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Nakneso Asulne

Rogue (Arcane Trickster) 7 Class & Level
Charlatan Background
Drow (Dark Elf) Race
Chaotic Neutral Alignment

Strength 12
+1
Dexterity 16
+3
constitution 8
-1
intelligence 16
+3
wisdom 14
+2
charisma 11
+0
Total Hit Dice
Hit Die
1d8-1
+3 proficiency bonus
+1 Strength
+6 Dexterity
-1 Constitution
+6 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+9 Acrobatics
+2 Animal Handling
+3 Arcana
+1 Athletics
+6 Deception
+3 History
+2 Insight
+0 Intimidation
+6 Investigation
+2 Medicine
+3 Nature
+5 Perception
+0 Performance
+3 Persuasion
+3 Religion
+9 Sleight of Hands
+9 Stealth
+2 Survival
skills Dexterity ST Intelligence ST Acrobatics Deception Investigation Perception Persuasion Sleight of Hand Stealth proficiencies

 
14
Armor Class
24
Hit Points
+3
Initiative
30
Speed
Qty.WeaponAttack BonusDamage
2xDagger+6 1d4+3 piercing
1xCrossbow, hand+6 1d6+3 piercing
1xSilvered Rapier+6 1d8+7 piercing
1xLongbow+3 1d8+3 piercing
1xShortsword+6 1d6+3 piercing
Attacks: 1
Sneak Attack: 4d6 extra dmg
[BONUS] Cunning Action: Dash, Hide, Disengage (+move Magic Hand if summoned)
[REACT] Uncanny Dodge: 1/2 damage if you see that it hits you.
Attacks
Tools: Disguise Kit; Forgery Kit; Thieves' Tools.
Weapons: Crossbow, hand; Longsword; Shortsword; Rapier
Armor: Light
Language: Common, Elvish
Proficiences
Three 1st-level wizard enchanment or illusion spells.
LVL 3: Ability to cast spells. 3 cantrips (Mage Hand + 2 from wizard)
LVL 8: + Spell from any school.
LVL 10: +1 cantrip from wizard
LVL 14: + Spell from any school.
LVL 20: + Spell from any school.
INT spellcasting for wizard spells.
Spellcasting
Arrow x23
Backpack
Ball bearings
Bell
Candle x5
Clothes, fine
Crowbar
Disguise Kit
Hammer
Lantern, hooded
Leather
Oil x2
Rations (1 day) x4
Rope, hempen
String
Thieves' Tools
Tinderbox
Waterskin
Potion of Healing x2
Ooggle's Necklace (WIS advantage)
Piton x10
Black Pearl x2
Aquamarine x1
Spellcasting Supplies x1

Equipment
I fall in and out of love easily, and am always pursuing someone.
I lie about almost everything, even when there’s no good reason to.
Personality Traits
Independence. I am a free spirit— no one tells me what to do. (Chaotic)
Ideals
I owe everything to my mentor— a horrible person who’s probably rotting in jail somewhere.
Bonds
I’m convinced that no one could ever fool me the way I fool others.
Flaws
Drow Magic: You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once per day. When you reach 5th level, you can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells.

Fey Ancestry: Advantage on charmed saves and immune to sleep magic.

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: 3d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use once/turn).

Spellcasting: When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. 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 spells you learn at 8th, 14th, and 20th level can come from any school of magic. Intelligence is your spellcasting ability for your wizard spells.

Sunlight Sensitivity: You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

Thieves' CantConvey secret messages hidden in normal conversation.

TranceTrance 4 hrs. instead of sleep 8.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Arcane Trickster


Hit Points

Hit Dice: d8 per Arcane Trickster level
Hit Points at first Level: See Rogue
Hit Points at Higher Levels: See Rogue

Proficiences

Armor: See Rogue
Weapons: See Rogue
Tools: See Rogue
Saving Throws: See Rogue
Skills: See Rogue

Subclass Options

Spellcasting

LevelCantripsSpells1st2nd3rd4th
3rd232
4th243
7th2542
8th2642
10th3743
11th3843
13th39432
14th310432
16th311433
19th3124331
20th3134331
 

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.  

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.  

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.   The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   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. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.  

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell save DC = 8 + proficiency bonus + Intelligence mod   Spell attack mod = proficiency bonus + Intelligence mod  

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 creatures Wisdom (Perception) check.   In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

Versatile Trickster

At 13th level, as a bonus action on your turn, you can designate a creature within 5 feet of your Mage Hand. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Spell Thief

At 17th level, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st-level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can't cast that spell until the 8 hours have passed.   Once you use this feature, you can't use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dark Elf (Drow)

Ability Score Increase +2 Dex., +1 Cha.
Size Medium
Speed 30 Ft.

- Drow can see up to 120 ft. of vision in dim light, granting them superior darkvision  

  • Drow have proficiency in the Perception skill
  • Drow have advantage on saving throws against being charmed, and magic can't put you to sleep
  • Drow don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day.
  • Drow have sunlight Sensitivity, causing them to have disadvantage on rolls and Wisdom (perception) checks when you, the target of your attack, or whatever you are trying to perceive in direct sunlight.
  • Drow know the dancing lights cantrip. when you reach 3rd Lvl., you can cast the Faerie Fire spell once with this trait and regain the ability to do so after a long rest. When you reach 5th lvl., you can cast the Darkness spell once with this trait and regain the ability to do so after a long rest.
  • You have proficiency with rapiers, shortswords, and crossbows.
  • Languages. Can speak, read, and write Common and Elvish

    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

    PHB, page 242 SRD

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 ft
    Duration Instantaneous
    Components V, S

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    At higher levels: This spell's damage increases by 1d10 when you reach 5th level 2d10 , 11th level 3d10 , and 17th level 4d10

    Class(es): Sorcerer, Wizard

    SRD

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Two lodestones

    This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.  
    This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

    Class(es): Bard, Cleric, Druid, Sorcerer, Wizard

    SRD

    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): Bard, Sorcerer, Wizard

    SRD

    Poison Spray

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 10ft
    Duration Instantaneous
    Components V, S

    You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.   This spell's damage increases by 1d12 when you reach 5th level ( 2d12 ), 11th level ( 3d12 ), and 17th level ( 4d12 ).

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

    PHB, page 230 SRD

    Dancing Lights

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Concentration, 1 minute
    Components V, S, M
    Materials A bit of phosphorous or wychwood, or a glowworm

    You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.

      As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

    Class(es): Bard, Sorcerer, Wizard

    Level 1 Spells

    SRD

    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

    PHB, page 233 SRD

    Disguise Self

    1-level Illusion

    Casting Time 1 action
    Range Self
    Duration 1 hour
    Components V, S

    You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

      The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

      To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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

    SRD

    Silent Image

    1-level Illusion

    Casting Time 1 action
    Range 60ft
    Duration Concentration, up to 10 minutes
    Components V, S, M
    Materials A bit of fleece

    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.  
    You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.  
    Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.

    Class(es): Bard, Sorcerer, Wizard

    SRD

    Sleep

    1-level Enchantment

    Casting Time 1 action
    Range 90ft
    Duration 1 minute
    Components V, S, M
    Materials A pinch of find 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.
    2nd level: 7d8 hit points affected
    3rd level: 9d8 hit points affected
    4th level: 13d8 hit points affected
    5th level: 15d8 hit points affected
    6th level: 17d8 hit points affected
    7th level: 19d8 hit points affected
    8th level: 21d8 hit points affected
    9th level: 23d8 hit points affected

    Class(es): Bard, Sorcerer, Wizard

    PHB SRD

    Faerie Fire

    1-level Evocation

    Casting Time 1 action
    Range 60ft
    Duration Concentration, 1 minute
    Components V

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

      Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

    Class(es): Bard, Druid

    Level 2 Spells

    PHB, page 230 SRD

    Darkness

    2-level Evocation

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, 10 minutes
    Components V, M
    Materials Bat fur and a drop of pitch or piece of coal

    Magical darkness spreads from a point you choose within range to fill a 15-foot radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

      If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

      If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

    Class(es): Sorcerer, Warlock, Wizard

    Mirror Image

    2-level Illusion

    Casting Time 1 Action
    Range Self
    Duration 1 Minute
    Components V, S

    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

    Class(es): Sorcerer, Warlock, Wizard

    PHB, page 251

    Hold Person

    2-level Enchantment

    Casting Time 1 action
    Range 60ft
    Duration Concentration, 1 minute
    Components V, S, M
    Materials a small, straight piece of iron

    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.

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

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    romsick.

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