Remove these ads. Join the Worldbuilders Guild

???

1 Level (0/300 XP for level-up) Criminal Background Fire Genasi Race / Species / Heritage N/C Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
18
+4
DEX
18
+4
CON
14
+2
INT
18
+4
WIS
4
-3
CHA
18
+4
8
Hit Points
+6
Initiative (DEX)
12
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
7
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+4 Strength
+6 Dexterity
+2 Constitution
+6 Intelligence
-3 Wisdom
+4 Charisma
saving throws
+6 Acrobatics DEX
-3 Animal Handling WIS
+4 Arcana INT
+6 Athletics STR
+6 Deception CHA
+4 History INT
-3 Insight WIS
+4 Intimidation CHA
+6 Investigation INT
skills
-3 Medicine WIS
+4 Nature INT
-3 Perception WIS
+4 Performance CHA
+4 Persuasion CHA
+4 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
-3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
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.

Fire Resistance. You have resistance to fire damage.

Reach to the Blaze. You know the produce flame cantrip. Starting at 3rd level, you can cast the burning hands spell with this trait. Starting at 5th level, you can also cast the flame blade spell with this trait, without a material component. Once you cast burning hands or flame blade with this trait, you can't cast that spell with it again until you finish a long rest. You can also cast either of those spells using any spell slots you have of the appropriate level.
Intelligence, Wisdom, or Charisma is your spellcasting ability for these spells when you cast them with this trait (choose when you select this race).

Alert
PHB'24
p200
Origin Feat
You gain the following benefits.

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

Level 1: Expertise
PHB'24 p128
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.

Level 1: Sneak Attack
PHB'24 p128
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Level 1: Thieves' Cant
PHB'24 p128
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.

Level 1: Weapon Mastery
PHB'24 p128
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.

Features & Traits
2 Daggers
Thieves' Tools
Crowbar
2 Pouches
Traveler's Clothes
Studded Leather
Shortsword
Explorer's Pack
Shortbow
40 Arrows

Gloves of Thievery
DMG'24
p265
Wondrous item, uncommon
These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 24, Platinum: 0 Money
Saving Throw Proficiencies: Dexterity, Intelligence
Skill Proficiencies: Choose 4: Acrobatics, Athletics, Deception, Investigation, Sleight of Hand, or Stealth.
Weapon Proficiencies: Simple weapons and Martial weapons that have the Finesse or Light property
Tool Proficiencies: Thieves' Tools
Armor Training: Light armor
Languages: Common, Infernal

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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.

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

DisowendCrayon.

Statblock Type

Character Sheet (2020)

Link/Embed