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Level 11 Rock Gnome Rogue, Inquisitive 99950

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Alfonse the gnome detective
Urban Bounty Hunter Chaotic Good Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Studded Leather 19 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +4
12
SHIELD
AC
Shield Tool Expertise (Thieves’ Tools). Your proficiency bonus is
doubled for any Thieves’ Tools check you make.
N
CIE C

+1 Strength
Y
PROFI

+1 Sneak Attack. Once per turn, you can deal an extra 6d6
damage to one creature you hit with an attack if you have
✘ +9 Dexterity
advantage on the attack roll. The attack must use a
+2 Constitution ARMOR CLASS finesse or a ranged weapon.You don’t need advantage on
DEXTERITY the attack roll if another enemy of the target is within 5
✘ +6 Intelligence feet of it, that enemy isn’t incapacitated, and you don’t
MAXIMUM HIT DICE TEMPORARY

20 +2 Wisdom

-1 Charisma
80 11d8
have disadvantage on the attack roll.

Thieves’ Cant. A secret mix of dialect, jargon, and code


CONDITIONAL that allows you to hide messages in seemingly normal
+5 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
CURRENT HIT POINTS
the same idea plainly.In addition, you understand a set of
CONSTITUTION DEATH SAVING THROWS
secret signs and symbols used to convey short, simple
SAVING THROWS
messages, such as whether an area is dangerous or the

14 N
CIE C

+9 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
territory of a thieves’ guild, whether loot is nearby, or
whether the people in an area are easy marks or will
Y
PROFI


provide a safe house for thieves on the run.
RT

EXPE

+2 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION


+2 +2 Arcana (Int) Darkvision Cunning Action. You can take a bonus action on each of
your turns in combat. This action can be used only to take
✘ +5 Athletics (Str)
the Dash, Disengage, or Hide action.
INTELLIGENCE -1 Deception (Cha) Inquisitive. Roots out secrets, akin to a masterful
detective.
14 ✘
+2 History (Int)
+6 Insight (Wis) Uncanny Dodge (Reaction). When an attacker that you
can see hits you with an attack, you can halve the attack’s
-1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS damage against you.
+2 ✘✘ +10 Investigation (Int) Evasion. When you are subjected to an effect that allows
+2 Medicine (Wis) Gnome Cunning. You have advantage on all you to make a Dexterity saving throw to take only half
Intelligence, Wisdom, and Charisma saving throws damage, you instead take no damage if you succeed on
WISDOM +2 Nature (Int) the saving throw, and only half damage if you fail.
against magic.

14 ✘✘ +10 Perception (Wis)

-1 Performance (Cha)
Artificer’s Lore. Whenever you make a History
check related to magic items, alchemical objects,
Reliable Talent. 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.
-1 Persuasion (Cha) or technological devices, you can add twice your
+2 +2 Religion (Int)
proficiency bonus, instead of any proficiency Ear for Deceit. Whenever you make an Insight check to
bonus you normally apply. determine a lie, treat a roll of 7 or lower as an 8.
+5 Sleight of Hand (Dex)
Tinker. Using tinker’s tools, you can construct a Eye for Detail (Bonus Action). Make a Perception check
CHARISMA ✘✘ +13 Stealth (Dex) to spot a hidden creature or object, or make an
Tiny clockwork device. You can have up to three
Investigation check to uncover or decipher clues.
8 +2 Survival (Wis) such devices active at a time.
SKILLS Insightful Fighting (Bonus Action). Make an Insight check
agains a creature you can see, contected my the target's
Deception check. On a succes you can use your Sneak
-1 20 PASSIVE PERCEPTION
Attack against it, even if you don't have advantage, but
not if you have disadvantage. (lasts 1 minute)

ADVANTAGE Steady Eye. Advantage on Perception or Investigation


checks if you move no more than half your speed on the
INITIATIVE +5 1 Attack / Attack Action RACIAL TRAITS
same turn.

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +9 vs AC 1d8+5 piercing
Finesse
FEATURES & TRAITS
Dagger 20/60 +9 vs AC 1d4+5 piercing
Finesse, Light, Thrown

Crossbow, Light 80/320 +9 vs AC 1d8+5 piercing Armor Proficiencies. Light Armor


Ammunition, Loading, Two-Handed
Weapon Proficiencies. Simple Weapons, Crossbow,
Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Tinker’s tools, Dice set, Bagpipes,


Thieves’ tools

Languages. Common, Gnomish, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 80 3'1" 40 lb.
GENDER AGE HEIGHT WEIGHT
Alfonse the gnome detective Green Pale Grey
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Before you became an adventurer, your life was already full of conflict and excitement, because you made a living
tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry
into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your
I always have a plan for what to do when things go skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely
wrong. interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you
The best way to get me to do something is to tell me succeed.
I can’t do it.
You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you
are someone who has your ear to the street, aware of the doings of thieves’ guilds and street gangs. You might be a
PERSONALITY TRAITS
"velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that
prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of
People. I’m loyal to my friends, not to any ideals, and Faerûn’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar-
everyone else can take a trip down the Styx for all I any place that’s large enough to have a steady supply of potential quarries.
care. (Neutral)
As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with
IDEAL the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your
companions.

Someone I loved died because of I mistake I made.


That will never happen again.

BOND

I have a “tell” that reveals when I’m lying.

FLAW BACKGROUND STORY

Deep Delver
You have a knack for making your way in the deep
places of the world. You can recall the twists and
turns of passageways and tunnels such that you can
always retrace your steps underground. You’re also
well acquainted with foraging and survival in the
Underdark, and can determine when sources of food
and water are safe to consume. You can always find
sufficient food and water for yourself and up to five
other people in the Underdark, as long as
sustenance is available in the area.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
[Studded Leather] 1 13
[Shield] 1 6
Dagger 1 1
[Rapier] 1 2
Crossbow, Light 1 5
Crossbow Bolt 20 1
Burglar’s Pack 1 10
Antitoxin (vial) 1 —
Bedroll 1 7
Case, Crossbow Bolt 1 1
Case, Map or Scroll 1 1
Climber’s Kit 1 12
Chalk 1 —
Clothes, Traveler’s 1 4
Flask or Tankard 1 1
Grappling Hook 1 4
Magnifying Glass 1 —
Rope, Silk (50 feet) 1 5
Sealing Wax 1 —
Soap 1 —
String (10 feet) 1 —
Whetstone 1 1
ATTUNED MAGIC ITEMS 0 / 3
Waterskin 1 5 VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
Wooden Stake 1 —
Spectacles 1 —
Tinker’s Tools 1 10
Thieves’ Tools 1 1
Cook’s Utensils 1 8
Calligrapher’s Supplies 1 5
Poisoner’s Kit 1 2

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

105 lb / 180 lb 360 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Rapier Dagger Crossbow, Light
Martial Melee Weapon Simple Melee Weapon Simple Ranged Weapon

RANGE 5 ft RANGE 20/60 RANGE 80/320


ATTACK +9 vs AC ATTACK +9 vs AC ATTACK +9 vs AC
DAMAGE 1d8+5 piercing DAMAGE 1d4+5 piercing DAMAGE 1d8+5 piercing
Finesse Finesse, Light, Thrown Ammunition, Loading, Two-Handed
Studded Leather Shield Dagger
Armor Armor Weapons

Made from tough but flexible leather, studded leather is A shield is made from wood or metal and is carried in one
reinforced with close-set rivets or spikes. hand. Wielding a shield increases your Armor Class by 2.
You can benefit from only one shield at a time.

13 lb. Player’s Handbook 6 lb. Player’s Handbook 1 lb. Player’s Handbook

Rapier Crossbow, Light Crossbow Bolt


Weapons Weapons Ammunition

Crossbow bolts are used with a crossbow to make a ranged


attack.

2 lb. Player’s Handbook 5 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Burglar’s Pack Antitoxin (vial) Bedroll


Equipment Packs Adventuring Gear Adventuring Gear

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of A creature that drinks this vial of liquid gains advantage on
string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a saving throws against poison for 1 hour. It confers no
hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, benefit to undead or constructs.
and a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.

10 lbs. Player’s Handbook — Player’s Handbook 7 lb. Player’s Handbook


Case, Crossbow Bolt Case, Map or Scroll Climber’s Kit
Adventuring Gear Adventuring Gear Adventuring Gear

This wooden case can hold up to twenty crossbow bolts. This cylindrical leather case can hold up to ten rolled-up A climber’s kit includes special pitons, boot tips, gloves, and
sheets of paper or five rolled-up sheets of parchment. a harness. You can use the climber’s kit as an action to
anchor yourself; when you do, you can’t fall more than 25
feet from the point where you anchored yourself, and you
can’t climb more than 25 feet away from that point without
undoing the anchor.

1 lb. Player’s Handbook 1 lb. Player’s Handbook 12 lb. Player’s Handbook

Chalk Clothes, Traveler’s Flask or Tankard


Adventuring Gear Adventuring Gear Adventuring Gear

— Player’s Handbook 4 lb. Player’s Handbook 1 lb. Player’s Handbook

Grappling Hook Magnifying Glass Rope, Silk (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

This lens allows a closer look at small objects. It is also Rope, whether made of hemp or silk, has 2 hit points and
useful as a substitute for flint and steel when starting fires. can be burst with a DC 17 Strength check.
Lighting a fire with a magnifying glass requires light as
bright as sunlight to focus, tinder to ignite, and about 5
minutes for the fire to ignite. A magnifying glass grants
advantage on any ability check made to appraise or inspect
an item that is small or highly detailed.

4 lb. Player’s Handbook — Player’s Handbook 5 lb. Player’s Handbook


Sealing Wax Soap String (10 feet)
Adventuring Gear Adventuring Gear Adventuring Gear

— Player’s Handbook — Player’s Handbook 0 lb. Player’s Handbook

Whetstone Waterskin Wooden Stake


Adventuring Gear Adventuring Gear Adventuring Gear

1 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 0 lbs. Curse of Strahd

Spectacles Tinker’s Tools Thieves’ Tools


Adventuring Gear Tools Tools

A set of tinker’s tools is designed to enable you to repair Perhaps the most common tools used by adventurers, thieves’
many mundane objects. Though you can’t manufacture much tools are designed for picking locks and foiling traps.
with tinker’s tools, you can mend torn clothes, sharpen a Proficiency with the tools also grants you a general knowledge
worn sword, and patch a tattered suit of chain mail. of traps and locks.
Components. Tinker’s tools include a variety of hand tools, Components. Thieves’ tools include a small file, a set Of lock
thread, needles, a Whetstone, scraps of cloth and leather, picks, a small mirror mounted on a metal handle, a set of
and a small pot of glue. narrow—bladed scissors, and a pair of pliers.
History. You can determine the age and origin of objects, History. Your knowledge of traps grants you insight when
even if you have only a few pieces remaining from the answering questions about locations that are renowned for
original. their traps.
Investigation. When you inspect a damaged object, you Investigation and Perception. You gain additional insight
gain knowledge of how it was damaged and how long ago. when looking for traps, because you have learned a variety of
Repair. You can restore 10 hit points to a damaged object common signs that betray their presence.
for each hour of work. For any object, you need access to the Set a Trap. Just as you can disable traps, you can also set
raw materials required to repair it. For metal objects, you them. As part of a short rest, you can create a trap using items
need access to an open flame hot enough to make the metal you have on hand. The total of your check becomes the DC for
pliable. someone else’s attempt to discover or disable the trap. The
TINKER’S TOOLS trap deals damage appropriate to the materials used in
Activity DC crafting it (such as poison or a weapon) or damage equal to
Temporarily repair a disabled device 10 half the total of your check, whichever the DM deems
appropriate.
Repair an item in half the time 15 THIEVES’ TOOLS
Improvise a temporary item using scraps 20 Activity DC
Pick a lock Varies
Disable a trap Varies

0 lb. Guildmasters’ Guide to Ravnica 10 lbs. Player’s Handbook 1 lbs. Player’s Handbook
Cook’s Utensils Calligrapher’s Supplies Poisoner’s Kit
Tools Tools Tools

Adventuring is a hard life. With a cook along on the journey, Calligraphy treats writing as a delicate, beautiful art. Calligraphers A poisoner’s kit is a favored resource for thieves, assassins, and
your meals will be much better than the typical mix of hardtack produce text that is pleasing to the eye, using a style that is others who engage in skulduggery. It allows you to apply poisons
and dried fruit. difficult to forge. Their supplies also give them some ability to and create them from various materials. Your knowledge of
Components. Cook’s utensils include a metal pot, knives, examine scripts and determine if they are legitimate, since a poisons also helps you treat them.
forks, a stirring spoon, and a ladle. calligrapher’s training involves long hours of studying writing and Components. A poisoner’s kit includes glass vials, a mortar and
History. Your knowledge of cooking techniques al— lows you attempting to replicate its style and design. pestle, chemicals, and a glass stirring rod.
to assess the social patterns involved in a cultures eating Components. Calligrapher’s supplies include ink, a dozen sheets History. Your training with poisons can help you when you try
habits. of parchment, and three quills. to recall facts about infamous poisonings.
Medicine. When administering treatment, you can transform Arcana. Although calligraphy is of little help in deciphering the Investigation, Perception. Your knowledge of poisons has
medicine that is bitter or sour into a pleasing concoction. content of magical writings, proficiency with these supplies can taught you to handle those substances carefully, giving you an
Survival. When foraging for food, you can make do with aid in identifying who wrote a script of a magical nature. edge when you inspect poisoned objects or try to extract clues
ingredients you scavenge that others would be unable to History. This tool proficiency can augment the benefit of from events that involve poison.
transform into nourishing meals. successful checks made to analyze or investigate ancient writings, Medicine. When you treat the victim of a poison, your
scrolls, or other texts, including runes etched in stone or knowledge grants you added insight into how to provide the best
Prepare Meals. As part of a short rest, you can pre— pare a messages in frescoes or other displays. care to your patient.
tasty meal that helps your companions regain their strength. Decipher Treasure Map. This tool proficiency grants you Nature, Survival. Working with poisons enables you to acquire
You and up to five creatures of your choice regain 1 extra hit expertise in examining maps. You can make an Intelligence check lore about which plants and animals are poisonous.
point per Hit Die spent during a short rest, provided you have to determine a map’s age, whether a map includes any hidden Handle Poison. Your proficiency allows you to handle and apply
access to your cook’s utensils and sufficient food. messages, or similar facts. a poison without risk of exposing yourself to its effects.
COOK’S UTENSILS CALLIGRAPHER’S SUPPLIES POISONER’S KIT
Activity DC Activity DC Activity DC
Create a typical meal 10 Identify writer of nonmagical script 10 Spot a poisoned object 10
Duplicate a meal 10 Determine writer's state of mind 15 Determine the effects ofa poison 20
Spot poison or impurities in food 15 Spot forged text 15
Create a gourmet meal 15 Forge a signature 20

8 lbs. Player’s Handbook 5 lbs. Player’s Handbook 2 lbs. Player’s Handbook


Darkvision Gnome Cunning Artificer’s Lore
Vision Racial Trait Racial Trait

Many creatures in the worlds of D&D, especially those that You have advantage on all Intelligence, Wisdom, and Whenever you make an Intelligence (History) check related
dwell underground, have darkvision. Within a specified Charisma saving throws against magic. to magic items, alchemical objects, or technological
range, a creature with darkvision can see in darkness as if devices, you can add twice your proficiency bonus, instead
the darkness were dim light, so areas of darkness are only of any proficiency bonus you normally apply.
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.

Gnome Player’s Handbook Gnome Player’s Handbook Rock Gnome Player’s Handbook

Tinker Tool Expertise (Thieves’ Tools) Sneak Attack


Racial Trait Class Feature Class Feature

You have proficiency with artisan’s tools (tinker’s tools). Your proficiency bonus is doubled for any Thieves’ Tools Beginning at 1st level, you know how to strike subtly and
Using those tools, you can spend 1 hour and 10 gp worth of check you make. exploit a foe’s distraction. Once per turn, you can deal an
materials to construct a Tiny clockwork device (AC 5, 1 hp). extra 1d6 damage to one creature you hit with an attack if
The device ceases to function after 24 hours (unless you you have advantage on the attack roll. The attack must use
spend 1 hour repairing it to keep the device functioning), or a finesse or a ranged weapon.
when you use your action to dismantle it; at that time, you You don’t need advantage on the attack roll if another
can reclaim the materials used to create it. You can have up enemy of the target is within 5 feet of it, that enemy isn’t
to three such devices active at a time. 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.

Rock Gnome Player’s Handbook Expertise Player’s Handbook Rogue Player’s Handbook

Thieves’ Cant Cunning Action Inquisitive


Class Feature Class Feature Archetype

During your rogue training you learned thieves’ cant, a Starting at 2nd level, your quick thinking and agility allow As an archetypal Inquisitive, you excel at rooting out
secret mix of dialect, jargon, and code that allows you to you to move and act quickly. You can take a bonus action secrets and unraveling mysteries. You rely on your sharp
hide messages in seemingly normal conversation. Only on each of your turns in combat. This action can be used eye for detail, but also on your finely honed ability to read
another creature that knows thieves’ cant understands only to take the Dash, Disengage, or Hide action. the words and deeds of other creatures to determine their
such messages. It takes four times longer to convey such a true intent. You excel at defeating creatures that hide
message than it does to speak the same idea plainly. among and prey upon ordinary folk, and your mastery of
In addition, you understand a set of secret signs and lore and your keen deductions make you well equipped to
symbols used to convey short, simple messages, such as expose and end hidden evils.
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.

Rogue Player’s Handbook Rogue Player’s Handbook Roguish Archetype Xanathar’s Guide to Everything
Uncanny Dodge Evasion Reliable Talent
Class Feature Class Feature Class Feature

Starting at 5th level, when an attacker that you can see hits Beginning at 7th level, you can nimbly dodge out of the way By 11th level, you have refined your chosen skills until they
you with an attack, you can use your reaction to halve the of certain area effects, such as a red dragon’s fiery breath approach perfection. Whenever you make an ability check
attack’s damage against you. or an ice storm spell. When you are subjected to an effect that lets you add your proficiency bonus, you can treat a
that allows you to make a Dexterity saving throw to take d20 roll of 9 or lower as a 10.
only half damage, you instead take no damage if you
succeed on the saving throw, and only half damage if you
fail.

Rogue Player’s Handbook Rogue Player’s Handbook Rogue Player’s Handbook

Ear for Deceit Eye for Detail Insightful Fighting


Archetype Feature Archetype Feature Archetype Feature

When you choose this archetype at 3rd level, you develop a Starting at 3rd level, you can use a bonus action to make a At 3rd level, you gain the ability to decipher an opponent's
talent for picking out lies. Whenever you make a Wisdom Wisdom (Perception) check to spot a hidden creature or tactics and develop a counter to them. As a bonus action,
(Insight) check to determine whether a creature is lying, object or to make an Intelligence (Investigation) check to you can make a Wisdom (Insight) check against a creature
treat a roll of 7 or lower on the d20 as an 8. uncover or decipher clues. 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.

Inquisitive Xanathar’s Guide to Everything Inquisitive Xanathar’s Guide to Everything Inquisitive Xanathar’s Guide to Everything

Steady Eye
Archetype Feature

Starting at 9th level, you have advantage on any Wisdom


(Perception) or Intelligence (Investigation) check if you
move no more than half your speed on the same turn.

Inquisitive Xanathar’s Guide to Everything

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