Features & Traits

Heroes Enabled

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

The statblocks of your class features

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

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 magic items, or carry more than 10 pounds.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

True Strike

0-level (Cantrip) Divination

Casting Time 1 Action
Range 30ft
Duration Concentration, up to 1 round
Components S

You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster

Level 1 Spells

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. 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 that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

Fog Cloud

1-level Conjuration

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

Class(es): Druid, Ranger, Sorcerer, Wizard, Cleric (Tempest Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Illusory Script

1-level Illusion

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, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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


Created by

Berimon.

Statblock Type

Character Sheet (Legacy)

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