Jenga
1
Level (0/300 XP for level-up)
Commoner
Background
Uachdar (Dwarf)
Race / Species / Heritage
Neutral Good
Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+1
Class 1
STR
8
-1
DEX
12
+1
CON
13
+1
INT
14
+2
WIS
11
+0
CHA
17
+3
12
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
10
Passive Perception
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
| | -1 | Strength |
| | +3 | Dexterity |
| | +1 | Constitution |
| | +4 | Intelligence |
| | +0 | Wisdom |
| | +3 | Charisma |
saving throws
| | +2 | Acrobatics | DEX |
| | +0 | Animal Handling | WIS |
| | +4 | Arcana | INT |
| | -2 | Athletics | STR |
| | +6 | Deception | CHA |
| | +4 | History | INT |
| | +2 | Insight | WIS |
| | +6 | Intimidation | CHA |
| | +8 | Investigation | INT |
skills
| | +0 | Medicine | WIS |
| | +6 | Nature | INT |
| | +4 | Perception | WIS |
| | +6 | Performance | CHA |
| | +8 | Persuasion | CHA |
| | +4 | Religion | INT |
| | +4 | Sleight of Hand | DEX |
| | +2 | Stealth | DEX |
| | +0 | Survival | WIS |
Skills
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Climbing Axe | +0 | STR | 1d4-1-1 | Piercing | |
| Versatile (1d6) | |||||
Attacks
SEAK ATTACK
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
THIEVES' CANT
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
RACIAL TRAITS
Darkvision
You can see in darkness (shades of gray) up to 60 ft.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
You gain proficiency with your choice of smith’s tools, brewer’s supplies, or mason’s tools.
Brewer's Supplies
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
THIEVES' CANT
You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
RACIAL TRAITS
Darkvision
You can see in darkness (shades of gray) up to 60 ft.
Dwarven Resilience
You have advantage on saves against poison and resistance against poison damage.
Dwarven Combat Training
You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
Tool Proficiency
You gain proficiency with your choice of smith’s tools, brewer’s supplies, or mason’s tools.
Brewer's Supplies
Stonecunning
Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check.
Dwarven Toughness
Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Features & Traits
Equipment
Copper: 0,
Silver: 0,
Electrum: 0,
Gold: 0,
Platinum: 0
Money
I judge people by their actions, not their words.
If someone is in trouble, I’m always ready to lend help.
When I set my mind to something, I follow through no matter what gets in my way.
Thinking is for other people. I prefer action.
I get bored easily. When am I going to get on with my destiny?
If someone is in trouble, I’m always ready to lend help.
When I set my mind to something, I follow through no matter what gets in my way.
Thinking is for other people. I prefer action.
I get bored easily. When am I going to get on with my destiny?
Personality Traits
Respect. People deserve to be treated with dignity and respect. (Good)
Might. If I become strong, I can take what I want—what I deserve. (Evil)
Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
Might. If I become strong, I can take what I want—what I deserve. (Evil)
Sincerity. There’s no good in pretending to be something I’m not. (Neutral)
Destiny. Nothing and no one can steer me away from my higher calling. (Any)
Ideals
I worked the land, I love the land, and I will protect the land.
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
My tools are symbols of my past life, and I carry them so that I will never forget my roots.
Bonds
I’m convinced of the significance of my destiny, and blind to my shortcomings and the risk of failure.
The people who knew me when I was young know my shameful secret, so I can never go home again.
The people who knew me when I was young know my shameful secret, so I can never go home again.
Flaws
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
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