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Yinoth Kazer

5 Level (0/14000 XP for level-up) Urban Bounty Hunter Background Tiefling Bloodline of Glasya Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+0 Class 1

STR
11
+0
DEX
17
+3
CON
10
+0
INT
15
+2
WIS
12
+1
CHA
15
+2
27
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
CHA Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+6 Dexterity
+0 Constitution
+5 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+5 Deception CHA
+2 History INT
+4 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+2 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger of Returning +6 DEX 1d4+3 piercing
 Thrown (Range 20/60)
Dagger +6 DEX 1d4+3 piercing
 Thrown (Range 20/60)
Pepperbox +3 DEX 1d10+3 piercing
 Ammunition (30/90), reload (6 shots)
Sneak Attack +0 STR 3d6
Attacks

Spell Book

Alert



  • 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.



Features & Traits
2 Potions of Lesser Healing

Equipment Copper: 1, Silver: 3, Electrum: 0, Gold: 20, Platinum: 0 Money
Can speak, read, and write Common and Infernal.

Languages & Proficiencies

  • The first thing I do in a new place is note the locations of everything valuable – or where such things could be hidden.

  • I don't pay attention to the risks in a situation. Never tell me the odds.

  • I blow up at the slightest insult.



Personality Traits

  • When I see something valuable, I can't think about anything but how to steal it.

  • If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.

  • When faced with a choice between money and my friends, I usually choose the money. (unless is mah bro)



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

Dndbeyond, dnd5ewiki

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.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 + your Constitution modifier
armor proficiencies: Light
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Thieve's 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) a 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: Thief, detailed at the end of the class description, or one from another source. 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.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

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.  

Expertise

  At 6th level, choose two more of your skill proficiencies, or one more 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.  

Evasion

  Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.  

Roguish Archetypes

  Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.
subclass options:
These are the Class Features of the Assassin Archetype:  

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.
LevelProficiency BonusSneak AttackFeatures
1+21d6Expertise, Sneak Attack, Thieves’ Cant
2+21d6Cunning Action
3+22d6Bonus Proficiencies, Assassinate
4+22d6Ability Score Improvement
5+33d6Uncanny Dodge
6+33d6Expertise
7+34d6Evasion
8+34d6Ability Score Improvement
9+45d6Infiltration Expertise
10+45d6Ability Score Improvement
11+46d6Reliable Talent
12+46d6Ability Score Improvement
13+57d6Impostor
14+57d6Blindsense
15+58d6Slippery Mind
16+58d6Ability Score Improvement
17+69d6Death Strike
18+69d6Elusive
19+610d6Ability Score Improvement
20+610d6Stroke of Luck

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Statblocks for race/species of the character.

MToF

Bloodline of Glasya

Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists
ability score increase: +1 Dexterity
age: Tieflings mature at the same rate as humans but live a few years longer.
alignment: Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size: Medium
speed: 30ft
Languages: Common, Infernal
parent race: Tiefling
race features:
Legacy of Malbolge You know the minor illusion cantrip. When you reach the 3rd level, you can cast the disguise self once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can the invisibility spell once with this train and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB page 260.

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30 ft
Components: S M
Materials: A bit of fleece
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the Duration. The Illusion also ends if you dismiss it as an action or cast this spell again.   If you create a sound, its volume can range from a Whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the Duration, or you can make discrete Sounds at different times before the spell ends.   If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory Effect. Physical interaction with the image reveals it to be an Illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an Illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the Illusion for what it is, the Illusion becomes faint to the creature.
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB page 233.

Disguise Self

1-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V S
Duration: 1 hour
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 someone 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.
Available for: Bard, Sorcerer, Wizard

Level 2 Spells

PHB page 254.

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V S M
Materials: An eyelash encased in gum arabic
Duration: Concentration, Concentration, Up to 1 hour
A creature you touch becomes Invisible until the spell ends. Anything the target is wearing or carrying is Invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: At Higher Levels: When you cast this spell using a spell slot of 3rd Level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Bard, Sorcerer, Warlock, Wizard

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