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Valentyn Neviden

3 Level (0/2700 XP for level-up) Pirate Background Kobold Race / Species / Heritage Chaotic Neutral Alignment
Rogue (Arcane Trickster)
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
8
-1
DEX
17
+3
CON
13
+1
INT
15
+2
WIS
11
+0
CHA
10
+0
21
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+4 Attack mod
INT Ability
+2 Abi Mod
12 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+1 Constitution
+4 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+0 Deception CHA
+2 History INT
+0 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+0 Medicine WIS
+2 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +5 DEX 1d8+3 Piercing
 Finesse
Shortbow +5 DEX 1d6+3 Piercing
 Two-Handed, Ammunition, Range (80/320)
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown, Range (20/60)
Dagger +5 DEX 1d4+3 Piercing
 Finesse, Light, Thrown, Range (20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Feature: Bad Reputation
No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.

Features & Traits

  • Rapier

  • Shortbow + Quiver of 20 arrows

  • Burglar's Pack



  • Thieves' tools



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Spell save DC = 8 + proficiency bonus + Intelligence mod
Spell attack mod = proficiency bonus + Intelligence mod

Mage Hand Legerdemain
Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Spellcasting

  • Draconic

  • Common


Thieves' Tools (expertise doubles proficiency bonus)

Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Languages & Proficiencies
little FUCKING gremlin
kill it NOW

Personality Traits
Proficencies:
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

SRD

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 action
Range 30ft
Duration 1 minute
Components S, M
Materials A bit of fleece

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.  
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.  
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.  
If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.

Class(es): Bard, Sorcerer, Warlock, Wizard

Level 1 Spells

PHB, page 233 SRD

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

  The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

  To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard

Cause Fear

1-level Necromancy

Casting Time 1 Action
Range 60 ft
Duration Concentration, 1 Minute
Components V

You awaken the sense of mortality in one creature you can see within range. A construct or an undead is immune to this effect. The target must succeed on a Wisdom saving throw or become frightened of you until the spell ends. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Warlock, Wizard

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