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Basil Glitterbee McNugget

5 Level (0/14000 XP for level-up) Charlatan Background Alternative Fairy Race / Species / Heritage None Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
14
+2
DEX
18
+4
CON
15
+2
INT
14
+2
WIS
12
+1
CHA
12
+1
36
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+7 Dexterity
+2 Constitution
+5 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+2 Athletics STR
+4 Deception CHA
+2 History INT
+1 Insight WIS
+1 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+6 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+10 Sleight of Hand DEX
+10 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown
Dagger +4 DEX 1d4+4 Piercing
 Finesse, Light, Thrown
Shortbow +2 STR 1d6+2 Piercing
 Ammunition, Range, Two-Handed
Shortsword +7 DEX 1d6+4 Piercing
 Finesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
60 ft
Frostbite +5 60 ft
Mind Sliver +5 60 ft

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Tasha's Hideous Laughter 30 ft
Magic Missile 120 ft
Silent Image 60 ft
Silvery Barbs 60 ft
Circlet of Blasting, Leather, Dagger, Dagger, Shortbow, Shortsword, Arrows, Backpack, Backpack, Clothes Fine, Disguise Kit, Thieves' Tools, Ball Bearings (bag of 1000), Bell, Candle, Crowbar, Hammer, Lantern Hooded, Oil (flask), Piton, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Waterskin, String

Equipment Copper: 8, Silver: 0, Electrum: 9, Gold: 20, Platinum: 0 Money
4-6 level = 3 1st level spell slots (known spells: 4)
7-9 level = 4 1st level spell slots and 2 2nd level spell slots (known spells: 5 at lvl 7 and 6 at 8 and 9)
10-12 level = 4 1st level spell slots and 3 2nd level spell slots (known spells: 6 
13-15 level = 4 1st level spell slots and 3 2nd level spell slots and 2 3rd level spell slots
16-18 level = 4 1st level spell slots and 3 2nd level spell slots and 3 3rd level spell slots
19-20 level = 4 1st level spell slots and 3 2nd level spell slots and 3 3rd level spell slots and 1 level 4 spell slot
Spellcasting
Thieves’ Cant

Languages & Proficiencies
Creativity. I never run the same con twice. (Chaotic)

Ideals
My mentor taught me how to con almost anybody until it backfired on me and I fleeced the wrong person. Now I am on the run...

Bonds
Im convinced that no one could ever fool me the way I fool others.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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.

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Level 0 Spells

Elemental Evil Player's Companion

Frostbite

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: 60 ft
Components: V, S
Duration: Instantaneous
You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn. The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: 1 Action
Range/Area: 60ft
Components: V
Duration: 1 Round
Attack/Save: Intelligence Save Roll
Damage/Effect: Psychic
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
At higher levels: This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 10th level (3d6), 15th level (4d6), 20th level (5d6).
Available for: Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

Tasha's Hideous Laughter

1-level Enchantment

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 1 minute
Attack/Save: Wisdom saving throw
Damage/Effect: prone, incapacitated

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.

SRD

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: VS
Duration: instantaneous
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
Available for: Sorcerer, Wizard

Silent Image

1-level Illusion

Casting Time: 1 action
Range/Area: 60ft
Components: V, S, M
Materials: tbd
Duration: Concentration, up to 10 minutes

You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.

You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.

Physical interaction with the image reveals it to be an illusion because things can pass through it. A creature that uses its action to examine the image 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 creature can see through the image.

Silvery Barbs

1-level Enchantment

Casting Time: 1 reaction
Range/Area: 60ft
Components: Verbal
Duration: 1 minute
Attack/Save: N/A
Damage/Effect: N/A
You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll.   You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Level 2 Spells

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120ft
Components: V, S
Duration: Instantaneous
Attack/Save: ranged spell attack
Damage/Effect: fire

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At higher levels:

When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

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