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

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Æliande Gyldenstierne

Rogue 5 Class & Level
Criminal/spy Background
Human Race
Chaotic good Alignment

Strength 14
+2
Dexterity 16
+3
constitution 11
+0
intelligence 14
+2
wisdom 14
+2
charisma 12
+1
Total Hit Dice 5
Hit Die
1d8+0
+3 proficiency bonus
+2 Strength
+3 Dexterity
+0 Constitution
+2 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+2 Animal Handling
+2 Arcana
+2 Athletics
+7 Deception
+2 History
+2 Insight
+4 Intimidation
+5 Investigation
+2 Medicine
+2 Nature
+5 Perception
+1 Performance
+4 Persuasion
+2 Religion
+3 Sleight of Hands
+9 Stealth
+2 Survival
skills Deception (background), intimidation, Investigation, stealth (background), perception, persuasion   Expertise: deception, stealth (doubles proficiency score added.) proficiencies

 
14
Armor Class
29
Hit Points
+3
Initiative
30ft
Speed
WeaponAttackDamageNotes
Dagger 1d20+5 1d4+2 Piercing, simple, finesse, light, thrown
Light Crossbow 1d20+5 1d8+3 Ranged
Rapier 1d20+5 1d8+2 Piercing, simple, finesse, light, thrown
Unarmed strike 1d20+4 3Bludgeoning
Sneak Attack--- 3d6 Bonus attack (rogue)
Attacks
=== ARMOR ===
Light Armor

=== WEAPONS ===
Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons

=== TOOLS ===
Playing Card Set, Poisoner's Kit, Thieves' Tools, rope (50ft)

=== LANGUAGES ===
Common, Goblin, Thieves Cant
Proficiences
100 gp
Equipment
=== ROGUE FEATURES ===

* Expertise • PHB 96
Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.

* Sneak Attack • PHB 96
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.

| Special

* Thieves’ Cant • PHB 96
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.

=== ROGUE ARCHETYPE FEATURES ===
Rogue: Assassin
You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

* Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

* Assassinate
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. 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.

* Infiltration Expertise
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.

Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

* Impostor
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.

Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.

* Death Strike
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
Features & Traits

Heroes Enabled

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Created by

ninne124.

Statblock Type

Character Sheet (Legacy)

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