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Yatari Inaro

4 Level (0/6500 XP for level-up) Charlatan Background Tabaxi Race / Species / Heritage Chaotic Neutral Alignment
Rouge
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
15
+2
DEX
20
+5
CON
15
+2
INT
12
+1
WIS
16
+3
CHA
16
+3
31
Hit Points
+5
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+7 Dexterity
+2 Constitution
+3 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+7 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+2 Athletics STR
+5 Deception CHA
+1 History INT
+3 Insight WIS
+5 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+3 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +7 DEX 1d6+5 piercing
 Finesse, light
Shortbow +7 DEX 1d6+5 piercing
 Ammunition, range (80/320), two-handed
Dagger +7 DEX 1d4+5 piercing
 Finesse, light, thrown (20/60)
Rapier +7 DEX 1d8+5 piercing
 Finesse
Attacks

Expertise



At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

Sneak Attack



Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 2d6 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.

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

Thieves' Cant



During your rogue training you learned 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 understands such messages. It takes four times longer to convey such a message than it does to speak the same idea 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 territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Steady Aim



At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Fast Hands



Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work



When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.


  • Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.


  • Cat's Talent. You have proficiency in the Perception and Stealth skills.


  • 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.


  • 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.


  • Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.


Features & Traits
A set of fine clothes, a disguise kit, tools of the con of your choice (ten stoppered bottles filled with colored liquid, a set of weighted dice, a deck of marked cards, or a signet ring of an imaginary duke), and a pouch.


  • Two shortswords, a rapier

  • A shortbow and quiver of 20 arrows

  • A burglar's pack

  • Studded leather armor, two daggers, and thieves' tools


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 120, Platinum: 0 Money
Languages. Your character can speak, read, and write Common and Elvish.
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tool Proficiencies: Disguise kit, forgery kit
Tools: Thieves' tools

Languages & Proficiencies
Flattery is my preferred trick for getting what I want.
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)
Creativity. I never run the same con twice. (Chaotic)

Ideals
I owe everything to my mentor – a horrible person who's probably rotting in jail somewhere.

Bonds
I can't resist swindling people who are more powerful than me.

Flaws
+2 inspiration

Notes


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