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Virion

Rogue 1 Class & Level
Spy Background
High Elf Race
CN Alignment

Strength 9
-1
Dexterity 20
+5
constitution 16
+3
intelligence 15
+2
wisdom 12
+1
charisma 16
+3
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
-1 Strength
+7 Dexterity
+3 Constitution
+4 Intelligence
+1 Wisdom
+3 Charisma
saving throws
+7 Acrobatics
+1 Animal Handling
+2 Arcana
-1 Athletics
+5 Deception
+2 History
+1 Insight
+3 Intimidation
+4 Investigation
+1 Medicine
+2 Nature
+3 Perception
+3 Performance
+5 Persuasion
+2 Religion
+7 Sleight of Hands
+9 Stealth
+1 Survival
skills Acrobatics, Deception, Investigation, Perception, Persuasion, Stealth, Sleight of Hand   Expertise with: Thieves Tools, Stealth proficiencies

 
16
Armor Class
11
Hit Points
+5
Initiative
30
Speed
Rapier 1d20+7 1d8+5
Shortbow 1d20+7 1d6+5
Dagger 1d20+7 1d4+5
Attacks
Armor: Light Armor
Weapons: Simple Weapons, hand crossbows, longswords, rapiers, shortswords, longbow
Tools: Thieves' Tools, Forgery Kit
Saving Throws: Dexterity, Intelligence
Languages: Common, Thieves' Cant, Elvish, Infernal, Sylvan
Proficiences
N/A
Spellcasting
15 GP
A small mirror
A small crumpled note of secrets
Equipment
I have a habit of listening in on the conversations of others.
Personality Traits
The information is good, coming out alive better, the coin I'll get from this, totally worth it.
Ideals
My very ill sister's medical care is being paid for by the gold I earn in my spy covenant.
Bonds
I've worn so many disguises, I've lost sight of who I truly am.
Flaws
Feature: Echo of the Great Game
  • Years of stealth and trickery have taught you how to not draw attention to yourself. The way you walk, talk, and move are deliberately forgettable and utterly unextraordinary. While you are wearing clothes appropriate to the area you are in, no one can remember your face nor any features about you, unless they actively make an effort to do so.
  • In addition, you know how to write in a special code that can only be read by people trained in deciphering it.

  • Sneak Attack: 1d6

    Darkvision

    Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

    Feat: Fey Teleportation
    Features & Traits

    Heroes Enabled

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

    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


     

    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


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD SRD

    Dagger

    Melee Weapon Finesse, Light, Thrown Common

    Type Damage Damage Range Properties
    Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

    Cost: 2 gp Weight: 1 lb


     

    DnD 5e SRD

    Clothes, Common

    Adventuring Gear Common

    This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.

    Cost: 5sp Weight: 3lb


     

    Dnd 5e SRD SRD

    Leather Armor

    Light Armor Common

    The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

    Type AC STR Req. Stealth Dis. Properties
    Light 11 + Dex Modifier

    Cost: 10 gp Weight: 10 lb


     

    Burglar's Pack

    Adventuring Gear Common

    A backpack that contains: a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. Attached to the outside of the pack is 50 feet of hempen rope.


     

    DnD 5e SRD SRD

    Rapier

    Melee Weapon Finesse Common

    Type Damage Damage Range Properties
    Martial 1d8 Piercing Finesse

    Cost: 25 gp Weight: 2 lb


     

    DnD 5e SRD SRD

    Shortbow

    Ranged Weapon Ammunition, Two-Handed Common

    Type Damage Damage Range Properties
    Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

    Cost: 25 gp Weight: 2 lb


     

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    High Elf

    Ability Score Increase +2 Dex, +1 Int
    Size Medium
    Speed 30ft

    Darkvision - 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.   Keen Senses - You have proficiency in the Perception skill.   Fey Ancestry - You have advantage on saving throws against being charmed, and magic can't put you to sleep.   Trance - Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.   Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow.   Cantrip - You know one Cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.   Extra Language - You can speak, read, and write one extra language of your choice.

    Languages. Common, Elvish

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    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)

    Level 2 Spells

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

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


    Created by

    conxnor.

    Statblock Type

    Character Sheet (Legacy)

    Link/Embed