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Rogue 3 KingSpy25i

CLASS & LEVEL PLAYER NAME


Shakuni the 2nd
Dark Elf (Drow) Urchin 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

+0 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+2 Constitution +3 13 24 --
+0 • +4 Intelligence
CLASS
-1 Wisdom INITIATIVE HIT POINTS
10
+1 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+3 DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION P +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 P
-1

+4
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

14 +0 Athletics STR === TOOLS ===


ABILITY SAVE DC Disguise Kit, Thieves' Tools, Three-Dragon
+1 Deception CHA
Ante Set
+2 History INT
INTELLIGENCE
E +3 Insight WIS === LANGUAGES ===
30 ft. (Walking) Common, Elvish, Thieves’ Cant
+2 P +3 Intimidation CHA
+2 Investigation INT
14 -1 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +1 Perception WIS


+1 Performance CHA === ACTIONS === ranged weapon if you have advantage on the attack
-1 +1 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge,
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that
Help, Hide, Ready, Search, Use an Object, enemy isn’t incapacitated, and you don’t have
+2 Religion INT
9 Opportunity Attack, Grapple, Shove, Improvise, disadvantage on the attack roll.
P +5 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object

P +5 Stealth DEX === BONUS ACTIONS ===


CHARISMA Cunning Action
-1 Survival WIS
You can take a bonus action on each of your turns

+1 to take the Dash, Disengage, or Hide action.

=== SPECIAL ===


Sneak Attack
12 Once per turn, you can deal an extra 2d6 damage
to one creature you hit with an attack with a finesse or
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

11 PASSIVE WISDOM (PERCEPTION)


Unarmed Strike +2 1 Bludgeoning

13 PASSIVE WISDOM (INSIGHT)

12 PASSIVE INTELLIGENCE (INVESTIGATION)

Darkvision 120 ft.

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Rogue 3 KingSpy25i
CLASS & LEVEL PLAYER NAME
Shakuni the 2nd
Dark Elf (Drow) Urchin 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === spellcasting modifier (Spell DC 12, Spell Attack +4). faerie fire once per long rest. [5th] You can cast the
darkness spell once per long rest. CHA is your
* Hit Points • PHB 95 * Mage Hand Legerdemain • PHB 98 spellcasting ability.
When you cast mage hand, you can make the spectral
* Proficiencies • PHB 95 hand invisible, stow or retrieve objects, or use thieves’ * Drow Weapon Training • PHB 24
tools to pick locks and disarm traps at range. You can You have proficiency with rapiers, shortswords, and
* Expertise • PHB 96 disguise this with a Sleight of Hand check, and you hand crossbows.
Your proficiency bonus is doubled for any ability check can use the bonus action granted by your Cunning
you make for two chosen proficiencies. [6th] Choose Action to control the hand.
two additional proficiencies.

* Sneak Attack • PHB 96 === DARK ELF (DROW) RACIAL TRAITS ===
Once per turn, you can deal an extra 2d6 damage to
one creature you hit with an attack with a finesse or * Keen Senses • BR 23
ranged weapon if you have advantage on the attack You have proficiency in the Perception skill.
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that * Fey Ancestry • BR 23
enemy isn’t incapacitated, and you don’t have You have advantage on saves against being charmed,
disadvantage on the attack roll. and magic can’t put you to sleep.

| Special * Trance • BR 23
You don't need to sleep, but meditate semiconsciously
* Thieves’ Cant • PHB 96 for 4 hours a day. While meditating, you can dream
You have learned thieves’ cant, a secret mix of dialect, after a fashion; such dreams are actually mental
jargon, and code that allows you to hide messages in exercises that have become reflexive through years of
seemingly normal conversation. It takes four times practice. After resting in this way, you gain the same
longer to convey such a message than it does to benefit that a human does from 8 hours of sleep.
speak the same idea plainly.
* Ability Score Increase • PHB 24
* Cunning Action • PHB 96
You can take a bonus action on each of your turns to * Superior Darkvision • PHB 24
take the Dash, Disengage, or Hide action. You can see in darkness (shades of gray) up to 120 ft.

| 1 Bonus Action * Sunlight Sensitivity • PHB 24


You have disadvantage on attack rolls and on
* Roguish Archetype • PHB 96 Perception checks that rely on sight when you, your
target, or whatever you are trying to perceive is in
| Arcane Trickster direct sunlight.

* Spellcasting • PHB 98 * Drow Magic • PHB 24


You can cast known wizard spells using INT as your You know the dancing lights cantrip. [3rd] You can cast

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Shortsword 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.

Shortsword 1 2 lb. Leather 1 10 lb.

SP 0 Backpack 1 5 lb. Dagger 1 1 lb.

Ball Bearings (bag of 1,000) 1,000 2 lb. Dagger 1 1 lb.


EP 0 String 10 -- Thieves' Tools 1 1 lb.

Bell 1 -- Small Knife 1 --


GP 10 Candle 5 -- Case, Map or Scroll 1 1 lb.

Crowbar 1 5 lb. Clothes, Common 1 3 lb.


PP 0 Hammer 1 3 lb.

Piton 10 2.5 lb.


WEIGHT CARRIED

68.7 lb. Lantern, Hooded 1 2 lb.

ENCUMBERED Oil (flask) 2 2 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

150 lb. Rations (1 day) 5 10 lb.

PUSH/DRAG/LIFT Tinderbox 1 1 lb.

300 lb. Waterskin 1 5 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Male 38 Medium 6ft 150
GENDER AGE SIZE HEIGHT WEIGHT
Shakuni the 2nd Chaotic Neutral Tymora Dark tan Dark red Ash gray long hair
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

I sleep with my back to a wall or tree, with


everything I own wrapped in a bundle in my arms.
I ask a lot of questions.

PERSONALITY TRAITS

People. I help the people who help me — that’s


what keeps us alive. (Neutral)

IDEALS

I owe my survival to another urchin who taught


me to live on the streets.

BONDS

I will never fully trust anyone


other than myself.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Orphan for as long as he can remember, surviving


with scraps and trash until the age of 6, were a
scruffy looking old man with rags on him that
barely let's you see his skinny lean body
underneath took him in as his new family. For the
next 20 years the old man taught Shakuni all he
he needed to survive in underground streets and
also learned how to fight from the old man. 3
months before he became 26 the old man died
leaving shakuni with whatever money and
knowledge he had left. After bearing and paying
his due respects to the old man that he now called
a father, He traveled around cities and towns
learning more and becoming more ambitious,
using whatever tricks and skills he could to make
sure to live a good life, never trusting anybody
else for his own self of mind.

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
INT 12 +4
Rogue
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)

O Dancing Lights <C> Drow Magic -- 1A 120 ft. V,S,M Concentration, up to 1 minute PHB 230 D: 1m, V/S/M

=== 1st LEVEL === 2 Slots OO

O Faerie Fire <C> Drow Magic DEX 11 1A 60 ft./20 ft. Cube V Concentration, up to 1 minute PHB 239 1/LR, D: 1m, 20 ft. Cube, V

SPELLS

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