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Sao Mai

4 Level (0/6500 XP for level-up) Outlander Background Merfolk Race / Species / Heritage Chaotic Neutral Alignment
Rouge
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
8
-1
DEX
16
+3
CON
14
+2
INT
8
-1
WIS
13
+1
CHA
14
+2
31
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30ft/50S
Speed (walk/run/fly)
11
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+2 Constitution
+1 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+2 Deception CHA
-1 History INT
+1 Insight WIS
+2 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+5 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
-1 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +5 DEX 1d6+3 Piercing
  Finesse, light
Hand Crossbow +5 DEX 1d6+3 Piercing
  Light, 30/120,
Staff +1 STR 1d6-1 Bludgeoning
 Versatile (1d8)
Dagger +5 DEX 1d4+3 Piercing
 Finesse, light, thrown (20/60)
Attacks
Expertise: At 1st level, Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. (Stealth and Perception)
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.
Your base walking speed is 0 feet, and you have a swimming speed of 50 feet. If your character is older than 30 years old you have a base walking speed of 30 feet, unless you are male.
Amphibious. You can breathe air and water.
Emissary of the Sea. Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardians of the Depths. Adapted to even the most extreme ocean depths, you have resistance to cold damage.
Wanderer: you have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Theives can't: 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.
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.
Sentinel.
When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.

Features & Traits
x1 Shortsword, a shortbow and quiver of 20 arrows, staff, Hunting Trap, Travlers Clothes, Pouch, Leather armor, x2 daggers, and thieves' tools, Burgular Pack, Shark Skull, B2,000,000

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1000, Platinum: 0 Money
Armor: Light Armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives tools, Lyre

Languages & Proficiencies


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