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Eddie Rawlins

3 Level (0/2700 XP for level-up) Charlatan Background Variant Human Race / Species / Heritage Chaotic Evil Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
6
-2
DEX
18
+4
CON
14
+2
INT
14
+2
WIS
13
+1
CHA
18
+4
22
Hit Points
+4
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-2 Strength
+6 Dexterity
+2 Constitution
+4 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-2 Athletics STR
+8 Deception CHA
+2 History INT
+1 Insight WIS
+4 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+3 Perception WIS
+8 Performance CHA
+4 Persuasion CHA
+2 Religion INT
+8 Sleight of Hand DEX
+6 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
(Skill Expert; Expertise)
Cunning Action (Dash|Disengage|Hide)



Rogue: Mastermind
Master of Intrigue
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice.

Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.

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.

Master of Tactics
Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than 5 feet of you, if the target can see or hear you.

Features & Traits
A rapier
A handgun (shortbow stats)
A burglar's pack
A Flashy suit, tophat, decorative cane
A second, formal suit, a bowler, a less decorative cane
Two switchblades (dagger's stats) and thieves' tools
A marked deck of cards, and an equivalent unmarked deck
A disguise kit

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: thieves' tools, disguise kit, forgery kit

English, Spanish, German, Portuguese [Thieves' Cant]

Languages & Proficiencies
I pocket anything I see that might have some value.

Personality Traits
Independence. I am a free spirit – no one tells me what to do. (Chaotic)

Ideals
I come from a noble family, and one day I'll reclaim my lands and title from those who stole them from me.
(The IRS DID IT!)

Bonds
I'm convinced that no one could ever fool me the way I fool others.

Flaws
2 I shave coins or forge documents.

Notes


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