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Maya

3 Level (0/2700 XP for level-up) Entertainer (tumbler) Background Half Elf Race / Species / Heritage chaotic neutral Alignment
Rogue (thief)
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
12
+1
DEX
16
+3
CON
16
+3
INT
8
-1
WIS
10
+0
CHA
18
+4
27
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+1 Attack mod
INT Ability
+-1 Abi Mod
9 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+3 Constitution
+1 Intelligence
+0 Wisdom
+4 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+3 Athletics STR
+4 Deception CHA
-1 History INT
+0 Insight WIS
+4 Intimidation CHA
-1 Investigation INT
skills
+0 Medicine WIS
-1 Nature INT
+2 Perception WIS
+6 Performance CHA
+4 Persuasion CHA
-1 Religion INT
+7 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +3 STR 1d4+1 piercing
 finesse, light, range, thrown (20/60)
shortsword +3 STR 1d6+1 piercing
 finesse, light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Dancing lights +1 1 action 120ft concentration, up to 1 min V,S,M (a bit of phosphorus, whychwood, or a gloworm
 Notes:You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.
Darkvisison: Can see in dim light within 60ft of you as if it were bright light, and in darkness as if it were dim light. Can't discern colour in darkness, only shades of grey.

Fey Ancestry: Have advantage on saving throws against being charmed and magic can't put you to sleep.

Expertise: have expertise in thieves tools (doubles proficieny bonus) (can take two more skills at 6th level).

Sneak Attack: once per turn, can deal an extra 1d6 damage to one (1) creature you hit with an attack if you hae advantage on the attack roll (the attack must use a finnesse or ranged weapon). Don't need advantage on the roll if another enemy of the target is within 5 feet of it, the enemy isnt incapacitated, and you don't have disadvantage. (damage goes up with class, check rogue table)

Thieves' Cant: Know 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 can understand such messages. It takes four time longer to use than speaking 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 terrirtory of a thieves guild.

Cunning Action: Quick thinking and agility allows quick acion and movement. can take a bonus action on each of your tturns in combat. This can only be used to dash, disengage, or hide.

Fast Hands: Use a bonus action (granted by cunning action) to make a sleight of hand (dex) check, use thieves tools to disarm a trap, open a lock, or use an object.

Second-Story Work: climbing no longer costs you extra movement. In addition, when you make a running jump, the distance you cover increases by the number of ft equal to dex mod

Half-Elf Versatility: (Cantrip) one cantrip of your choice from the wizard spell list, intelligence is the spell casting ability.

Features & Traits

  • Leather armour

  • (2) Dagger

  • Thieves tools

  • Flute

  • the favour of an admirer (locket)

  • costume



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Amour: Light
Weapons: simple weapons, hand crosbows, longswords, rapiers, shortswords
Tools: Thieves tools, disguise kit, flute

Languages: Common, Elven, undercommon

Languages & Proficiencies
nobody stays angry at me for very long, i'm just a loveable little goof.

Personality Traits
The stories, legends, and songs of the past must never be forgotten, for they teach us who we are.

Ideals
i'm like a tumbleweed. as soon as i decide that i like you, i'm stuck to you forever and you will never get rid of me no matter how hard you might try

Bonds
i don't understand why stealing and pickpocketing people is wrong, i'm good at it and its fun.

Flaws
Total gold = 24
Wearing a monocle
Gain a shortsword
intellegence -1 point till i long rest (-2 mod)

Notes


™ & © 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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