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Alistair Snoop

5 Level (0/14000 XP for level-up) Charlatan Background Standard Human Race / Species / Heritage Chaotic Good Alignment
Inquisitive Rogue
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
11
+0
DEX
16
+3
CON
13
+1
INT
16
+3
WIS
13
+1
CHA
10
+0
33
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+6 Dexterity
+1 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+3 Deception CHA
+3 History INT
+4 Insight WIS
+0 Intimidation CHA
+9 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+1 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+6 Sleight of Hand DEX
+9 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +6 DEX 1d8+3+3 piercing
Dagger +6 DEX 1d4+3+3 piercing
Pepperbox Pistol +6 DEX 1d8+3+3 piercing
 Ammunition (range 80'/320'), misfire (2), reload (6)
Shortbow +6 DEX 1d6+3+3
 Ammunition (range 80'/320')
Attacks
False Identity. You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Expertise. You have expertise with the Investigation and Stealth skills. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
Sneak Attack. You know how to strike subtly and exploit a foe's distraction. 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.
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.
Cunning Action. 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.
Ear for Deceit. You develop a talent for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.
Eye for Detail. You can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.
Insightful Fighting. You gain the ability to decipher an opponent's tactics and develop a counter to them. As a bonus action, you can make a Wisdom (Insight) check against a creature you can see that isn't incapacitated, contested by the target's Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.
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.

Features & Traits
A set of fine clothes
A disguise kit
Tools of the con of your choice (a deck of marked cards)
A belt pouch containing 30 gp
a rapier
a shortbow and quiver of 20 arrows
a dungeoneer's pack
Studded Leather armor, two daggers, and thieves' tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 65, Platinum: 0 Money
Armor: Light Armor
Languages: Common, Elven, Thieves' Cant
Tools: Disguise Kit, Forgery Kit, Thieves' Tools
Weapon: Simple weapons, hand crossbows, longswords, rapiers, and shortswords

Languages & Proficiencies
Sarcastic

Personality Traits
Creativity

Ideals
Former noble that will reclaim family title.

Bonds
Can't resist swindling people in power

Flaws
cheats at games of chance
Got tired of conning people & decided for an exciting change of pace.
uses highlander sean connery as reference for appearance
5 weeks left of firearm training.

Notes


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