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Elorin Trueseeker AKA Truffles AKA The Acquirer

1 Level (0/300 XP for level-up) Faction Agent/ Urban Bounty Hunter Background Light Foot Halfling Race / Species / Heritage Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+1 Class 1

STR
9
-1
DEX
16
+3
CON
12
+1
INT
11
+0
WIS
13
+1
CHA
14
+2
9
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+1 Constitution
+2 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+0 Arcana INT
-1 Athletics STR
+6 Deception CHA
+0 History INT
+3 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
+5 Thieves tools DEX
skills
+1 Medicine WIS
+0 Nature INT
+5 Perception WIS
+2 Performance CHA
+4 Persuasion CHA
+0 Religion INT
+3 Sleight of Hand DEX
+5 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
rapier +5 DEX 1d8+3 piercing
Shortbow +1 STR 1d6-1 piercing
 range 80 ft long range 320ft
Dagger +5 DEX 1d4+3 piercing
Dagger thrown +5 DEX 1d4+3 piercing
 range 20 ft long range 60 ft
Unarmed -1 STR 1-1 bludgeoning
Attacks
Lucky.
When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.

Brave
You have advantage on saving throws against being frightened.

Nimble
You can move through the space of any creature that is of a size larger than yours.

Naturally Stealthy
You can attempt to hide even when you are only obscured by a creature that is at least one size larger than you.

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.

Ear to the Ground
You are in frequent contact with people in the segment of society that your chosen quarries move through. These people might be associated with the criminal underworld, the rough-and-tumble folk of the streets, or members of high society. This connection comes in the form of a contact in any city you visit, a person who provides information about the people and places of the local area.

Safe Haven
As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.

Features & Traits
a rapier
a shortbow and quiver of 20 arrows
a burglar's pack: Backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
Leather armor
two daggers
thieves' tools
A set of clothes appropriate to your duties
a pouch containing 20gp
Badge or emblem of your faction
Dice
Tambourine

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Common, Halfling, Dwarvish, Draconic and Thieves' cant

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.

Languages & Proficiencies


™ & © 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.

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Created by

Louise Worth.

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