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Gurd

9 Level (0/64000 XP for level-up) Village Idiot Background Winged Kobold Race / Species / Heritage Chaotic Yes Alignment
Rogue
Level 9
Hit Dice: 9/9
1d5-1 Class 1

STR
7
-2
DEX
20
+5
CON
9
-1
INT
8
-1
WIS
7
-2
CHA
8
-1
33
Hit Points
+5
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30 walk / 30 fly
Speed (walk/run/fly)
8
Passive Perception
+8 Expertise Bonus
+4 Proficiency Bonus
-2 Strength
+5 Dexterity
-1 Constitution
-1 Intelligence
-2 Wisdom
+7 Charisma
saving throws
+13 Acrobatics DEX
-2 Animal Handling WIS
-1 Arcana INT
-2 Athletics STR
-1 Deception CHA
-1 History INT
-2 Insight WIS
+3 Intimidation CHA
+3 Investigation INT
skills
-2 Medicine WIS
-1 Nature INT
-2 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
-1 Religion INT
+13 Sleight of Hand DEX
+9 Stealth DEX
-2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +12 DEX 1D4+4+5 Slashing
Caltrops +12 DEX 1D6+4+5 Piercing
Attacks
Studded Leather Armor
Dagger
10 Metal caltrops

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Speaks Common and Draconic
Light Armor
Simple Weapons
Thieves Tools
Alchemist Tools

Languages & Proficiencies


™ & © 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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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.
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D&D players Handbook

Evasion

Beginning at 7th level, you can nimbly dodge out o f the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. W hen you are subjected to an effect that allows you to m ake a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
hit dice:
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hit points at higher levels:
armor proficiencies:
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tools:
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starting equipment:
spellcasting:
class features:
subclass options:

Coordinated Strike

6th-level Expert Feature

The sidekick is adept at fighting in concert wtih a companion. When the sidekick uses its Helpful feature to aid an ally in attacking a creature, that target can be up to 30 feet away from the sidekick, and the sidekick can deal an extra 2d6 damage to it the next time the sidekick hits it with an attack roll before the end of the current turn. The extra damage is the same type of damage dealt by the attack.

Helpful

1st-level Expert Feature

The sidekick is adept at giving well-timed assistance; the sidekick can take the Help action as a bonus action.

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NevahMiss.

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