Vi'Thor Valhus | Character Sheet (2018) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Vi'Thor Valhus

Rogue 3 Class & Level
Noble Background
Tiefling Race
Neutral Alignment

Strength 13
+1
Dexterity 17
+3
constitution 15
+2
intelligence 16
+3
wisdom 14
+2
charisma 18
+4
Total Hit Dice 3
Hit Die 1d3+2
2 proficiency bonus
12 Passive perception
1 Strength
5 Dexterity
2 Constitution
5 Intelligence
2 Wisdom
4 Charisma
saving throws
3 Acrobatics
2 Animal Handling
3 Arcana
1 Athletics
6 Deception
5 History
2 Insight
6 Intimidation
3 Investigation
2 Medicine
3 Nature
2 Perception
3 Performance
6 Persuasion
3 Religion
5 Sleight of Hands
7 Stealth
2 Survival
skills
14
AC
23
Hit Points
3
Initiative
30ft
Speed
Common, Infernal, Elvish

Thieve's Tools, Poker, Disguise Kit, Poisoner's Kit
Proficiencies
NameBonusDamageType
Shortsword 1d20+5 1d6 Piercing
Dagger 1d20+5 1d6 Piercing
Shortbow 1d20+5 1d6 Piercing
Attacks

Spellcasting

Equipment

Personality Traits

Ideals

Bonds

Flaws
Saving Throws: Dex, Int
Skills: Deception, History, Intimidation, Persuasion, Sleight of Hand, Stealth

Background


Position of Priviledge. You are welcome in high society and people assume you have the right to be wherever you are. The common fold make every effort to acoomodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure a audience with a local noble if needed.

Racial Traits


Darkvision. Thanks to your Infernal heritage, 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.

Hellish Resistance. You have Resistance to fire damage.

Infernal Legacy. You know the Thaumaturgy cantrip. When you reach 3rd level, you can cast the Hellish Rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a Long Rest. When you reach 5th level, you can cast the Darkness spell once with this trait and regain the ability to do so when you finish a Long Rest. Charisma is your Spellcasting ability for these Spells.

Class Features


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.

Assassinate. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.





Features & Traits

Created by

dsalexan.

Statblock Type

Character Sheet (2018)

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