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Loita

2 Level (0/900 XP for level-up) Background Tiefling Race / Species / Heritage CN Alignment
Warlock
Level 1
Hit Dice: 1/1
1d8+1 Class 1
Rogue
Level 1
Hit Dice: 1/1
1d8+1 Class 2

STR
10
+0
DEX
15
+2
CON
13
+1
INT
10
+0
WIS
12
+1
CHA
15
+2
12
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+4 Attack mod
CHA Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+4 Dexterity
+1 Constitution
+2 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+4 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
+0 Athletics STR
+6 Deception CHA
+0 History INT
+1 Insight WIS
+2 Intimidation CHA
+0 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+3 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
+0 Religion INT
+2 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +2 DEX 1d6+2 piercing
 Finesse, light
Dagger +2 DEX 1d4+2 piercing
 Finesse, light, thrown (range 20/60)
Shortbow +2 DEX 1d6+2 piercing
 Ammunition (range 80/320), two-handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand +4 30 1 min
 Notes:10 lbs
Toll the dead +4 60 1d8/1d12
 Notes:Wisdom ST
Thaumaturgy +4 30

Level 1 Spells 1 slots

NAME AB CAST RNG DUR DMG CMP #
Sleep +4 90 1 min
 Notes: 5d8 hp; 20ft radius
Charm Person +4 30 1 hr
 Notes:Wisdom ST
Criminal contact??

Sneak Attack
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.

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 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.

Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal 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 the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as 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.

Fey Presence
Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.


Bloodline of Dispater

Legacy of Dis. You know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Disguise Self spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Detect Thoughts spell once. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.

Features & Traits
Crowbar, a burglar’s pack, a shortbow and 20 bolts, shortsword, 2 daggers

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common, Sylvan.

Dice set, thieves tools, flute.

Languages & Proficiencies


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