mariam
Samara
1 Level (0/300 XP for level-up) charlatan Background half elf Race / Species / Heritage neutral good AlignmentLevel 1
Hit Dice: 1/1
1d8+1 Class 1
10
18
13
16
13
14
Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
Passive Perception
+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+6 | Dexterity | |
+1 | Constitution | |
+5 | Intelligence | |
+1 | Wisdom | |
+2 | Charisma |
+4 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+0 | Athletics | STR | |
+2 | Deception | CHA | |
+3 | History | INT | |
+1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+5 | Investigation | INT | |
+3 | thief's tools | WIS |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+3 | Perception | WIS | |
+2 | Performance | CHA | |
+4 | Persuasion | CHA | |
+3 | Religion | INT | |
+8 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
rapier | +6 | DEX | 1d8+4 | piercing | |
finesse | |||||
shortbow | +6 | DEX | 1d6+4 | piercing | |
simple, ranged (80,320) | |||||
dagger | +6 | DEX | 1d4+4 | piercing | |
Finesse, Light, Range (20,60), Thrown | |||||
dagger | +6 | DEX | 1d4+4 | piercing | |
Finesse, Light, Range (20,60), Thrown |
Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 30, Platinum: 0 Money
Size: Medium
Speed: You have a walking speed of 30 feet
Languages: common, sea-common, talasian
Darkvision: Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Cantrip (High Elf Heritage): You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.
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.
You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
Languages & Proficiencies
™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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