Name: "Zax" Player: NPC Class and Levels: Rogue 4 Thief Background: Criminal - Burglar Race: Dark Elf (Drow) Gender: Male Age: 155 Weight: 52 kg Height: 170 cm Size: Medium Eyes: Red Skin: Black Hair: white Faith: Unknown Alignment: Neutral
4 LEVEL
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Skills
Abilities ABILITY
10
18
14
STR STRENGTH
DEX DEXTERITY
CON CONSTITUTION
INT INTELLIGENCE
WIS
14
16
WISDOM
CHA CHARISMA
0
0
+4
0
+2
+2
+3
Proficiency Bonus 0
0
+2
Modifier
Use Dice
INSPIRATION
0
+3
SAVING THROW ADVANTAGES / DISADVANTAGES Advantage on saving throws against being charmed.
0
Magic can't put you to sleep.
Save Modifiers (won't print)
Limited Features
SR
MAX. RECO-
FEATURE
USAGES
VERY
Dancing Lights
1
LR
Faerie Fire
1
LR
LR
Ability save DC
USED
0
PROF
EXP
+2 Animal Handling (WIS) 0
PROF
EXP
+2 Arcana (INT)
0
PROF
EXP
0
0
PROF
EXP
0
PROF
EXP
+2 History (INT)
0
PROF
EXP
+2 Insight (WIS)
0
PROF
EXP
+3 Intimidation (CHA)
0
PROF
EXP
+2 Investigation (INT)
0
PROF
EXP
+2 Medicine (WIS)
0
PR0F
EXP
+2 Nature (INT)
0
PROF
EXP
+4 Perception (WIS)
0
PROF
EXP
+3 Performance (CHA)
0
PROF
EXP
+3 Persuasion (CHA)
0
PROF
EXP
+2 Religion (INT)
0
PROF
EXP
+8 Sleight of Hand (DEX) 0
PROF
EXP
0
PROF
EXP
0
PROF
EXP
Athletics (STR)
+5 Deception (CHA)
0
+4
+2
+2
= 8+ PROFIENCY + BONUS
MODIFIER
MAX. RECO-
FEATURE
USAGES VERY
USED
NOTES / TOOLS
Skill Modifiers (won't print)
+4 Acrobatics (DEX)
0
+6
+2
SKILLS
PROF. BONUS
SAVING THROWS
14
SAVING THROW
MODIFIER
+6 Stealth (DEX) +2 Survival (WIS)
Jack of All Trades
Remarkable Athlete
VISION
14 Passive Perception Darkvision 120 ft DEX
Combat
+9
Defense
AC
+ +
4 +
AC
ARMOR BONUS
Studded leather
MAGIC
12 + 1
2+
SHIELD BONUS DEXTERITY MOD
STEALTH
+
20 ft
WOUNDS CURRENT MAX HP
31
HP
MISC MOD 2
Sneak attack +1d6 damage
TEMP.
MAX HIT POINTS
MISC MOD 1
WEAPON / DESCRIPTION
HALF DAMAGE
ATTACKS ACTION
PER
RANGE
Melee
TO HIT
DAMAGE
1
DAMAGE TYPE
+6
1d6+4 Slashing
Melee
+6
1d6+1 Piercing
Ranged
+5
1d10+3
Target must CON save DC 10 or poisoned
Hand Crossbow
30 ft
Heal
RESISTANCE
MEDIUM ARMOR (MAX = 2) HEAVY ARMOR (MOD = 0)
Attacks
Dagger of Spiders
+ 5
DISADV.
MAGIC
MAGIC
+
Rapier +1
4
SPEED ENCUMBERED
Health 13
17
Initiative
SPEED
MISC.
RECOVER HALF OF YOUR MAXIMUM HIT DICE AFTER A LONG REST.
HIT DICE
Bonus Actions MAXIMUM OF 1 BONUS ACTION PER TURN.
4
D 8
+ 2
D
+ DIE
DC10
I II
III
+
D LEVEL
I II
CON
USED
DE
III S AT OW HS AVING THR
Re Reactions MAXIMUM OF 1 REACTION PER TURN.
Opportunity Attack
Piercing SPECIAL ATTACK / DESCRIPTION
AMMUNITION Reset Ammo
RANGE
TO HIT
DAMAGE
DAMAGE TYPE
Features
Background PERSONALITY TRAIT
Racial Traits
I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.
Drow (+2 Dexterity, +1 Charisma) Trance: Elves don’t need to sleep, but meditate semiconsciously, for 4 hours a day. This
IDEAL
gives the same benefit as a human gets from 8 hours of sleep.
I’m loyal to my friends, not to any ideals, and everyone else can take a trip down the
Sunlight Sensitivity: Disadvantage on attack rolls and Wisdom (Perception) checks that rely on sight when you or what you are trying to attack/perceive is in direct sunlight. Drow Magic: You know the dancing lights cantrip. At 3rd level - faerie fire 1/day. At 5th level - darkness spell 1/day. Charisma is your spellcasting ability for these spells.
Styx for all I care. (Neutral)
BOND Something important was taken from me, and I aim to steal it back.
Class Features Armor: Weapons:
Lig Light Si Simple
M Medium Ma Martial
He Heavy avy Shi Shields O Other: Rapier, shortsword, hand crossbow
FLAW If there’s a plan, I’ll forget it. If I don’t forget it, I’ll ignore it.
Criminal Contact (Background Criminal) You have a reliable and trustworthy contact w ho acts as your liaison to a network o f other criminals. You know how to get messages to and from your contact, even over great
Feats
distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
FEAT:
Ex p e r t i se At 1st level, choose two o f your skill proficiencies, or one o f your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either o f the chosen proficiencies.
ALERT - Always on the lookout for danger: +5 bonus to initiative, You can’t be surprised while you are conscious, no advantage on attack rolls against you if hidden.
FEAT:
S n e a kAt t a ck 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.
FEAT:
You don’t need advantage on the attack roll if another enemy o f the target is within 5 feet o f it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
FEAT:
C u n n i n g Act i o n Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each o f your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
FEAT:
T h i e f - Fa s t H a n d s Starting at 3rd level, you can use the bonus action granted by your Cunning A ction to make a Dexterity (Sleight o f Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Se c o n d - S t o r y W o r k When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by a number o f feet equal to your Dexterity modifier.
Burglar's Pack
Equipment
ADVENTURING GEAR
Backpack, with: - Bag of ball bearings - String, feet of
- Bell
- Candles
# WHT. 1K
2
5
5
- Hammer
3
- Pitons
10
- Hooded lantern - Rations, days of
You have a reliable and trustworthy contact w ho acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy
2,5 2
- Oil, flasks of
Criminal Contact
# WHT.
10
- Crowbar
Background Feature
ADVENTURING GEAR
5
2
2
5
10
- Tinderbox
1
- Waterskin
5
- Hempen rope, feet of
50
10
sailors who can deliver messages for you.
ATTUNED MAGICAL ITEMS (MAX 3)
Languages Common
Thieves' Cant
SUBTOTAL
Elvish Undercommon
ENCUMBERED
51 100 lb.
-10 FT. SPEED
STR ×5
Experience
PLATINUM PIECES
CARRYING CAPACITY ×2
GOLD PIECES
47,5
SUBTOTAL
HEAVILY ENCUMBERED 101 - -20 FT. SPEED ISADVANTAGE WITH: 150 lb. D CHECKS, ATTACKS, SAVES STR ×10 THAT USE STR, DEX, CON ELECTRUM PIECES
SILVER PIECES
Get the latest version of this sheet on enworld.org TOTAL EXPERIENCE
2.700
Experience to add to the total: (won't print)
Add XP
0 Lev 1 300 Lev 2 900 Lev 3 2.700 Lev 4 6.500 Lev 5
14.000 Lev 6 23.000 Lev 7 34.000 Lev 8 48.000 Lev 9 64.000 Lev 10
85.000 Lev 11 100.000 Lev 12 120.000 Lev 13 140.000 Lev 14 165.000 Lev 15
195.000 Lev 16 225.000 Lev 17 265.000 Lev 18 305.000 Lev 19 355.000 Lev 20
1 PP = 10 GP
1 GP = 10 SP
1 EP = 5 SP
1 SP = 10 CP
PUSH/DRAG/LIFT 151 - SPEED
300 lb. STR ×15-30
=
5 FT.
0
TOTAL WEIGHT
47,5 lb. GEAR & COINS
COPPER LIFESTYLE: PIECES DAILY PRICE:
GEMS AND OTHER VALUABLES:
©DESIGN BY JAVIER AUMENTE -
[email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN -
[email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
CHARACTER: "Zax"
Status
Possessions
Exhaustion LEVEL
EFFECT (CUMULATIVE)
Magic Items
Disadvantage on Ability Checks Speed halved
3
Disadvantage on Attack Rolls and Saving Throws
4
Hit Point maximum halved
5
Speed reduced to 0
6
Death
ig g
FINISHING A LONG REST REDUCES THE EXHAUSTION LEVEL BY 1, PROVIDED THAT YOU ALSO INGESTED SOME FOOD AND DRINK.
1 2
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
MAGIC ITEM:
ATTUNED
Conditions Blinded
Fail checks involving sight; attacks have disadvantage; enemy attacks have advantage.
Charmed
Cannot harm the charmer; charmer has advantage on any social interaction.
Deafened
Fail checks involving hearing.
Petrified
Become incapacitated; become paralyzed; gain resistance to all damage; stop aging; immune to poison or disease; weight increase by a factor of 10.
Poisoned
Ability checks have disadvantage; attacks have disadvantage.
Prone
Frightened
Check and attacks have disadvantage when source of fear is in sight; cannot willingly move closer to the source of fear.
Only move by crawling or stand up; attacks have disadvantage; enemy attacks have advantage if within 5 ft or have disadvantage otherwise.
Grappled
Restrained
Speed drops to 0; attacks have disadvantage; enemy attacks have advantage; Dex saving throws have disadvantage.
Speed drops to 0.
Incapacitated
Cannot take actions or reactions.
Stunned
Invisible
Cannot be seen (normally); attacks have advantage; enemy attacks have disadvantage.
Become incapacitated; fail Str and Dex saving throws; enemy attacks have advantage; cannot move; can only speak falteringly.
Unconscious
Paralyzed
Become incapacitated; fail Str and Dex saving throws; enemy attacks have advantage; enemy attacks within 5 ft are critical hits; cannot speak, move or take physical actions.
Become incapacitated; fall prone and drop what you are holding; fail Str and Dex saving throws; enemy attacks have advantage; enemy attacks within 5 ft are critical hits.
Combat Rules
Show Notes; Hide Rules
Extra Equipment GEAR
Dash
Action
Disengage
Action
Dodge
Action
Escape Grapple
Action
Help
Action
Hide
Action
Overrun Ready Search Tumble Use Object Disarm
Grapple Mark Shove Move Grappled
# WHT.
GEAR
# WHT.
You gain your Speed as extra movement this turn. Your movement doesn’t provoke Opportunity Attacks for the rest of the turn. Disadvantage on Attack Rolls against you. You have Advantage on DEX Saving Throws. STR (Athletics) or DEX (Acrobatics) check vs. opponent’s STR (Athletics) check to be free of the grappled condition. You give an ally Advantage on the next Ability Check or Attack Roll it makes vs. an opponent within 5 ft of you. DEX (Stealth) check vs. opponent’s WIS (Perception) check.
Win opposing STR (Athletics) check to move through opponent’s Action or space once this turn. Advantage if you are larger than opponent Bonus Action and disadvantage if you are smaller than opponent. You choose an action you will take in response to a trigger, using Action your Reaction. Readying a spell requires concentration. Action
You search for something.
Action or Win opposing DEX (Acrobatics) check to move through Bonus Action opponent’s space once this turn. You interact with an object. Action You can interact with an object once per turn for free. Weapon attack roll vs. opponent’s STR (Athletics) or DEX (Acrobatics) check to knock one item from its grasp. You have disadvantage if opponent is holding item with two or more Attack hands. Opponents larger than you have advantage. Opponents smaller than you have disadvantage. Win STR (Athletics) check vs. opponent’s STR (Athletics) or DEX (Acrobatics) check. Can only start grapple with opponents that Attack are up to one size category larger than yourself. Together with a melee attack you can mark the target of that attack. Until the end of your next turn, make one opportunity Melee attack against the marked target with advantage without Attack expanding your reaction. Win opposing STR (Athletics) check to move opponent 5 ft back. Attack Disadvantage if trying to move the opponent to a side. Bring grappled opponent along with you as part of your move action, but can only move half speed unless the opponent is Move two or more size categories smaller than you.
Half Cover Three-Quarters Cover
You gain +2 to AC and +2 to DEX Saving Throws.
Total Cover
You cannot be targeted directly by an attack or a spell, although some spells can reach you by including you in its area of effect.
TOTAL WEIGHT
0
TOTAL WEIGHT
0
Other Holdings
You gain +5 to AC and +5 to DEX Saving Throws. ©DESIGN BY JAVIER AUMENTE -
[email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN -
[email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
Background Character History
Character Portrait Reset Portrait
Appearance
Enemies
Allies & Organizations
Show faction/renown fields
Zhentarim
Organization Symbol Reset Symbol
Name: Race: Height:
Companion ABILITY
10
10
10 10 10
MODIFIER
STR STRENGTH
DEX DEXTERITY
CON CONSTITUTION
INT INTELLIGENCE
WIS WISDOM
0
SAVING THROW BONUS
0
Skills
Gender: Weight:
Age: Size: Medium
Attacks
Passive Perception
ATTACKS ACTION
PER
ATTACK / DESCRIPTION
RANGE
TO HIT
DAMAGE
DAMAGE TYPE
SENSES / SKILL PROFICIENCIES
0
0
0
0
0
0
0
0
Speed Health
Defense
Heal
WOUNDS DC10
I
10
MISC.
CHA CHARISMA
0
0
TEMP.
AC
DE
MAX HIT POINTS
Initiative
0
III S AT OW HS AVING THR
+
D
HIT DICE LEVEL
Features
II
III
HP
DEX
+ 0
I
II
DIE
CON
USED
Annotations
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Notes
©DESIGN BY JAVIER AUMENTE -
[email protected]; EDITS & FORM FIELDS BY JOOST WIJNEN -
[email protected]. THE D&D LOGO AND DRAGONS ARE ©WIZARDS OF THE COAST
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Notes
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