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

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Nibbles

Rogue 4 Class & Level
Guild Artisan Background
Loredrake Kobold Race
Lawful Neutral Alignment

Strength 8
-1
Dexterity 19
+4
constitution 10
+0
intelligence 12
+1
wisdom 14
+2
charisma 14
+2
Total Hit Dice 4
Hit Die
1d8+0
+2 proficiency bonus
+1 Strength
+6 Dexterity
+0 Constitution
+3 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+1 Arcana
+1 Athletics
+2 Deception
+1 History
+4 Insight
+2 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+2 Perception
+2 Performance
+6 Persuasion
+1 Religion
+8 Sleight of Hands
+6 Stealth
+2 Survival
skills Stealth, Sleight Of Hand, Persuasion, Insight, Athletics, Acrobatics proficiencies

 
15
Armor Class
23
Hit Points
+4
Initiative
30ft
Speed
WeaponAttackDamage
Shortsword 1d20+6 1d6+4 (piercing)
Dagger 1d20+6 1d4+4 (piercing)
Longbow 1d20+1 1d8-1 (piercing)
Attacks
Armour: Light Armour
Weapons: Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Thieves Tools, Jewellers Tools
Languages: Common, Draconic, Gnomish
Proficiences
Cantrips:
Mage Hand =
Casting Time - 1 action
Range - 30 feet
Components - Verbal, Somatic
Duration - 1 minute
Fire Bolt =
Casting Time - 1 action
Range - 120 feet
Components - Verbal, Somatic
Duration - Instantaneous
Damage - 1d10 (lvl1) 2d10 (lvl5) 3d10 (lvl11) 4d10 (lvl17)
Spells:
Ice Knife =
Casting Time - 1 action
Range - 60 feet
Components - Somatic, Material (a drop of water or piece of ice)
Duration - Instantaneous
Damage - 1d10 (piercing) + 2d6 (5ft area cold damage)
Spellcasting
2 shortswords, 2 daggers, leather armour, thieves tools, burglars kit, jewellers tools, a letter of introduction from the Merchants League, a set of travellers clothes, 70 gold pieces, 5 juice boxes, 3 silver, keychain with 7 keys, backpack, ball bearing (100), string, candle (5), crowbar, hammer, piton (5), hooded lantern, flask of oil (2), rations (5) ,tinderbox, water skin, hempen rope (50 ft), 1 longbow
Equipment
I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me.
Personality Traits
I work hard to be the best there is at my craft.
Ideals
I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
Bonds
I'll do anything to get my hands on something rare or priceless.
Flaws
Guild Business: Jewellers and Gem cutters

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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

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.

Dark Vision: 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.

Pack Tactics: You have advantage on an attack roll against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.

Slim Build: You count as one size smaller when determining your carrying capacity and the weight you can push, drag, or lift.

Sunlight Sensitivity: You have disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight whenever you, the target of your attack, or whatever you are trying to perceive is in direct sunlight.

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

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.
Features & Traits

Heroes Enabled

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Statblock Type

Character Sheet (Legacy)

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