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Night

3 Level (0/2700 XP for level-up) Abandoned Background Bnnuy Race / Species / Heritage Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
10
+0
DEX
20
+5
CON
17
+3
INT
16
+3
WIS
17
+3
CHA
2
-4
27
Hit Points
+10
Initiative (DEX)
17
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+7 Dexterity
+3 Constitution
+5 Intelligence
+3 Wisdom
-4 Charisma
saving throws
+7 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
-4 Deception CHA
+3 History INT
+7 Insight WIS
-4 Intimidation CHA
+3 Investigation INT
skills
+3 Medicine WIS
+7 Nature INT
+5 Perception WIS
-4 Performance CHA
-4 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+9 Stealth DEX
+7 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Automatic Rifle (Suppressed) +5 DEX 2d8+5 Piercing
Knife +7 DEX 1d4+5
 (80/240)
Trench Shovel +0 STR
Crowbar +0 STR
Attacks
Alert
You can't be surprised while you are conscious. You gain a +5 bonus to initiative. Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

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.

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.

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.

Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.

Features & Traits
Automatic Rifle, Standard Issue Body Armor, Crowbar, Trench Shovel,

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Thieves tools, Light armor, simple weapons, 1 artillery primers,

Languages & Proficiencies
I don’t even like to help...I just do it for a second chance.

Personality Traits
I must go on a journey of self-improvement, or else, what's the point of this all?

Ideals
Thinking of the people I can call my friends...that makes me smile.

Bonds
I think of myself as some sort of "Tough Guy", having gone through what I have.

Flaws


™ & © 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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