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Xaqani "Cloak" Turen

Rogue 7 Class & Level
Charlatan Background
Forest Gnome Race
Chaotic Good Alignment

Strength 8
-1
Dexterity 20
+5
constitution 10
+0
intelligence 15
+2
wisdom 9
-1
charisma 10
+0
Total Hit Dice 7
Hit Die
1d8+0
+3 proficiency bonus
-1 Strength
+8 Dexterity
+0 Constitution
+5 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+10 Acrobatics
-1 Animal Handling
+4 Arcana
+2 Athletics
+6 Deception
+4 History
-1 Insight
+0 Intimidation
+4 Investigation
-1 Medicine
+4 Nature
-1 Perception
+0 Performance
+0 Persuasion
+4 Religion
+10 Sleight of Hands
+13 Stealth
-1 Survival
skills Acrobatics Athletics Deception Investigation Sleight of hand Stealth proficiencies

 
21
Armor Class
43
Hit Points
+4
Initiative
35
Speed
WeaponAttack bonus + Proficency + Dex/Str (Dex if finesse)Damage + (Dex/Str)Type
Whippy Magical Silvered Rapier 1d20+3+5 1d12+5 Pierce
Hand Crossbow 1d20+3+4 1d6+4 Pierce
Sneak AttackFinesse or Ranged Weapon 4d6
Poisoned dagger 1d20+3+4 2d4+4 Piercing
Attacks
Armour: Leather Armour
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Forgery kit, Disguise Kit, Thieve's Tools
Saving Throws: Dex + Int
Charlatan Proficiencies: Deception, Sleight of Hand
Rogue Proficiencies: Acrobatics, Athletics, Investigation, Stealth
Proficiences
Spell attack: int + Prof = +5 to HIT
Spell DC = 8 + int + prof = 8+2+3 = 13
Cantrip: Minor Illusion, Mage Hand, Mending, Firebolt
Level 1: Disguise Self, Sleep, Find Familiar, Silent Image
Level 2: Mirror Image
Spellcasting
Studded Leather Armour (13 lb) + 1AC
Whippy Silvered Magical Rapier (3lb) (advantage against foes susceptible to piercing damage)
Crossbow (3lb), 6 stacks of 20 Arrows
771gp
Dungeoneer's Pack: Backpack (5), Tinderbox, Bedroll (7), 1 torch (1), 5 days rations (10), Waterskin (1)
A set of fine clothes (6lb)
A disguise kit (3lb)
Ten stoppered bottles filled with coloured liquid
2 Health Potions
1 Mana Potion
1 Bottle of Spiced Wine
Pendant of Protection (1/2lb) +1AC and saving throws
Protective Cloak of many fashions (AC + 1, Saving throw +1)
Silk Protective Gear (+1 AC, Fireproof)
Padded Leather Shoes (+1 Stealth on non-rocky floors)
Equipment
I'm not comfortable anywhere I can't easily hide.
Flattery is my preferred trick for getting what I want.
I've never been at a loss for a good pun. Well, a pun.
Personality Traits
Friendship
Independence
Ideals
A powerful person destroyed my home and family. I'll have my revenge.
I will fight to my last breath to defend the living world from its despoilers.
Bonds
I hate to admit it, and will hate myself for it, but I will run and save my own hide when the going gets tough.
Flaws
3ft tall, 40 pound, small.
False identity.
Scam: I put on new identities like clothes.
Painfully shy.
Strong attachment to home-forest.
Common language, Gnomish Language
Dark vision, Speak with small beasts
Gnome Cunning: Advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.
Feat: Mobile, Mage Slayer
L1: Expertise - Double Proficiency (Deception, Stealth), Thieve's Cant, Sneak Attack - Extra 2d6
L2: Cunning Action (Dash, Disengage, Hide) BONUS ACTION
L3: Roguish Archetype (Arcane Trickster)
L5: Uncanny Dodge = ½ damage when hit by enemy I can see as REACTION
L6: Mage Slayer
L7: Evasion
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Mobile

You are exceptionally speedy and agile. You gain the following benefits:

  • Your speed increases by 10 feet.
  • When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
  • When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

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.

SRD

Owl

Tiny beast, unaligned
Armor Class 11
Hit Points 1 1d4-1
Speed 5ft Fly: 60ft

STR
3 -4
DEX
13 +1
CON
8 -1
INT
2 -4
WIS
12 +1
CHA
7 -2

Skills Perception +3 , Stealth +3
Senses darkvision 120 ft., passive Perception 13
Challenge 0 (10 XP)


Flyby. The owl doesn't provoke opportunity attacks when it flies out of an enemy's reach.
Keen Hearing and Sight. The owl has advantage on Wisdom (Perception) checks that rely on hearing or sight.


Actions

Talons. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 slashing damage.


 

Statblocks for race/species of the character.

Forest Gnome

Ability Score Increase +2 Int, +1 Dex
Size Small
Speed 25ft

Gnome Traits

  Your gnome character has certain characteristics in common with all other gnomes.   Ability Score Increase. Your Intelligence score increases by 2, Dexterity increases by 1.   Age. Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.   Alignment. Gnomes are most often good. Those who tend toward law are sages, engineers, researchers, scholars, investigators, or inventors. Those who tend toward chaos are minstrels, tricksters, wanderers, or fanciful jewellers. Gnomes are good-hearted, and even the tricksters among them are more playful than vicious.   Size. Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.   Speed. Your base walking speed is 25 feet.   Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern colour in darkness, only shades of grey.   Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.   Natural Illusionist. You know the minor illusion cantrip. Intelligence is your spellcasting ability for it.   Speak with Small Beasts. Through sounds and gestures, you can com m unicate simple ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels, badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

Languages. You can speak, read, and write Common and Gnomish. The Gnomish language, which uses the Dwarvish script, is renowned for its technical treatises and its catalogues of knowledge about the natural world.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

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, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

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)

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
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 cloak, 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): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster)

Player's Handbook

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 action
Range 120 feet
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

Level 1 Spells

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, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

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)

Find Familiar

1-level Conjuration (ritual)

Casting Time 1 Hour
Range 10ft
Duration Instantaneous
Components V, S, M
Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. At your DM's choice, the options of an almiraj, a flying monkey, or a tressym may be available. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.   Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.   When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.   While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.   As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.   You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.   Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

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

Silent Image

1-level Illusion

Casting Time 1 Action
Range 60ft
Duration Concentration, Up to Ten 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, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

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, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

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


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Mangoes and cream.

Statblock Type

Character Sheet (Legacy)

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