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Rogue (4) Acolyte Zub

CLASS & LEVEL BACKGROUND PLAYER NAME


Tolman Ren Human/Calishite Chaotic Neutral 2700
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +4 Polite, reserved.
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

11 PERSONALITY TRAITS

Hit Point Maximum 33


0 Strength
DEXTERITY ●
+6 Dexterity

+4 ●
+2 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

18 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+2 ●
+6 Acrobatics (Dex) Total 4d8 SUCCESSES

14 Hates the sight of blood.


+1 Animal Handling (Wis) FAILURES

+4 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

+2 +1 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+3 Insight (Wis)
Longbow +4 1d8 + 4 piercing
14 ●

+1 Intimidation (Cha) Rapier +6 1d8 + 4 piercing


WISDOM ●
+6 Investigation (Int)
+1 Medicine (Wis)
Shortbow +6 1d6 + 4 piercing
+1 +2 Nature (Int)

12

+5 Perception (Wis) - Dagger +1. +7,
+1 Performance (Cha)
+1 Persuasion (Cha)
1d4 + 5 piercing
CHARISMA

+4 Religion (Int)

+1 ●


+6 Sleight of Hand (Dex)
+8 Stealth (Dex)
12 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


CP
Pouch (1); Clothes,
common (1); Arrow (20);
Piton (10); Quiver (1);
Tool Proficiencies: Thieves'
SP Waterskin (1); Candle (5);
Lantern, hooded (1); Oil
Tools (2); Thieves' Tools (1);
EP
Incense (5); Rations (1
Weapon Proficiencies: day) (5); Rope, hempen
Crossbow, hand; Longsword; (1); String (1);
Rapier; Shortsword; Simple
GP
15 Vestements (1);
Tinderbox (1); Hammer
PP
Armor Proficiencies: Light (1); Bell (1); Backpack
(1); Ball bearings (1);
Language Proficiencies: Crowbar (1); Studded (1)
Common
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
25 5'9'' 160lbs
AGE HEIGHT WEIGHT
Tolman Ren Blue Pink Brown
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

"Ren" is the son of a farmer and lived


and worked there before the winter
took their crops. He now spends most
of his time in the inn, drinking and
throwing bones for scraps. The harsh
winter has nearly killed his dreams of
making it big in the city of Waterdeep.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Arcane Trickster, Rogue
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Mage Hand
Prestidigitation
True Strike

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 3 7
EPAR
SPELL NAME
ED
PR

Feather Fall

Shield
4
Silent Image
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).

-----------Other Traits------------
Shelter the Faithful. You and your companions can expect free
healing at an establishment of your faith.

Sneak Attack. 2d6 extra damage on attack where you have


advantage or another enemy of creature is within 5 ft. (use
once/turn).

Thieves' Cant. Convey secret messages hidden in normal


conversation.
Page 1

Conjuration cantrip Level-1 transmutation Transmutation cantrip


Mage Hand Feather Fall Prestidigitation
1 act. 30 ft V,S 1 min 1 react. 60 ft V,M 1 min 1 act. 10 ft V,S Up to 1 hr
A spectral, floating hand appears at a point Choose up to five falling creatures within This spell is a minor magical trick that novice
you choose within range. The hand lasts for range. A falling creature's rate of descent spellcasters use for practice. You create one
the duration or until you dismiss it as an slows to 60 feet per round until the spell of the following magical effects within range: •
action. The hand vanishes if it is ever more ends. If the creature lands before the spell You create an instantaneous, harmless
than 30 feet away from you or if you cast this ends, it takes no falling damage and can land sensory effect, such as a shower of sparks, a
spell again. You can use your action to on its feet, and the spell ends for that puff of wind, faint musical notes, or an odd
control the hand. You can use the hand to creature. odor. • You instantaneously light or snuff out
manipulate an object, open an unlocked door a candle, a torch, or a small campfire. • You
or container, stow or retrieve an item from an instantaneously clean or soil an object no
open container, or pour the contents out of a larger than 1 cubic foot. • You chill, warm, or
vial. You can move the hand up to 30 feet flavor up to 1 cubic foot of nonliving material
each time you use it. The hand can't attack, for 1 hour. • You make a color, a small mark,
activate magic items, or carry more than 10 or a symbol appear on an object or a surface
pounds. 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.

Arcane Trickster DC 12 Mod +4 Rogue DC 12 Mod +4 Rogue DC 12 Mod +4

Level-1 abjuration Level-1 illusion Divination cantrip


Shield Silent Image True Strike
1 react. Self V,S 1 rnd 1 act. 60 ft V,S,M Conc, 10 mins 1 act. 30 ft S Conc, 1 rnd
An invisible barrier of magical force appears You create the image of an object, a creature, You extend your hand and point a finger at a
and protects you. Until the start of your next or some other visible phenomenon that is no target in range. Your magic grants you a brief
turn, you have a +5 bonus to AC, including larger than a 15-foot cube. The image insight into the target's defenses. On your
against the triggering attack, and you take no appears at a spot within range and lasts for next turn, you gain advantage on your first
damage from magic missile. the duration. The image is purely visual; it attack roll against the target, provided that
isn't accompanied by sound, smell, or other this spell hasn't ended.
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
Rogue DC 12 Mod +4 Rogue DC 12 Mod +4 Rogue DC 12 Mod +4
Page 1 (reverse)

Silent Image (reverse)


can see through the image.

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