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Annabelle Mousehack
Level 5
Background Innovator
Size Medium
Species Human
Rogue
Level 1
Hit dice 1/1
1d8+1
Inventor
Subclass Junkrat
Level 4
Hit dice 4/4
1d10+1

STR 8
-1
STR save: -1
DEX 16
+3
DEX save: +3
CON 13
+1
CON save: +1
INT 18
+4
INT save: +7
WIS 12
+1
WIS save: +4
CHA 10
+0
CHA save: +0

Initiative (DEX)
+3
Speed
10
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
17
Studded Leather
Armor Class w/Shield
19
Buckler
Hit Points
34 / 34
Death Saves
Succeeded
Failed
Exhaustion


Spellcasting
Attack mod
+7
Ability
INT
Abi Mod
+4
Save DC
15
Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Kunai +6 DEX 1d4+3 piercing
  Properties: Finesse, light, thrown Nick
Wakizashi +6 DEX 1d6+3 slashing
  Properties: Finesse, Light Vex
Armor ( AC Mod: +2 )
W T  Armor AC D Properties
Studded Leather 15
Buckler +2
Skills
P/E Bonus Skill Abi
+6 Acrobatics DEX
+4 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+0 Deception CHA
+7 History INT
+4 Insight WIS
+0 Intimidation CHA
+4 Investigation INT
+4 Medicine WIS
+10 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+1 Survival WIS
+6 Thieves Tools DEX
+10 Science INT

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
True Strike
+7
1 Action Self Instantaneous S, M
 Notes:   You make one attack with the weapon used in the spell’s casting using your spell attack bonus.
Minor Illusion
+7
1 Action 30 ft 1 minute S, M
 Notes:   You create a sound or an image of an object within range that lasts for the duration.

Level 1 Spells
1 slots

NAME AB CAST RNG DUR DMG CMP #
Find Familiar
+7
1 hour or Ritual 10 ft Instantaneous V, S, M
 Notes:   You gain the service of a familiar.
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 150, Platinum: 0
Treasure and Equipment
Kunai, Wakizashi, Studded Leather, Shield, 2 Smoke Bombs, Sonic Detector with 3 Battery, Poison Vial with 5 charges
Proficiencies, Languages, and Talents
Dwarvish, Goblin
Features & Traits

D&D Free Rules (2024)

Human

HUMANOID

Humans are the most adaptable and ambitious people among the common species. They have widely varying tastes, morals, and customs in the many different lands where they have settled. By far the most populous of the intelligent species. The Empire of Mori is mostly made up of humans and the people of the Northen Clans are almost exclusively human.


Human Traits

Size: Medium (about 4–7 feet tall) or Small (about 2–4 feet tall)

Speed: 30 feet

As a Human, you have these special traits.

Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.   Skillful. You gain proficiency in one skill of your choice.   Versatile. You gain an Origin feat of your choice.


Homebrew

Innovator

Ability Scores: Dexterity, Intelligence, Wisdom

Feat: Gadget Expert

Skill Proficiencies: Science and History

Tool Proficiency: Tinker's Tools

Equipment: Choose A or B: (A) Dagger, Tinker's Tools, Book (history), Parchment (8 sheets), Traveler's Clothes, Choose one Common gadget, 8 GP; or (B) 50 GP

You are always at the cutting edge, tinkering with the latest gadgets and technology. Your passion for innovation drives you to follow the newest developments in science closely. You regularly attend scientific conferences, where you not only contribute your own insights but also eagerly study the latest breakthroughs and trends.  

Gadget Expert

As an inventive gadgeteer you have learned to quickly use your gadgets in and out of combat.   Gadget Genius. You can use any single use / consumable tech based items that do not deal damage directly and normally require an Action, as a Bonus Action. Efficient storage. Your Fuel Tank capacity is increased to 15, and you can carry an additional Battery.

Origin Feat: Magic Initiate Wizard - True Strike, Minor Illusion, Find Familiar

Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Level 1: Sneak Attack
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.

Level 1: Thieves’ Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves’ Cant and one other language of your choice.

Level 1: Weapon Mastery
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Level 1: Prototype
Use your long rests and downtime to work on building prototype weapons, armor, items or starting from level 7 vehicles. Inventing new items during down time or rest periods requires you to use the Crafting Table checks. You can also reverse engineer any items you might find.

Level 1: Genius Proficiency
Use your Intelligence Modifier on Prototype or Technological items if higher. You become proficient in Science.

Level 2: Tinkering
Spent time during your long rest improving an item using Tinkerer's tools. You can place these improvements on any item including items used by allies.
You can improve a number of items equal to your Proficiency Bonus.

  • Weapon: Add a +1 to the attack and damage bonus for 24 hours

  • Armor: Add a +1 to AC for 24 hours

  • Item: Add a +1 to one item effect for 24 hours


This bonus increases by 1 every 6 levels

Level 2: Fighting Style Feat
Thrown Weapon Fighting: When you hit with a ranged attack roll using a weapon that has the Thrown property, you gain a +2 bonus to the damage roll.

Level 3: Street Smarts
You gain Proficiency in two skills of your choice and two Expertises in Skills for which you have Proficiency, and if higher, you can use your Intelligence Modifier for skills you're Proficient in.

Level 3: Combat Analist
Your quick analytics and reading of your opponent allow you to use your Intelligence instead of Dexterity to determine your AC.
Additionally, you can use a Bonus Action to determine a creature’s weak spot. The DM decides the DC, and between an Investigation, Arcana, Science or Nature check depending on the creature.

On a success, you learn one Damage Type vulnerability the creature has if it has any, and for the next minute, whenever you hit the creature with an attack, you deal additional damage equal to your Proficiency Bonus.

Level 3: Scavenger
When you find damaged or otherwise unfit materials that seem unusable for crafting to others, you can still make them work for your creations.

Level 4: Gadget Expert
Gadget Genius. You can use any single use / consumable tech based items that do not deal damage directly and normally require an Action, as a Bonus Action.
Efficient storage. Your Fuel Tank capacity is increased to 15, and you can carry an additional Battery.
Dexterity Increased. You gain 1 point to your Dexterity Ability Score.
Backstory
Annabelle grew up in a small village somewhere hidden away inside the Empire of Mori. As a young child she would prefer pranking her fellow villagers and peers using devious tricks over doing her chores and going to school. Her mother who wasted her potential after she got married, never amounted to anything worth mentioning aside from teaching Annabelle a couple of magic tricks, and her father, a wise priest of Mori and village elder, had a dampening effect on both his wife and little girl. He wouldn’t punish them for doing more or anything extraordinary, but nevertheless had an oppressing aura that, especially in Annabelle’s mothers case, stopped her from reaching her goals in life. Annabelle, who saw what this small town and her father had done to her mother, wanted out. At the age of 16 she said goodbye to her mother and left without notice to her father. Soon she came upon the city of Wirvaan where she met a chaotic and bewildered scientist inventor and begged him to teach her. The old man, named Fritz Twinkelstein, could use a new apprentice, and by the age of 18 she made her first Smoke Bombs and Sonic Detector. Fritz sent her out to Mori to take care of some business for him and that is how she stumbled upon Eric Johnson, the ex-Military with a broken heart. He managed to convince her to join his group and become part of the resistance.
Allies & Organizations
The Red Fist


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

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Created by

nasandre.

Statblock Type

Character

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