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Clawdius Puck

1 Level (0/300 XP for level-up) Charlatan Background Tabaxi Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
14
+2
DEX
17
+3
CON
15
+2
INT
14
+2
WIS
15
+2
CHA
17
+3
10
Hit Points
+6
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+5 Dexterity
+2 Constitution
+4 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+7 Acrobatics DEX
+2 Animal Handling WIS
+2 Arcana INT
+4 Athletics STR
+5 Deception CHA
+2 History INT
+2 Insight WIS
+3 Intimidation CHA
+2 Investigation INT
skills
+2 Medicine WIS
+2 Nature INT
+4 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+7 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +5 DEX 1d6+3 piercing
 Finesse
Dagger +5 DEX 1d4+3 piercing
 Finesse
Attacks
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 discern colors in that darkness only as shades of gray.

Feline Agility - Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns.

Cat's Claws - You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.

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.

Thieves' Can't - 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.

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.

Features & Traits
Shortsword x2
Burglar's pack
Leather armour
Dagger x2
Thieves' tools
Set of fine clothes
Disguise kit
Weighted dice

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Languages - Common

Proficiencies
————————
Light Armour
Simple weapons
Hand crossbows
Longswords
Rapiers
Shortswords
Thieves' tools
Disguise kit
Forgery kit

Languages & Proficiencies
Flattery is my preferred trick for getting what I want.
I pocket anything I see that might have some value.

Personality Traits
Aspiration - I'm determined to make something of myself. (Any)

Ideals
erm

Bonds
I can't resist swindling people who are more powerful than me.

Flaws
gay prolly tbh

Notes


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