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Riven
Level 5 (0/14000 XP for level-up)
Background Experiment
Size Medium
Species Bisque
Rogue
Subclass Assassin
Level 5
Hit dice 5/5
1d8+2

STR 12
+1
STR save: +2
DEX 20
+5
DEX save: +9
CON 14
+2
CON save: +3
INT 14
+2
INT save: +6
WIS 12
+1
WIS save: +2
CHA 10
+0
CHA save: +1

Initiative (DEX)
+5
Speed
30 ft
Passive Perception
11
Heroic Inspiration
Armor Class (AC)
19
Natural Armor
Hit Points
38 / 38
Death Saves
Succeeded
Failed
Exhaustion


Attacks
W Pr Weapon / Attack AB Abi Dmg Dmg Type
Dagger +8 DEX 1d4+5 piercing
  Properties: Finesse, Light, Thrown (Range 20/60) Nick
Dagger +8 DEX 1d4+5 piercing
  Properties: Finesse, Light, Thrown (Range 20/60) Nick
Shortsword +8 DEX 1d6+5 piercing
  Properties: Finesse, Light Vex
Shortbow +8 DEX
  Properties: Ammunition (Range 80/320; Arrow), Two-Handed Vex
Bear Hands +1 STR 1d.2+1 slapping
Armor ( AC Mod: +1 )
W T  Armor AC D Properties
Leather Armor 16
Natural Armor 18
Skills
P/E Bonus Skill Abi
+8 Acrobatics DEX
+1 Animal Handling WIS
+2 Arcana INT
+1 Athletics STR
+3 Deception CHA
+2 History INT
+4 Insight WIS
+6 Intimidation CHA
+2 Investigation INT
+4 Medicine WIS
+2 Nature INT
+1 Perception WIS
+3 Performance CHA
+0 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+11 Stealth DEX
+1 Survival WIS

+6 Expertise Bonus
+3 Proficiency Bonus
Spell Book
Money
Copper: 0, Silver: 0, Electrum: 0, Gold: 13, Platinum: 0
Treasure and Equipment
Alchemist’s Supplies, Manacles, Perfume (to cover chemical smell), Traveler’s Clothes (with hooded cloak), Leather Armor, 2 Daggers, Shortsword, Shortbow, 20 Arrows, Quiver, Thieves' Tools, Burglar's Pack (Backpack, Ball Bearings, Bell, 10 Candles, Crowbar, Hooded Lantern, 7 flasks of Oil, 5 days of Rations, Rope, Tinderbox, and Waterskin), Disguise Kit, Poisoner's Kit, Cloak of Protection
Features & Traits

Species


Darkvision
You can see in dim light within 60 feet of you as if it was bright light, and darkness as if it was dim light. You can’t discern color in darkness, only shades of gray.

Construct Anatomy
You are immune to nonmagical diseases. You don’t need to eat or breathe, but you can ingest food and drink if you wish.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest by spending 4 hours in a motionless state, during which you retain consciousness.

False Appearance
While you are motionless, you are indistinguishable from an ordinary (but large) porcelain doll.

Sudden Strike
Whenever you deal damage to a creature with a weapon attack roll on your first turn in combat, the creature takes extra damage equal to your proficiency bonus.

Unnerving
You gain proficiency in the Intimidation skill, and have advantage on any Charisma (Intimidation) rolls in you make against a creature that hasn’t previously seen you move.

Class


Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same was the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack resource section.

Weapon Mastery

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.

Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on your current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.

Cunning Strike
You've developed cunning ways to use your Sneak Attack. When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.

If a Cunning Strike requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the poisoned target repeats the save, ending the effect on a success.
To use this effect, you must have a Poisoner's Kit on your person.
Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your speed without provoking Opportunity Attacks.

Uncanny Dodge
When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

Subclass


Assassinate
You're adept at ambushing a target, granting you the following benefits.

Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.
Notes
Cloak of Protection
Feats
ALTERED
You have been changed through magic, science, or a volatile blend of the two. You have a blatant physical augmentation of your choice from the options below. The augmentation is obvious such as with stitches, grafts of other creature’s body parts, or implants unless disguised.
Natural Armor. You have scales, plates, or thick hide that grants you an AC of 13 + your Dexterity or Constitution modifier (choose the ability when you select this feat).

FOCUSED CRITICAL
You’ve honed your combat skills to seize any opening that presents itself. When you choose this feat, select ranged weapon attacks or melee weapon attacks. You score a critical hit on a roll of 19 or 20 with attack rolls of that type.


™ & © Wizards of the Coast - D & D 5e Character Sheet v3.04, made by Tillerz - Updated: 2025-06-11

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Created by

Windhymn.

Statblock Type

Character

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