Kara | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Kara

Rogue 4 Class & Level
Pirate Background
Wood Elf Race
Alignment

Strength 8
-1
Dexterity 18
+4
constitution 14
+2
intelligence 10
+0
wisdom 14
+2
charisma 12
+1
Total Hit Dice 4
Hit Die
1d8+2
+2 proficiency bonus
-1 Strength
+6 Dexterity
+2 Constitution
+2 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+0 Arcana
-1 Athletics
+1 Deception
+0 History
+4 Insight
+1 Intimidation
+2 Investigation
+2 Medicine
+0 Nature
+4 Perception
+1 Performance
+1 Persuasion
+0 Religion
+6 Sleight of Hands
+8 Stealth
+2 Survival
skills

 
15
Armor Class
31
Hit Points
+4
Initiative
35
Speed
WeaponActionRange (normal/disadvantage)Attack BonusDamage
Dagger1A20/60 feet 1d20+1 melee, 1d20+6 ranged 1d4 slashing
Rapier1A5 feet 1d20+1 1d8 piercing
Shortbow1A80/320 feet 1d20+6 1d6 slashing
Attacks
Tools: Navigator's Tools, Thieves Tools

Vehicles: Water

Languages: Common, Elvish

Weapons: Simple weapons
Hand crossbow, short bow, longbow
Rapiers, long swords, short swords

Armor: Light armor
Proficiences
Weapons:
2 daggers
rapier
shortbow and a quiver of 20 arrows
Armor: Leather armor
Tools: Thieves' tools, Navigator's tools
Items:
A belaying pin (club)
50 feet of silk rope AND 50 feet of hempen rope
a lucky charm such as a rabbit foot or a small stone in the center
a set of common clothes
a burglar's pack
(backpack, 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, 50 feet of hempen rope, and a waterskin)
Money: 85 gold


Equipment
I work hard so I can play hard
Ideals
I am loyal to my captain
Bonds
I cannot help but pocket loose coins and trinkets
Flaws
Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. 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 color in darkness, only shades of gray.

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

Trance: Elves do not need to sleep. Instead, they meditate deeply, remaining semi conscious, for 4 hours a day. (The Common word for such meditation is “trance.”) 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.

Mask of the Wild: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Feature: Ship's Passage: When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you're calling in a favor, you can't be certain of a schedule or route that will meet your every need. Your DM will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
Features & Traits

Heroes Enabled

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

The statblocks of your class features

Rogue - Thief


Hit Points

Hit Dice: d8 per Rogue - Thief level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 per level + your Constitution modifier

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

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.  

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.  

Cunning Action

Starting at 2nd level, your quick thinking and agility allow 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.


Subclass Options

Thief

  You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.  

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 safe house for thieves on the run.  

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.  

Second-Story Work

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.  

Elven Accuracy (Feat)

Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Wood Elf, Elf subrace

Ability Score Increase +1 Wis
Size Medium
Speed

  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Fleet of Foot. Your base walking speed increases to 35 feet.
  • Keen Senses. You have proficiency in the Perception skill.
  • Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

midnight_kitti.

Statblock Type

Character Sheet (Legacy)

Link/Embed