Anlo
Level 10 (0/85000 XP for level-up)
Background Disciple - Order of Elesia
Size Medium
Species Aasimar
Subclass Assassin
Level 10
Hit dice 10/10
1d8+1

STR 10
+0
STR save: +0
DEX 20
+5
DEX save: +9
CON 12
+1
CON save: +1
INT 14
+2
INT save: +6
WIS 10
+0
WIS save: +0
CHA 14
+2
CHA save: +2

Initiative (DEX)
+5
Speed
10
Passive Perception
10
Heroic Inspiration
Armor Class (AC)
17
Studded Leather Armor
Hit Points
63 / 63
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Dagger 2x +5 DEX 1d4+5 Piercing
  Properties: Finesse, Light, Thrown (Range 20/60)
Rapier +9 DEX 1d8+5 Piercing
  Properties: Finesse
Shortbow +2 +9 DEX 1d6+2+5 Piercing
  Properties: Ammunition (range 80/320), Arrow, two-handed
Scimitar +5 DEX 1d6+5 Slashing
  Properties: Finesse, Light
Whip +5 DEX 1d4+5 Slashing
  Properties: Finesse, Reach
Armor ( AC Mod: +0 )
W T  Armor AC D Properties
Studded Leather Armor 17
Skills
P/E Bonus Skill Abi
+9 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+6 Deception CHA
+2 History INT
+4 Insight WIS
+2 Intimidation CHA
+10 Investigation INT
+0 Medicine WIS
+2 Nature INT
+0 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+2 Religion INT
+13 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS

+8 Expertise Bonus
+4 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 3640, Platinum: 0
Treasure and Equipment
Burglars Pack: Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin.

Bottle of Boundless Coffee
Source: Strixhaven: A Curriculum of Chaos
Wondrous Item, Common
This metal bottle carries delicious, warm coffee. The bottle comes with a stopper, which is attached to the bottle by a little chain. Even when open, the bottle won't accept any liquid other than the coffee it produces. The coffee inside is always comfortably warm, and none of the heat can be felt through the bottle.
Each time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.

Amulet of Proof Against Detection and Location
Source: Dungeon Master's Guide
Wondrous item, uncommon (requires attunement)
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Crystals from Underwatermission
Proficiencies, Languages, and Talents
Thieves’ Cant + another language

Darkvision
You have Darkvision with a range of 60 feet (12 squares).

Healing Hands
As a Magic action, you touch a creature and roll a number of d4s equal to your Proficiency Bonus. The creature regains a number of Hit Points equal to the total rolled. Once you use this trait, you can’t use it again until you finish a Long Rest.

Light Bearer
You know the Light cantrip. Charisma is your spellcasting ability for it.
Features & Traits
Sneak Attack 5d6
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type. You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll. The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Assassinate
You’re adept at ambushing a target, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn’t taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon’s type equal to your Rogue level.
Assassin’s Tools You gain a Disguise Kit and a Poisoner’s Kit, and you have proficiency with them.

Cunning Strike
You’ve developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack’s damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack’s damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.
Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner’s Kit on your person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
Uncanny Dodge When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack’s damage against you (round down).

Evasion
You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

Reliable Talent
Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Level 9: Infiltration Expertise
You are expert at the following techniques that aid your infiltrations.
Masterful Mimicry. You can unerringly mimic another person’s speech, handwriting, or both if you have spent at least 1 hour studying them.
Roving Aim. Your Speed isn’t reduced to 0 by using Steady Aim.
Allies & Organizations
Gilde: Dini Mueter
Adventuring Motivation
SPREAD THE WORD


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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