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Lyra Virric

5 Level (0/14000 XP for level-up) Charlatan Background Avariel Elf Race / Species / Heritage Neutral Evil Alignment
Rogue (Thief)
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
11
+0
DEX
20
+5
CON
12
+1
INT
14
+2
WIS
12
+1
CHA
15
+2
27
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30/60/30
Speed (walk/run/fly)
14
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+8 Dexterity
+1 Constitution
+5 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+8 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+0 Athletics STR
+5 Deception CHA
+2 History INT
+4 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+4 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
- Leather armor
  • Two daggers 1d4 piercing

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


    ™ & © 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.

    The statblocks of your Weapons, armor and other important/magical equipment

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    Player's Handbook p95, DnD Beyond

    Rogue

    Level Proficiency Bonus Features Sneak Attack
    1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
    2nd +2 Cunning Action 1d6
    3rd +2 Roguish Archetype, Steady Aim (optional) 2d6
    4th +2 Ability Score Improvement 2d6
    5th +3 Uncanny Dodge 3d6
    6th +3 Expertise 3d6
    7th +3 Evasion 4d6
    8th +3 Ability Score Improvement 4d6
    9th +4 Roguish Archetype Feature 5d6
    10th +4 Ability Score Improvement 5d6
    11th +4 Reliable Talent 6d6
    12th +4 Ability Score Improvement 6d6
    13th +5 Roguish Archetype Feature 7d6
    14th +5 Blindsense 7d6
    15th +5 Slippery Mind 8d6
    16th +5 Ability Score Improvement 8d6
    17th +6 Roguish Archetype Feature 9d6
    18th +6 Elusive 9d6
    19th +6 Ability Score Improvement 10d6
    20th +6 Stroke of Luck 10d6
    hit dice: 1d8 per level
    hit points at 1st level: 8 + Constitution modifier
    hit points at higher levels: 1d8 + Constitution modifier per level
    armor proficiencies: Light armor
    weapon proficiencies: Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
    tools: Thieves' tools
    saving throws: Dexterity, Intelligence
    skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) a rapier or (b) a shortsword
    • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
    • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
    • Leather armor, two daggers, and thieves’ tools
    spellcasting:
    None.

    class features:
    Expertise
    At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

    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.

    Cunning Action
    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.

    Roguish Archetype
    At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  
    Steady Aim
    3rd-level rogue optional feature
    As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

    Uncanny Dodge
    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

    Expertise
    At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.

    Evasion
    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are 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.

    Reliable Talent
    By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

    Blindsense
    Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

    Slippery Mind
    By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

    Elusive
    Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.

    Stroke of Luck
    At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can't use it again until you finish a short or long rest.
    subclass options:
    Rogue (Phantom)   WiP: Arcane Trickster, Assassin, Inquisitive, Mastermind, Scout, Soulknife, Swashbuckler, Thief

    Charlatan

    You have always had a way with people. You know what makes them tick, you can tease out their heart’s desires after a few minutes of conversation, and with a few leading questions you can read them like they were children's books. It’s a useful talent, and one that you’re perfectly willing to use for your advantage. You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people away from things that sound too good to be true, but common sense seems to be in short supply when you’re around. The bottle of pink colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale. These marvels sound implausible, but you make them sound like the real deal.

    Skill Proficiencies Deception, Sleight of Hand
    Tool Proficiencies Disguise Kit, Forgery Kit
    Equipment
    A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a belt pouch containing 15 gp

    Features

    False Identity

    You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona.
    Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

    Suggested Characteristics

    Charlatans are colorful characters who conceal their true selves behind the masks they construct.
    They reflect what people want to see, what they want to believe, and how they see the world.
    But their true selves are sometimes plagued by an uneasy conscience, an old enemy, or deep-seated trust issues.

    Traits

    1d8 Personality Trait
    1I fall in and out of love easily, and am always pursuing someone.
    2I have a joke for every occasion, especially occasions where humor is inappropriate.
    3Flattery is my preferred trick for getting what I want.
    4I’m a born gambler who can't resist taking a risk for a potential payoff.
    5I lie about almost everything, even when there’s no good reason to.
    6Sarcasm and insults are my weapons of choice.
    7I keep multiple holy symbols on me and invoke whatever deity might come in useful at any given moment.
    8I pocket anything I see that might have some value.

    Ideal

    1d6 Ideals
    1Independence. I am a free spirit— no one tells me what to do. (Chaotic)
    2Fairness. I never target people who can’t afford to lose a few coins. (Lawful)
    3Charity. I distribute the money I acquire to the people who really need it. (Good)
    4Creativity. I never run the same con twice. (Chaotic)
    5Friendship. Material goods come and go. Bonds of friendship last forever. (Good)
    6Aspiration. I’m determined to make something of myself. (Any)

    Bond

    1d6 Bond
    1I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
    2I owe everything to my mentor—a horrible person who’s probably rotting in jail somewhere.
    3Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
    4I come from a noble family, and one day I’ll reclaim my lands and title from those who stole them from me.
    5A powerful person killed someone I love. Some day soon, I’ll have my revenge.
    6I swindled and ruined a person who didn’t deserve it. I seek to atone for my misdeeds but might never be able to forgive myself.

    Flaw

    1d6 Flaw
    1I can’t resist a pretty face.
    2I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in.
    3I’m convinced that no one could ever fool me the way I fool others. I’m convinced that no one could ever fool me the way I fool others.
    4I’m too greedy for my own good. I can’t resist taking a risk if there’s money involved.
    5I can’t resist swindling people who are more powerful than me.
    6I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough.

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    Avariel

    Half of the Elves on Aqacaesum are adapted straight to Avariel because there is no land in the world.
    ability score increase: Your Dexterity score increases by 2 and one other score of your choice increases by 1.
    age: Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. Avariel live longer than most elves. They typically claim adulthood and an adult name at around 100 and can live for 1000 years.
    alignment: Avariel, like their elven brethren, love freedom, and no freedom is quite as great as soaring through the skies. They lean strongly toward the gentler aspects of chaos. They value and protect others' freedom as well as their own, and they are more often good or neutral. It is within Avariel culture to not interact with the world outside their enclaves in their attempt to keep their race as pure in both bloodline and culture as possible.
    Size: Medium
    speed: 30ft walking and flying speed
    Languages: Auran
    race features:
    Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray. Keen Senses You have proficiency in the Perception skill. Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Wings You have a pair of wings that grant you a flight speed equal to your walking speed. Broad and feathered, they can span up to 10 feet when fully extended. They are usually white, but could be black, brown or speckled. Armor and clothing cost 25% more for alterations made to accommodate your wings.

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