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Earendel Morningstar

Rogue 1 Class & Level
Far Wanderer Background
Elf/Eladrin Race
CN Alignment

Strength 11
+0
Dexterity 18
+4
constitution 14
+2
intelligence 14
+2
wisdom 14
+2
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+4 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+4 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+3 Deception
+2 History
+4 Insight
+1 Intimidation
+4 Investigation
+2 Medicine
+2 Nature
+6 Perception
+1 Performance
+1 Persuasion
+2 Religion
+6 Sleight of Hands
+8 Stealth
+2 Survival
skills Insight, Investigation, Persuasion, Sleight of Hand, Stealth,Survival, Perception, Thieve's Tools, Pan Flute proficiencies

 
16
Armor Class
10
Hit Points
+4
Initiative
30
Speed
Longbow 1d20+6 1d8+4
Rapier 1d20+6 1d8+4
Dagger 1d20+6 1d4+4
Attacks
Longsword, Shortsword, Shortbow, and Longbow

Proficiences

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

DnD 5e SRD SRD

Longbow

Ranged Weapon Ammunition, Heavy, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d8 Piercing 150/600 ft Ammunition, Heavy, Two-Handed

Cost: 50 gp Weight: 2 lb


 
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The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Elf, Eladrin

Ability Score Increase +2 Dex, +1 Int
Size Medium
Speed 30ft

Darkvision: Accustomed to twilit forests and the night sky, you have superior vision in dark and dim Conditions. 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 can’t discern color in Darkness, only Shades of Gray.   Keen Senses: You have proficiency in the Perception skill.   Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.   Fey Step: Once per short or long rest you can cast Misty Step.   Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After Resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Languages. Elvish, Common

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.

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Created by

Ixeldreth.

Statblock Type

Character Sheet (Legacy)

Link/Embed