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

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Faeris

Rouge 1 Class & Level
Criminal Background
Elf Race
Chaotic neutaral Alignment

Strength 10
+0
Dexterity 19
+4
constitution 12
+1
intelligence 11
+0
wisdom 12
+1
charisma 14
+2
Total Hit Dice 4
Hit Die
1d8+1
+0 proficiency bonus
+0 Strength
+5 Dexterity
+1 Constitution
+3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+6 Acrobatics
+1 Animal Handling
+0 Arcana
+0 Athletics
+4 Deception
+0 History
+1 Insight
+6 Intimidation
+0 Investigation
+1 Medicine
+0 Nature
+3 Perception
+2 Performance
+4 Persuasion
+0 Religion
+3 Sleight of Hands
+8 Stealth
+1 Survival
skills Deception Stealth Intimidation Pursausion Acrobatics Stealth Perception proficiencies

 
14
Armor Class
27
Hit Points
+4
Initiative
30
Speed
Dagger (2) 1d20+5 [1d4+3]
Rapier[roll1d20+5]1d8+3]
Attacks
Dice set, theives tool, Simple weapons, hand crossbows, longswords, rapiers, shortswords, Dexterity, Intelligence

Proficiences
Dancing Lights
Farie fire
Spellcasting
A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 15 gp, Rapier, shortbow and quiver of 20 arrows,Explorer pack (Backpack,bedroll,mess kit,tinderbox,torch (10),rations (10),waterskin,hempen rope
), Leather armor, two daggers, and thieves' tools,
Equipment

Personality Traits
-Expertise Stealth, intimidation

-Superior Darkvision
Your darkvision has a radius of 120 feet.

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

-Trance
Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, 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

-Fey Ancestry
You have advantage on saving throws against being charmed, and magic can't put you to sleep

-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.



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

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Dunegonlich.

Statblock Type

Character Sheet (Legacy)

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