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Veil

4 Level (0/6500 XP for level-up) Dragonsland/Lone Survivor(Flow) Background Draconic (True Dragon-Dark) Race / Species / Heritage True Neutral Alignment
Rogue
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR
8
-1
DEX
20
+5
CON
13
+1
INT
14
+2
WIS
12
+1
CHA
12
+1
27
Hit Points
+5
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+7 Dexterity
+1 Constitution
+4 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+1 Deception CHA
+2 History INT
+1 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+9 Sleight of Hand DEX
+9 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +7 DEX 1d8+5 piercing
 Finesse, Light
Shortbow +7 DEX 1d6+5 piercing
 Amunition(80/320 ft), Two handed
Daggers +7 DEX 1d4+5 Piercing
 Finesse, Light, Thrown (20/60 ft)
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 1d6 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.

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.


  • Phantom



Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.

Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard's confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.

How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?


  • Whispers of the Dead



Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.


  • Wails from the Grave



As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.

You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


  • Steady Aim



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.

Features & Traits
Inventory:
  • shortsword
  • shortbow and quiver of 20 arrows
  • burglar's pack:

    • backpack

    • bag of 1,000 ball bearings

    • feet of string

    • bell

    • 5 candles

    • crowbar

    • hammer

    • pitons

    • hooded lantern

    • flasks of oil

    • 5 days rations

    • tinderbox

    • waterskin

    • 50 feet hempen rope


  • Leather armor
  • two daggers
  • thieves' tools
  • trinket of your past (a necklace, ring, sword, severed finger or hair, etc.)
  • set of worn travelers clothes
  • Poisoner's Kit(Custom)
  • scroll detailing your life up to this point
  • Backpack
  • belt pouch with 15 gp in it.

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    Languages:

    • Common

    • Draconic

    • abyssal(root)(BG)

    • Thieves' Cant


    Others:

    • Armor: light armor

    • Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords

    • Tools: thieves' tools, Poisoner's Kit(Custom)(BG)

    • Saving Throws: Dexterity, Intelligence

    • Skills: Sleight of Hand(EX), Stealth(EX), Investigation, Acrobatics, Perception(BG), Survival(BG)



    Languages & Proficiencies
    A very for some reason, Kind and humble man despite being a true dragon. He is very passive person. He seems very secretive about his past and identity.

    Personality Traits


    ™ & © 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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    Created by

    Ventiar.

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