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Rael Holimion

Rogue 6 Class & Level
Criminal Background
Moonelf Race
C.E. Alignment

Strength 8
-1
Dexterity 20
+5
constitution 14
+2
intelligence 18
+4
wisdom 15
+2
charisma 10
+0
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+3 Dexterity
+0 Constitution
+3 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+0 Animal Handling
+0 Arcana
+0 Athletics
+3 Deception
+0 History
+5 Insight
+0 Intimidation
+0 Investigation
+0 Medicine
+0 Nature
+8 Perception
+0 Performance
+0 Persuasion
+0 Religion
+11 Sleight of Hands
+11 Stealth
+0 Survival
skills

 
17
Armor Class
48
Hit Points
+5
Initiative
9m
Speed
WeaponAttackDamageRange
Cobra Rapier 1d20+9 1d8+6 stich
Crossbow 1d20+8 1d6+5 stich30/120
2 Dagger 1d20+8 1d4+5 20/60
Attacks
1st Level:
Grease, Sleep, Disguise Self, Fog Cloud

Cantrips:
Langfingern, Friends, Prestidigitation

Spellcasting
Thieve's Kit
Jeweller's Tools
Ring of Mindshielding
Magical Lantern
"City guard cloak"
Equipment
Thieves Guild
Bonds

Heroes Enabled

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

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

Dungeon Master's Guide

Ring of Mind Shielding

Ring Magical Uncommon (this item requires attunement)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Cost: 101 - 500gp


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

Eyes of the Eagle

Adventuring Gear

Uncommon Requires Attunement

These Crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In Conditions of clear visibility, you can make out details of even extremely distant creatures and Objects as small as 2 feet across.


The statblocks of your class features

Statblocks for your familiars, mounts etc.

Nibbles

Bite: +5 to hit, 1d4+3 piercing   Invisibility: Nibbles magically turns invisible until it attacks or until its concentration ends.

Skill Proficiencies Stealth +5
Languages common, telepathy 120ft.

Features

Telepathic Bond: While the two are bonded, the master can sense what Nibbles senses as long as they are within 1 mile of each other.   Keen Smell: Nibbles has advantage on Wisdom (Perception) checks that rely on smell.   Magic Resistance: Nibbles has advantage on saving throws against spells and other magical effects.

Traits


Str5-3
Dex17+3
Con12+1
Int16+3
Wis12+1
Cha100

Statblocks for race/species of the character.

[block: you gain the same benefit that a human does from 8 hours of sleep. Moon Elf Magic: You know the Mage Hand cantrip. At 3rd Level]

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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

Basic Rules, pg. 256

Mage Hand

0-level (Cantrip) Conjuration

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

Damage Type: Utility   Attack/Saving Throw: None   Description: 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): Bard, Sorcerer, Warlock, Wizard, Artificer

Friends

0-level (Cantrip) Enchantment

Casting Time 1 Action
Range Self
Duration Concentration, up to 1 Minute
Components S, M
Materials a small amount of makeup applied to the face as this spell is cast

For the duration, you have advantage on all Charisma checks directed at one creature of your choice that isn't hostile toward you. When the spell ends, the creature realizes that you used magic to influence its mood and becomes hostile toward you. A creature prone to violence might attack you. Another creature might seek retribution in other ways (at the DM's discretion), depending on the nature of your interaction with it.

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

Level 1 Spells

Basic Rules , pg. 233

Disguise Self

1-level Illusion

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

Damage Type: Shapechanging
Saving Throws: None
Description: 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): Bard, Sorcerer, Wizard, Artificer

D&D 5e PHB Page 243

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 120 feet
Duration Concentration, 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

Player's Handbook

Grease

1-level Transmutation

Casting Time 1 action
Range 60 feet
Duration 1 minute
Components V,S,M (pork rind or butter)

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Class(es): Artificer, Wizard

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)

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

[block: 1 zerbrochene Edelsteinplatte 1 gute Edelsteinplatte 1198 GP orkischer Schundroman + Lesebrille Schwarzer Zauberstab der "Schleim" tropft "Bibel" aus Forschungslabor Kleines Medallion ]

Created by

fischtoast97.

Statblock Type

Character Sheet (Legacy)

Link/Embed