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Felix Solo

5 Level (0/14000 XP for level-up) Folk Hero Background Tabaxi Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
13
+1
DEX
17
+3
CON
14
+2
INT
15
+2
WIS
10
+0
CHA
16
+3
31
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30(run)/20(climb)
Speed (walk/run/fly)
13
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+6 Dexterity
+2 Constitution
+5 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+9 Acrobatics DEX
+3 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+6 Deception CHA
+2 History INT
+0 Insight WIS
+9 Intimidation CHA
+2 Investigation INT
+4 Thieves Tools STR
+4 Artisan's Tools STR
skills
+0 Medicine WIS
+2 Nature INT
+3 Perception WIS
+6 Performance CHA
+3 Persuasion CHA
+2 Religion INT
+9 Sleight of Hand DEX
+6 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +10 DEX 1d8+3 Piercing
 Finesse
Shortsword +6 DEX 1d6+3 Piercing
 Finesse, Light
Dagger +1 STR 1d4+1 Piercing
 Finesse, Light, Thrown, Range 20/60
Unarmed Strike +1 STR 1d4+1 Slashing
Attacks
Class Features:
Sneak Attack: Once per turn, you can deal an extra 3d6 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.
Uncanny Dodge: When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Cunning Action: Can take a bonus action on any given turn to dash, disengage, or hide.
Darkvision: You have a cat's keen senses, especially in the dark. 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.
Feline Agility: Your reflexes and agility allow you to move with a burst of speed. When you move on your turn in combat, you can double your speed until the end of the turn. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.
Cat's Claws: Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

Swashbuckler:
Fancy Footwork: You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity: your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Feats:
Lucky: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours.

Background Features:
Rustic Hospitality: Since you come from the ranks of the common folk, you fit in among them with ease. You can find a place to hide, rest, or recuperate among other commoners, unless you have shown yourself to be a danger to them. They will shield you from the law or anyone else searching for you, though they will not risk their lives for you.
Facial Scarring: Felix has a disfigured face. He lost his nose, and his face is mutilated by several scars. Thus, he has lost his sense of smell, and has disadvantage on persuasion, but has advantage in intimidation.

Features & Traits
Revolutionary's Sabre
Shortsword
Burglar's Pack
Studded Leather Armour (12 AC)
Daggers (2)
Thieve's Tools
Tankard of Soberiety
Cloak of Billowing
Greater Potion of Healing

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Common
Elvish
Thieve's Cant

Languages & Proficiencies
Arrogant
Selfish
Insecure about his facial disfigurement
Nymphomaniac

Flaws
Due to a particluarly rough fight with a powerful monster, Felix suffered severe facial scarring and in turn, disfigurement. His nose was ripped off, his sense of smell lost and his face torn by numerous deep scars. This, combined with his largely non human appearance makes him largely unnattractive to most people. This is an wound to him, as he is used to being taken as handsome. Therefore he is deeply insecure about it, and is a far less happy person.

Notes


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