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2024 Edition Character Sheet

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Attacks | Spells | Features & HD | |
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Campaign Manager
Vapula Faith
Character Name
Rogue 1
Class & Level
Farmer
Background
Tiefling
Race
Chaotic Neutral
Alignment
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
9
8
+
1
(Race)
DEXTERITY
+2
15
15
+
0
(Race)
CONSTITUTION
+2
14
13
+
1
(Race)
INTELLIGENCE
+1
12
12
+
0
(Race)
WISDOM
+2
15
14
+
1
(Race)
CHARISMA
+0
10
10
+
0
(Race)
ARMOR CLASS
13
INITIATIVE
+
+0
PROFICIENCY
+
2
2
+
PERCEPTION
1212
+
SPEED
30 ft
HIT POINTS
Max:
10
10
TEMP HP
POINT BUY
Standard
Picture URL:
Token URL:
-1 -1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma
+0
+
Global Bonus
Saving Throws
+
Acrobatics (Dex)
+
Animal Handling (Wis)
+
Arcana (Int)
-1 -1
+
Athletics (Str)
+
Deception (Cha)
+
History (Int)
+
Insight (Wis)
+
Intimidation (Cha)
+
Investigation (Int)
+
Medicine (Wis)
+
Nature (Int)
+
Perception (Wis)
+
Performance (Cha)
+
Persuasion (Cha)
+
Religion (Int)
+
Sleight of Hand (Dex)
+
2
* Stealth (Dex)
+
Survival (Wis)
+
2
Thieves' Tools (Dex)
+0
+
Global Bonus
* See your equipment
Skills
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
12
DC
Cast Mod
1d6
Sneak Attack
/
/
/
/
/
/
/
/
/
SPELLCASTING
[+instructions]
#
Name
Wt.
1
Shortsword
2
1
Shortbow
2
2
Dagger
2
1
Leather Armor [11+Dex]
10
1
Arrows (20)
1
1
Thieves Tools
1
1
Burglars Pack
47.5
1
Quiver
1
Total: 66.5 lbs
EQUIPMENT
d8
HIT DICE
USED
SUCCESSES
FAILURES
DEATH SAVES
 
CP
0
SP
0
EP
0
GP
0
PP
0
WEALTH
Proficiencies: Light Armor, Simple Weapons, Martial weapons that have the Finesse or Light property, Thieves' Tools
PROFICIENCIES & LANGUAGES

Racial

Darkvision: 60 feet.

Fiendish Legacy: Choose one of the below and delete the others. You can cast any spells gained once per Long Rest without a spell slot. Your spellcasting ability is Intelligence, Wisdom, or Charisma.
Abyssal: Resistance to Poison; gain Poison Spray. Level 3: Ray of Sickness; Level 5: Hold Person.
Chthonic: Resistance to Necrotic; gain Chill Touch. Level 3: False Life; Level 5: Ray of Enfeeblement.

Infernal: Resistance to Fire; gain Fire Bolt. Level 3: Hellish Rebuke; Level 5: Darkness.

Otherworldly Presence: You gain Thaumaturgy.

Class

Expertise: You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Sneak Attack: 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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels.

Thieves' Cant: You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.

Weapon Mastery: Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

[b]Racial[/b]

[b]Darkvision[/b]: 60 feet.

[b]Fiendish Legacy[/b]: Choose one of the below and delete the others. You can cast any spells gained once per Long Rest without a spell slot. Your spellcasting ability is Intelligence, Wisdom, or Charisma.
[b]Abyssal[/b]: Resistance to Poison; gain [spell]Poison Spray[/spell]. Level 3: [spell]Ray of Sickness[/spell]; Level 5: [spell]Hold Person[/spell].
[b]Chthonic[/b]: Resistance to Necrotic; gain [spell]Chill Touch[/spell]. Level 3: [spell]False Life[/spell]; Level 5: [spell]Ray of Enfeeblement[/spell].
[b]Infernal[/b]: Resistance to Fire; gain [spell]Fire Bolt[/spell]. Level 3: [spell]Hellish Rebuke[/spell]; Level 5: [spell]Darkness[/spell].

[b]Otherworldly Presence[/b]: You gain [spell]Thaumaturgy[/spell].

[b]Class[/b]

[b]Expertise:[/b] You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them. At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

[b]Sneak Attack:[/b] 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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels.

[b]Thieves' Cant:[/b] You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.

[b]Weapon Mastery:[/b] Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows. Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
FEATURES & TRAITS
 
She was born to a criminal king-pin and mafia family She helped her mother out around the business and became quite the natural. Recently she has begun working with bootleggers and crooks.
DESCRIPTION & EXTRA INFO
Suggested Traits:
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