DND Sheet Laura

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Rogue Level 4 / Sorceror 1 Laura

Seraphine Cebba
Wood Elf Urchin n/a


-1 +6 14 31
8

4d8
+3 Adv vs Charm,
Immune to sleep
16
Armor : Light armor

Weapons : Simple weapons, hand

+2 +3 crossbow, rapiers, longsword, shortsword,


shortbow, longbow

14 Tools : Thieves’ tools, Disguise kit

Languages : Common, Elvish, Thieves’ Cant

+0 35 feet
10


Standard Actions: Attack, Cast a Spell, Dash, Disengage, Dodge, Help, Hide, Ready, Search, Use
+1 an Object

13 Bonus Actions : Cunning Action (Dash, Disengage or Hide)



+2
16

Dagger +6 1d4 + 3 (pierc) Finess, light, thrown


Short sword +6 1d6 + 3 (pierc) Finess, light
Hand Crossbow +6 1d6 + 3 (pierc) Light, loading

Darkvision 60 feet
Seraphine Cebba
Seraphine Cebba

Wood Elf Racial Traits: Rogue (Swashbuckler) Class Features:

Fey Ancestry: You have advantage on saving throws Expertise: Choose two of your skill proficiencies, or one of your skill proficiencies and
against being charmed, and magic can’t put you to sleep. your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability
check you make that uses either of the chosen proficiencies.
Trance: Elves don’t need to sleep. Instead, they meditate
deeply for 4 hours a day. Sneak Attack: Once per turn, you can deal an extra 2d6 damage to one creature you
hit with an attack if you have advantage on the attack roll. The attack must use a
Languages: Commonhere
Picture and Elvish. 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
Ability Score Increase: Your Dexterity increases by 2 and don’t have disadvantage on the attack roll.
your Wisdom increases by 1.
Cunning Action: You can take a bonus action on each of your turns in combat. This
Fleet of Foot: You have a walking speed of 35 feet. action can be used only to take the Dash, Disengage, or Hide action.

Mask of the Wild: You can attempt to hide even when Fancy Footwork: During your turn, if you make a melee attack against a creature, it
you are only lightly obscured… can’t make opportunity attacks against you for the rest of the turn.

Rakish Audacity: Add you Cha modifier to initiative. If you don’t have disadvantage,
Sorcerer (Shadow Magic) Class Features: you may use your Sneak Attack when you are within 5 feet of your opponent and no
other creature is within 5 feet of you.
Eye of the Dark: You gain Darkvision (120 feet) and learn
the Darkness spell. You may see through your own
Darkness spell. Shadow Touched (feat)
Taken by a secretive guild of assassins at a young
age. Trained in arts of stealth and subterfuge.
Strength of the Grave: When (non-radiant, non-critical) Increase you Charisma by one. Gain two spells: Invisibility and False Life. You may
However, it was only a façade to experiment on
damage cast one of these for free once per long rest.
her and would reduce youintotraining.
other younglings 0 HP, you instead
With a drop to 1
HP on a successful
combination of luck andChaskill,
save she(DC 5 + damage
manages to taken).
Once per
escape, long
with fewrest.
injuries and consequences. The
experiments left her with heightened senses and
an uncanny ability to manipulate shadows. She
has made questionable decisions in the past but
now, she is trying to be good to make up for the
pain she has caused. Leather
She made vest, Shortsword,
a promise to Staff, Dagger, Thieve’s tools, Disguise Kit, burglar’s pack, Travel clothes
herself to not let any other youngling ever be
taken advantage of if she can help it. She also
wants revenge against the organisation that
terrorized so many younglings in need like herself.

She has an injury to her left arm, making lifting


anything heavy with it very hard and painful. She
has learned to work with her old wound and can
tolerate it most of the time except for when it
rains because it hurts more. Because of the
experiments, shadows follow her around… When
no one is around, Seraphine will sometimes talk to
them.

As a throwback from her training, chocolate and


sweets can be used to bribe her into doing
questionable things.
To do list : PIBF, Choose
Doesn’t talk much. Gets the job done, as long a 4 skill proficiencies and
one doesn’t ask too many questions. Refuses if
children are likely to be harmed.
two expertises, draw 3
magic tiems

Spend 120 gp.


Seraphine Cebba Cha 14 +6

Spells known

0 - Blade Ward The caster gets resistance against bludgeoning, piercing, and slashing
(abjuration, 1 action) damage dealt by weapon attacks for on1 turn.

0 - Chill Touch If the spell attack hits, deals 2d8 necrotic damage and the target can't
(necromancy, 1 action) regain hp until next turn.

0 – Message The caster whispers a message to a creature within 120 ft who will be
(transmutation, 1 action) the only one to hear it. It can reply the same way.

0 - Minor Illusion Create a sound or an immobile image of an object no larger than a 5-ft
(illusion, 1 action) cube.

1 - Ensnaring Strike The target must succeed on a Str. save or be restrained and take 1d6
(conjuration, 1 bonus action, conc.) piercing damage (+1d6 damage/lvl).

1 - False Life The caster gains 1d4+4 temporary hit points (+5 hp/lvl).
(necromancy, 1 action)

1 – Sleep 5d8 hp of creatures fall unconscious, starting with the creature with the
(enchantment, 1 action) lowest current hp (+2d8 hp/lvl).

2 – Darkness Fill a 15-ft-radius sphere of magical darkness for up to 10 minutes.


(evocation, 1 action, conc.)

2 – Invisibility The target becomes invisible for 1 hour or until she attacks or casts a
(illusion, 1 action, conc.) spell (+1 creature/lvl).

MAGIC POINTS 2

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