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Rogue Arcane Trickster 3 Class & Level
Urchin Background
Human Race
NN Alignment

Strength 10
+0
Dexterity 18
+4
constitution 15
+2
intelligence 17
+3
wisdom 15
+2
charisma 11
+0
Total Hit Dice 3
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+5 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+2 Animal Handling
+3 Arcana
+0 Athletics
+0 Deception
+3 History
+6 Insight
+0 Intimidation
+3 Investigation
+2 Medicine
+3 Nature
+4 Perception
+0 Performance
+0 Persuasion
+3 Religion
+6 Sleight of Hands
+6 Stealth
+2 Survival
skills Light Armor, Simple Weapons, Hand Crossbows, Long Swords, Rapiers, Short Swords. Thieves' Tools proficiencies

 
15
Armor Class
23
Hit Points
+4
Initiative
30
Speed
Short SwordMartial1d6 PFinesse, Light
Short Bow(20 Arrows)Simple1d6 PRange 80/320ftAmmunition, Two-Handed
2 DaggersSimple1d4 P20/60ftFinesse, Light, Thrown
Sneak Attack +1d6 to attacks w/ Adv. or if target has an enemy within 5ft of it, excluding user. Can be used once per turn.
Attacks
Languages: Common, Dwarven, Thieves' Cant

Disguise Kit, Thieves Tools, Thieves' Cant
Proficiences
Spellcasting Ability: INT
Spell Save DC: 8 + Prof + INT Mod
Spell Attack Bonus: Prof + INT Mod
Spellcasting
Short Sword, Short Bow, 2 Daggers, Quiver(20), Small Knife, Map of Home City, Common Clothes, Pet Mouse, Leather Armor, Thieves tools, Backpack, 1000 ball bearings, 10 ft string, a bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, tinder box, water skin, 50ft Rope, 5 days Rations,
Equipment
Hides things in pockets. Asks lots of Questions.
Personality Traits
I help people who help me. That's what keeps me alive.
Ideals
I owe my survival to another urchin who taught me to live on the streets.
Bonds
When outnumbered in a fight I tend to run.
Flaws
City Secrets.

Features & Traits

Heroes Enabled

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

The statblocks of your class features

Rogue 5E Class Features

Expertise



At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
 

Sneak Attack



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 roll 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.
 

Thieves' Cant



During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safehouse for thieves on the run.
 

Cunning Action



Starting at 2nd level, your quick thinking and agilityallow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage,or Hide action.
 

Roguish Archetype



At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin,or Arcane Trickster, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
 

Ability Score Improvement



When you reach 4th level, and again at 8th, 10th, 12th,16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
 

Uncanny Dodge



Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
 

Evasion



Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon’s fierybreath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
 

Reliable Talent



By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
 

Blindsense



Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
 

Slippery Mind



By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
 

Elusive



Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
 

Stroke of Luck



At 20th level, you have an uncanny knack for succeedingwhen you need to. If your attack m isses a target withinrange, you can turn the miss into a hit. Alternatively, ifyou fail an ability check, you can treat the d20 roll as a 20.Once you use this feature, you can’t use it again untilyou finish a short or long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase +1 to all
Size Tiny
Speed 30ft

Languages. Common, +1 of your choice

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
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): Bard, Sorcerer, Warlock, Wizard

PHB

Acid Splash

0-level (Cantrip) Conjuration

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

You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage
At higher levels: This spell’s damage increases by 1d6 when you reach   5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Wizard

Prestidigitation

0-level (Cantrip) Abjuration

Casting Time 1 action
Range 10 feet
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): Bard, Sorcerer, Warlock, Wizard

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)

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)

Color Spray

1-level Illusion

Casting Time 1 action
Range 15ft cone
Duration 1 round
Components V, S, M
Materials Pinch of red, blue, and green sand or powder.

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 affect. 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 end of your next turn. 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.
At higher levels: 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.

Class(es): Wizard, Sorcerer

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


Created by

mllelois.

Statblock Type

Character Sheet (Legacy)

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