Charlie Slimecicle | Character Sheet (latest) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Charlie Slimecicle

20 Level (0/355000 XP for level-up) Outlander Background Slime Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 20
Hit Dice: 20/20
1d8+2 Class 1

STR
10
+0
DEX
18
+4
CON
15
+2
INT
14
+2
WIS
15
+2
CHA
13
+1
200
Hit Points
+9
Initiative (DEX)
14
Armor Class (AC)
+6
Prof. Bonus
35 walk, 50 climb
Speed (walk/run/fly)
+12 Expertise Bonus
+6 Proficiency Bonus
+0 Strength
+10 Dexterity
+2 Constitution
+8 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+4 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+6 Athletics STR
+1 Deception CHA
+8 History INT
+14 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+14 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+16 Sleight of Hand DEX
+10 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

LEVEL 4- Observant




Quick to notice details of your environment, you gain the following benefits:
  • Increase your Intelligence or Wisdom score by 1, to a maximum of 20.

  • If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.

  • You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.


  • LEVEL 8 - Keen Mind



    You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

    • Increase your Intelligence score by 1, to a maximum of 20.

    • You always know which way is north.

    • You always know the number of hours left before the next sunrise or sunset.

    • You can accurately recall anything you have seen or heard within the past month.



    LEVEL 10 - Mobile
    You are exceptionally speedy and agile. You gain the following benefits:


    • Your speed increases by 10 feet.

    • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.

    • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.




    LEVEL 12 - Alert



    Always on the lookout for danger, you gain the following benefits:

    • You can’t be surprised while you are conscious.

    • You gain a +5 bonus to initiative.

    • Other creatures don’t gain advantage on attack rolls against you as a result of being unseen by you.




    LEVEL 16 - Dungeon Delver



    Alert to the hidden traps and secret doors found in many dungeons, you gain the following benefits:

    • You have advantage on Wisdom (Perception) and Intelligence (Investigation) checks made to detect the presence of secret doors.

    • You have advantage on saving throws made to avoid or resist traps.

    • You have resistance to the damage dealt by traps.

    • Travelling at a fast pace doesn't impose the normal -5 penalty on your passive Wisdom (Perception) score.




    LEVEL 19 - Skill Expert



    You have honed your proficiency with particular skills, granting you the following benefits:

    • Increase one ability score of your choice by 1, to a maximum of 20.

    • You gain proficiency in one skill of your choice.

    • Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.



    Features & Traits

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Common, Abyssal, Thieves' Cant, Primordial
    Thieves' Tools and Horn

    Languages & Proficiencies
    I'm always picking things up, absently fiddling with them, and sometimes accidentally breaking them.

    I'm driven by a wanderlust that led me away from home.

    Personality Traits
    Change. Life is like the seasons, in constant change, and we must change with it.

    Ideals
    An injury to the unspoiled wilderness of my home is an injury to me.

    Bonds
    There's no room for caution in a life lived to the fullest.

    Flaws


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

    The statblocks of your class features

    Rogue

    Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party. You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class.
    hit dice: 1d8 per rogue level
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
    armor proficiencies: Light armor
    weapon proficiencies: 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
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a rapier or (b) a shortsword

    • (a) a shortbow and quiver of 20 arrows or (b) a shortsword

    • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

    • Leather armor, two daggers, and thieves' tools


    spellcasting:
    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.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

    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.  

    Roguish Archetype

      At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

    Uncanny Dodge

    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

    Evasion

    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

    Reliable Talent

    By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

    Blindsense

    Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

    Slippery Mind

    By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

    Elusive

    Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

    Stroke of Luck

    At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.
    subclass options:
    LevelProficiency BonusSneak AttackFeatures
    1st+21d6Expertise, Sneak Attack, Thieves' Cant
    2nd+21d6Cunning Action
    3rd+22d6Roguish Archetype, Steady Aim (Optional)
    4th+22d6Ability Score Improvement
    5th+33d6Uncanny Dodge
    6th+33d6Expertise
    7th+34d6Evasion
    8th+34d6Ability Score Improvement
    9th+45d6Roguish Archetype feature
    10th+45d6Ability Score Improvement
    11th+46d6Reliable Talent
    12th+46d6Ability Score Improvement
    13th+57d6Roguish Archetype feature
    14th+57d6Blindsense
    15th+58d6Slippery Mind
    16th+58d6Ability Score Improvement
    17th+69d6Roguish Archetype feature
    18th+69d6Elusive
    19th+610d6Ability Score Improvement
    20th+610d6Stroke of Luck

    Inquisitive

    As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.
    hit dice: 1d8 per rogue level
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
    armor proficiencies: Light armor
    weapon proficiencies: 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
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:

    • (a) a rapier or (b) a shortsword

    • (a) a shortbow and quiver of 20 arrows or (b) a shortsword

    • (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack

    • Leather armor, two daggers, and thieves' tools


    spellcasting:
    class features:

    Ear for Deceit

    When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  

    Eye for Detail

    Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.  

    Insightful Fighting

    At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.   This benefit lasts for 1 minute or until you successfully use this feature against a different target.  

    Steady Eye

    At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.  

    Unerring Eye

    At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

    Eye for Weakness

    At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
    subclass options:
    LevelProficiency BonusSneak AttackFeatures
    1st+21d6Expertise, Sneak Attack, Thieves' Cant
    2nd+21d6Cunning Action
    3rd+22d6Roguish Archetype, Ear for Deceit, Eye for Detail, Insightful Fighting
    4th+22d6Ability Score Improvement
    5th+33d6Uncanny Dodge
    6th+33d6Expertise
    7th+34d6Evasion
    8th+34d6Ability Score Improvement
    9th+45d6Steady Eye
    10th+45d6Ability Score Improvement
    11th+46d6Reliable Talent
    12th+46d6Ability Score Improvement
    13th+57d6Unerring Eye
    14th+57d6Blindsense
    15th+58d6Slippery Mind
    16th+58d6Ability Score Improvement
    17th+69d6Eye for Weakness
    18th+69d6Elusive
    19th+610d6Ability Score Improvement
    20th+610d6Stroke of Luck

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    Statblocks for race/species of the character.

    Slime

    ability score increase: CON +2, DEX +1
    age: Unknown
    alignment: usually chaotic neutral or chaotic good
    Size: Small
    speed: 25ft walking, 40ft climbing
    Languages: Common, Undercommon
    race features:
    Darkvision. 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.   Alchemist's Glow. As an action, you can make yourself glow the color of your skin. This provides you with 10 feet of bright light, and 10 feet of dim light in all directions. This trait produces no light while in magical darkness.   Resistances and Immunities. You are resistant to acid damage and immune to poison damage. Engulf. When you are grappling a creature you can engulf them as well if they are the same size category as you or smaller, imposing disadvantage on any ability check or attack roll that the grappled creature makes. Any damage you take is halved and the engulfed creature takes the other half and vice versa. You can’t use this trait again until you complete a short or long rest.   Ooze Nature. As a magical but strictly non-biological being, you don’t require sleep.   Amorphous. You can move through a space as narrow as 1 inch wide without squeezing, leaving behind any equipment that can't move with you.   Corrosive Form. When a creature hits you with a melee attack, as a reaction, you can force them to make a Dexterity saving throw, to avoid a backlash stream of acid.The DC for this saving throw is 8 + your Constitution modifier + proficiency bonus. A creature takes 2d8 acid damage on a failed save, and half as much damage on a successful one. The damage increases to 3d8 at 6th level, 4d8 at 11th level, and 5d8 at 16th level. After you use this trait, you can’t use it again until you complete a short or long rest.

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