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Name: Cassie Lightfoot Player: Sarah Show extra features

3 Class: Thief
Experience: 900 Add: Next level: 2,700
Background: Urchin
LEVEL Race: Elf, Wood Size: Medium Height: Weight:
Gender: Female Hair: Long Purple Eyes: Hazel Skin: Bluish White
Age: 242 Alignment: Chaotic Good Faith: None

Skills
Abilities
ADV
DIS BONUS NAME (ABILITY) PROF. EXP.
Show 2nd DC +6 Acrobatics (DEX)
Ability Save DC +1 Animal Handling (WIS)
+2
ABILITY MODIFIER SAVING THROW PROF.
BONUS
PROFICIENCY +3 Arcana (INT)
6 STR -2 -2
BONUS +
8+
14
Dex -2 Athletics (STR)
STRENGTH

Senses +2 Deception (CHA)


19 DEX +4 +6 +3 History (INT)
Proficiency
DEXTERITY
15 Passive Perception
Bonus +3 Insight (WIS)
10 CON 0 0
Darkvision 60 ft
+2 Intimidation (CHA)
CONSTITUTION INSPIRATION
+5 Investigation (INT)

16 INT +3 +5 Limited Features SR LR Dawn +1 Medicine (WIS)


INTELLIGENCE
FEATURE MAX. USAGES RECOVERY USED +3 Nature (INT)

13 WIS +1 +1 +5 Perception (WIS)


WISDOM
+2 Performance (CHA)

14 CHA +2 +2 +4 Persuasion (CHA)


CHARISMA
+3 Religion (INT)
+6 Sleight of Hand (DEX)
Saving Throw Advantages / Disadvantages +8 Stealth (DEX)
Magic can't put me to sleep; Adv. on saves vs. charmed
+1 Survival (WIS)
+6 Thieves' tools (Dex)
SPEED
DEX MISC. SPEED ENCUMBERED
Combat +4 Initiative 4 +
35 ft, 25 ft,
climb 35 ft climb 25 ft

Defense Health
AC DURING REST Set Max HP WOUNDS
11 ARMOR
BONUS Leather
+

15
SHIELD TEMPORARY HP
BONUS CURRENT
+ RESISTANCE
AC 4
+
DEXTERITY
MOD
MEDIUM ARMOR (MAX = 2)
HEAVY ARMOR (MOD = 0)
STEALTH
DISADV.
HP 20 Heal
DIE LIVE
3 × d8 + 0
MAGIC
+
MAX HIT POINTS I DC10 I
MISC
MOD 1 × + II II
+ RECOVER HALF OF YOUR MAXIMUM HIT III III
MISC HALF DAMAGE × +
MOD 2 HIT DICE AFTER A LONG REST. DICE
LEVEL DIE CON USED DEATH SAVING THROWS

Attacks ATTACKS
PER ACTION 1 Actions
D PROF ABILITY D D AND

Rapier ✔ Dex Melee +6 1d8+4 Piercing Attack / Cast a Spell


Finesse; Sneak attack 2d6 Dash / Disengage / Dodge

Dagger ✔ Dex Melee, 20/60 ft +6 1d4+4 Piercing Escape Grapple / Help / Hide
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Finesse, light, thrown; Sneak attack 2d6 Ready / Search / Use Object
Overrun / Tumble (or as bonus action)
Shortbow ✔ Dex 80/320 ft +6 1d6+4 Piercing
As 1 attack: Disarm / Grapple / Shove
Ammunition, two-handed; Sneak attack 2d6

BONUS ACTIONS REACTIONS USED THIS ROUND

Cunning Action Opportunity Attack


Fast Hands

TYPE TOTAL TYPE TOTAL


Arrows
Reload AMMUNITION Reload AMMUNITION
Add Features

Features Background
PERSONALITY TRAITS
Racial Traits I ask questions all the time.

Wood Elf (+2 Dexterity, +1 Wisdom)


Trance: Elves don't need to sleep, but meditate semiconsciously, for 4 hours a day. While IDEAL
meditating, I can dream after a fashion; such dreams are actually mental exercises that
Change: The low rise up, and the high and mighty come down. Change is natural. (Chaotic)
have become reflexive through years of practice. After resting in this way, I gain the same
benefit that a human does from 8 hours of sleep, but I still need 8 hours for a long rest.
Mask of the Wild: I can attempt to hide even when I am only lightly obscured by foliage,
BOND
heavy rain, falling snow, mist, and other natural phenomena. I owe my life to another urchin who taught me the ways of living in the gutters.

Class Features FLAW


It's not theft if I have more use for it than someone else.
Thief, level 3:
◆ Expertise (Rogue 1) [with two skills]
I gain expertise with two skills/thieves' tools I am proficient with; two more at 6th level
◆ Sneak Attack (Rogue 1) [2d6] Feats
Once per turn, I can add damage to finesse/ranged attack if I have adv.
I don't need adv. if a conscious ally is within 5 ft of the target and I don't have disadv.
FEAT:
◆ Thieves' Cant (Rogue 1)
I know the secret rogue language that I can use to convey messages inconspicuously
◆ Cunning Action (Rogue 2)
I can use a bonus action to take the Dash, Disengage, or Hide action
◆ Fast Hands (Thief 3) FEAT:
As a bonus action, I can do one of the following:
- Make a Dexterity (Sleight of Hand) check
- Use my thieves' tools to disarm a trap or open a lock
- Take the Use an Object action
◆ Second-Story Work (Thief 3)
FEAT:
I climb at my normal speed; I add my Dex modifier to the distance of a running jump

FEAT:

FEAT:

Add Equipment

Equipment
ADVENTURING GEAR # LBS ADVENTURING GEAR # LBS

Background Feature
City Secrets
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I know the secret patterns and flow to cities and can find passages through the urban
sprawl that others would miss. When I am not in combat, I (and companions I lead) can
travel between any two locations in the city twice as fast as my speed would normally
allow.
ATTUNED MAGICAL ITEMS (MAX 3)

Proficiencies
SUBTOTAL SUBTOTAL
ARMOR: LIGHT MEDIUM HEAVY SHIELDS OTHER: ENCUMBERED HEAVILY ENCUMBERED PUSH/DRAG/LIFT TOTAL WEIGHT
31 - STR × 5 61 - STR × 10 91 - STR × 15 - 30
WEAPONS: SIMPLE MARTIAL OTHER: Hand Crossbow, Longbow, Longsword, Rapier, Shortsword 60 lb -10 FT SPEED
90 lb -20 FT SPEED
180 lb SPEED = 5 FT
DISADV. STR, DEX, CON
GEAR & COINS
Languages Tools & Others PLATINUM
= 10 GP
GOLD
=10 SP
ELECTRUM
= 5 SP
SILVER
= 10 CP
COPPER LIFESTYLE:
Modest
Thieves' Cant Thieves' tools DAILY PRICE: 1 gp
Common Disguise kit
GEMS AND OTHER VALUABLES:
Elvish

©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER: Cassie Lightfoot

Status Possessions

Exhaustion Magic Items


LEVEL EFFECT (CUMULATIVE) MAGIC ITEM: ATTUNED

SOME FOOD AND DRINK.


PROVIDED THAT YOU ALSO INGESTED
THE EXHAUSTION LEVEL BY 1,
FINISHING A LONG REST REDUCES
1 Disadvantage on Ability Checks
2 Speed halved

©DESIGN BY JAVIER AUMENTE - JAAUVEL@GMAIL.COM; EDITS & FORM FIELDS BY JOOST WIJNEN - FLAPKAN@GMAIL.COM. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
3 Disadvantage on Attack Rolls and Saving Throws
MAGIC ITEM: ATTUNED
4 Hit Point maximum halved
5 Speed reduced to 0
ig
g
6 Death
MAGIC ITEM: ATTUNED

Conditions
Blinded Petrified
Fail checks involving sight. Attacks have Incapacitated. Can’t move or speak. Unaware
disadvantage. Enemy attacks have advantage. of surroundings. Resistance to all damage. MAGIC ITEM: ATTUNED
Immune to poison/disease. Fail Str and Dex
Charmed saving throws. Enemy attacks have advantage.
Can’t harm/attack charmer. Charmer has Stop aging. Weight increases by factor 10.
advantage on ability checks to interact socially.
Poisoned
Deafened Disadvantage on attack rolls and ability checks.
Fail checks involving hearing. MAGIC ITEM: ATTUNED
Prone
Frightened Crawl (at ½ speed) or stand up (costs ½ speed).
Disadvantage to checks/attacks while source Attacks have disadvantage. Enemy attacks
of fear is in sight. Can’t willingly move closer have advantage within 5 ft and disadvantage if
to the source of fear. further away.

Grappled Restrained
Speed 0, regardless of bonus. Disadvantage on
Speed drops to 0, regardless of any bonus.
Dex saving throws. Attacks have disadvantage. MAGIC ITEM: ATTUNED
Enemy attacks have advantage.
Incapacitated
Can’t take actions or reactions.
Stunned
Incapacitated. Can’t move. Can speak only
Invisible falteringly. Fail Str and Dex saving throws.
Can’t be seen, but noise and tracks. Attacks Enemy attacks have advantage.
have advantage, enemy attacks disadvantage.
Unconscious MAGIC ITEM: ATTUNED
Paralyzed Incapacitated. Can’t move or speak. Unaware
Incapacitated. Can’t move or speak. Fail Str of surroundings. Drop everything. Fail Str
and Dex saving throws. Enemy attacks have and Dex saving throws. Enemy attacks have
advantage. Enemy attacks within 5 ft are advantage. Enemy attacks within 5 ft are
critical hits. critical hits.

Choose Visible Sections

Notes Rules

Dash Action Gain your speed as extra movement for this turn.

Disengage Action Your movement doesn’t provoke opportunity attacks for this turn.
Attack rolls from attackers you can see have disadvantage and you have
Dodge Action
advantage on Dex saving throws until the start of your next turn.
Escape a grapple by winning a Str (Athletics) or Dex (Acrobatics) check
Escape Action
vs. grappler’s Str (Athletics) check.
Give an ally advantage on next ability check or attack roll vs. an opponent
Help Action
within 5 ft of you, if done before the start of your next turn.
Hide from those that can’t perceive you. Your Dex (Stealth) check is the
Hide Action
DC for anybody’s Wis (Perception) check to discover you.
Action or Move through opponent’s space once by winning opposing Str (Athletics)
Overrun* Bonus Action check. Advantage if you are larger and disadvantage if you are smaller.
Choose an action that you will take in response to a set trigger. Taking
Ready Action
the action uses your reaction. Readying a spell requires concentration.

Search Action Search for something with a Wis (Perception) or Int (Investigation) check.
Action or Move through opponent’s space once this turn by winning opposing
Tumble* Bonus Action Dex (Acrobatics) check.
MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Colorful - A4)

You can interact with an object once per turn for free. A second interaction
Use Object Action and special cases take an action to complete (e.g. draw a second weapon,
equip a shield, drink a potion, retrieve an item from a backpack).
Knock an item from grasp by winning weapon attack roll vs. opponent’s
Disarm* Attack Str (Athletics) or Dex (Acrobatics) check. Disadvantage if item is held by
two hands. A larger opponent has advantage, smaller has disadvantage.
With a free hand, give the grappled condition to an opponent that is
Grapple Attack within reach and up to one size larger than you by winning Str (Athletics)
check vs. opponent’s Str (Athletics) or Dex (Acrobatics) check.
Melee Mark target of a melee attack. Next opportunity attack against the mark
Mark* Attack before the end of your next turn has advantage and doesn’t use a reaction.
Move opponent 5 ft or make prone by winning opposing Str (Athletics)
Shove Attack
check. Disadvantage if trying to move the opponent to a side.*
Move Bring grappled opponent along as part of your move. You move at half
Move
Grappled speed unless the opponent is two or more sizes smaller than you.
*This action is an optional rule introduced in the Dungeon Master Guide (and is therefore not eligible in Adventurer’s League play).

Half Cover Gain +2 to AC and +2 to Dex saving throws.

Three-Quarters Cover Gain +5 to AC and +5 to Dex saving throws.


Can’t be targeted directly by attack or spell.
Total Cover
Some spells can reach you by including you in its area of effect.
Background

Character History

Character Portrait

Appearance

Enemies

Allies & Organizations


MorePurpleMoreBetter's D&D 5th edition Character Record Sheet v12.998 (Colorful - A4)

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