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

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Red Foreman

Rogue 3 Class & Level
Background
Human Race
CN Alignment

Strength 8
-1
Dexterity 16
+3
constitution 12
+1
intelligence 10
+0
wisdom 16
+3
charisma 8
-1
Total Hit Dice 2
Hit Die
1d8+1
+2 proficiency bonus
-1 Strength
+5 Dexterity
+1 Constitution
+2 Intelligence
+3 Wisdom
-1 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+0 Arcana
-1 Athletics
-1 Deception
+0 History
+7 Insight
-1 Intimidation
+0 Investigation
+3 Medicine
+2 Nature
+5 Perception
-1 Performance
-1 Persuasion
+0 Religion
+3 Sleight of Hands
+5 Stealth
+5 Survival
skills

 
13
Armor Class
20
Hit Points
+3
Initiative
25
Speed
WeaponAttackDamage
Dagger 1d20+5 1d4+3
Attacks
Nature, Stealth, Survival, Perception, Insight (expert)
Thieves Tools

Sneak Attack (2d6)
Cunning Action (bonus action to use Dash, Disengage, or Hide)
Proficiences
+2 hit
10 DC

(x2 lvl1 slots)
Lvl0: Mage Hand, Message, Lightning Lure
Lvl1: Charm Person, Disguise Self, Earth Tremor
Spellcasting
I hate being left out, which manifests as nosy and clingy.
Personality Traits
I'm loyal to my friends and family, and most of all myself.
Ideals
I need to feel loved.
Bonds
I can't resist swindling people more powerful than me.
Flaws

Heroes Enabled

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Level 0 Spells

D&D 5e PHB Page 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30 feet
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Lightning Lure

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 15ft
Duration Instantaneous
Components V

You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
At higher levels: This spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

D&D 5e PHB Page 221

Charm Person

1-level Enchantment

Casting Time 1 action
Range 30 feet
Duration 1 hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard

Player's Handbook

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V,S

You make yourself – —including your clothing, armor, weapons, and other belongings on your person – —look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of som eone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard

Xanathar's Guide to Everything

Earth Tremor

1-level Evocation

Casting Time 1 action
Range Self (10-foot radius)
Duration Instantaneous
Components V,S

You cause a tremor in the ground in a 10-foot radius. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Class(es): Bard, Druid, Sorcerer, Wizard

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