Immerel Morotane

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Level 3 Elf (Mark of Shadow) Rogue, Arcane Trickster 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Immerel Morotane
Charlatan Chaotic Neutral Harrison
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Studded Leather 16 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
12
SHIELD
AC
Shadow Touched (1/Long Rest). You can cast your
N
CIE C
chosen spells without expending a spell slot. You
+1 Strength can also cast these spells using spell slots you have
Y
PROFI

+1 of the appropriate level.


✘ +6 Dexterity

+2 Constitution ARMOR CLASS Sneak Attack. Once per turn, you can deal an extra
DEXTERITY
✘ +5 Intelligence
2d6 damage to one creature you hit with an attack
MAXIMUM HIT DICE TEMPORARY if you have advantage on the attack roll. The attack
18 +0 Wisdom

+3 Charisma
27 3d8 must use a finesse or a ranged weapon.You don’t
need advantage on the attack roll if another enemy
CONDITIONAL
of the target is within 5 feet of it, that enemy isn’t
incapacitated, and you don’t have disadvantage on
+4 the attack roll.
CURRENT HIT POINTS Thieves’ Cant. A secret mix of dialect, jargon, and
CONSTITUTION DEATH SAVING THROWS
code that allows you to hide messages in seemingly
SAVING THROWS
normal conversation. Only another creature that
14 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION than it does to speak the same idea plainly.In
+0 Animal Handling (Wis)
addition, you understand a set of secret signs and
+2 +3 Arcana (Int) Darkvision symbols used to convey short, simple messages,
such as whether an area is dangerous or the
+1 Athletics (Str)
territory of a thieves’ guild, whether loot is nearby,
INTELLIGENCE ✘✘ +7 Deception (Cha) or whether the people in an area are easy marks or
will provide a safe house for thieves on the run.
16 ✘
+3 History (Int)
+2 Insight (Wis) Cunning Action. You can take a bonus action on
each of your turns in combat. This action can be
✘ +5 Intimidation (Cha) SPEED, SENSES, & CONDITIONS used only to take the Dash, Disengage, or Hide
+3 +3 Investigation (Int) action.
+0 Medicine (Wis) Fey Ancestry. Advantage on saving throws against
being charmed, and magic can’t put you to sleep. Mage Hand Legerdemain. When you cast mage
WISDOM +3 Nature (Int) hand, you can make the spectral hand invisible, and
you can perform the following additional tasks with
10 ✘ +2 Perception (Wis) Trance. Elves don’t need to sleep. Instead, they
meditate deeply, remaining semiconscious, for 4 it: You can stow one object the hand is holding in a
+3 Performance (Cha) hours a day. container worn or carried by another creature,
retrieve an object in a container worn or carried by
✘ +5 Persuasion (Cha)
+0 Cunning Intuition. When you make a Performance another creature, or use thieves’ tools to pick locks
+3 Religion (Int) or Stealth check, you can roll a d4 and add the and disarm traps at range.You can perform one of
number rolled to the ability check. these tasks without being noticed by a creature if
✘ +6 Sleight of Hand (Dex)
you succeed on a Sleight of Hand check contested
CHARISMA ✘✘ +8 Stealth (Dex) by the creature’s Perception check. In addition, you
Shape Shadows (1/Long Rest). You know the
can use the bonus action granted by your Cunning
17 +0 Survival (Wis) minor illusion cantrip. You can cast the invisibility
spell once with this trait using Charisma as your Action to control the hand.
SKILLS
spellcasting ability.

+3 12 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +6 vs AC 1d8+4 piercing
Finesse
FEATURES & TRAITS
Dagger 20/60 +6 vs AC 1d4+4 piercing
Finesse, Light, Thrown
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Disguise kit, Forgery kit, Thieves’


tools

Languages. Common, Elvish, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 150 5'10" 170 lb.
GENDER AGE HEIGHT WEIGHT
Immerel Morotane Green Black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a
few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a
useful talent, and one that you’re perfectly willing to use for your advantage.
Sarcasm and insults are my weapons of choice.I lie
about almost everything, even when there’s no good You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
reason to. away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.
The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with
a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.
These marvels sound implausible, but you make them sound like the real deal.
PERSONALITY TRAITS

Independence. I am a free spirit— no one tells me


what to do. (Chaotic)

IDEAL

I come from a noble family, and one day I’ll reclaim


my lands and title from those who stole them from
me.

BOND

I’m convinced that no one could ever fool me the


way I fool others.

FLAW BACKGROUND STORY

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.

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Dagger 2 2
[Studded Leather] 1 13
[Rapier] 1 2

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

17 lb / 180 lb 360 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Intelligence +5 13 N/A

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Arcane Trickster

CANTRIPS Booming Blade Mage Hand


Prestidigitation

1ST LEVEL 2 SPELL SLOTS Disguise Self Sleep


Tasha’s Hideous Laughter

2ND LEVEL Invisibility

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Other Spells

CANTRIPS Minor Illusion (Mark of Shadow)

1ST LEVEL Silent Image (Shadow Touched)

2ND LEVEL Darkness (Shadow Touched)


Booming Blade Mage Hand Minor Illusion
Evocation Cantrip Conjuration Cantrip Illusion Cantrip

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 5 feet RANGE 30 feet RANGE 30 feet
DURATION 1 round DURATION 1 minute DURATION 1 minute
COMPONENTS V, M (a weapon) COMPONENTS V, S COMPONENTS S, M (a bit of fleece)

As part of the action used to cast this spell, you must make a melee A spectral, floating hand appears at a point you choose within range. You create a sound or an image of an object within range that lasts
attack with a weapon against one creature within the spell’s range, The hand lasts for the duration or until you dismiss it as an action. for the duration. The illusion also ends if you dismiss it as an action or
otherwise the spell fails. On a hit, the target suffers the attack’s The hand vanishes if it is ever more than 30 feet away from you or if cast this spell again. If you create a sound, its volume can range from
normal effects, and it becomes sheathed in booming energy until the you cast this spell again. a whisper to a scream. It can be your voice, someone else’s voice, a
start of your next turn. If the target willingly moves before then, it You can use your action to control the hand. You can use the hand lion’s roar, a beating of drums, or any other sound you choose. The
immediately takes 1d8 thunder damage, and the spell ends. to manipulate an object, open an unlocked door or container, stow or sound continues unabated throughout the duration, or you can make
This spell’s damage increases when you reach higher levels. At 5th retrieve an item from an open container, or pour the contents out of discrete sounds at different times before the spell ends. If you create
level, the melee attack deals an extra 1d8 thunder damage to the a vial. You can move the hand up to 30 feet each time you use it. The an image of an object—such as a chair, muddy footprints, or a small
target, and the damage the target takes for moving increases to 2d8. hand can’t attack, activate magic items, or carry more than 10 chest—it must be no larger than a 5-foot cube. The image can’t
Both damage rolls increase by 1d8 at 11th level and 17th level. pounds. create sound, light, smell, or any other sensory effect. Physical
interaction with the image reveals it to be an illusion, because things
can pass through it. If a creature uses its action to examine the sound
or image, the creature can determine that it is an illusion with a
successful Intelligence (Investigation) check against your spell save
DC. If a creature discerns the illusion for what it is, the illusion
becomes faint to the creature.

Spellcasting (Rogue) Sword Coast Adventurer’s Guide Spellcasting (Rogue) Player’s Handbook Shape Shadows (Mark of Shadow) Player’s Handbook

Prestidigitation Disguise Self Silent Image


Transmutation Cantrip 1st-level illusion 1st-level illusion

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 10 feet RANGE Self RANGE 60 feet
DURATION Up to 1 hour DURATION 1 hour DURATION Concentration, up to 10 minute
COMPONENTS V, S COMPONENTS V, S COMPONENTS V, S, M (a bit of fleece)

This spell is a minor magical trick that novice spellcasters use for You make yourself—including your clothing, armor, weapons, and You create the image of an object, a creature, or some other visible
practice. You create one of the following magical effects within other belongings on your person—look different until the spell ends phenomenon that is no larger than a 15-foot cube. The image
range: or until you use your action to dismiss it. You can seem 1 foot shorter appears at a spot within range and lasts for the duration. The image
• You create an instantaneous, harmless sensory effect, such as a or taller and can appear thin, fat, or in between. You can’t change is purely visual; it isn’t accompanied by sound, smell, or other sensory
shower of sparks, a puff of wind, faint musical notes, or an odd odor. your body type, so you must adopt a form that has the same basic effects.
• You instantaneously light or snuff out a candle, a torch, or a arrangement of limbs. Otherwise, the extent of the illusion is up to You can use your action to cause the image to move to any spot
small campfire. you. within range. As the image changes location, you can alter its
• You instantaneously clean or soil an object no larger than 1 cubic The changes wrought by this spell fail to hold up to physical appearance so that its movements appear natural for the image. For
foot. inspection. For example, if you use this spell to add a hat to your example, if you create an image of a creature and move it, you can
• You chill, warm, or flavor up to 1 cubic foot of nonliving material outfit, objects pass through the hat, and anyone who touches it alter the image so that it appears to be walking.
for 1 hour. would feel nothing or would feel your head and hair. If you use this Physical interaction with the image reveals it to be an illusion,
• You make a color, a small mark, or a symbol appear on an object spell to appear thinner than you are, the hand of someone who because things can pass through it. A creature that uses its action to
or a surface for 1 hour. reaches out to touch you would bump into you while it was examine the image can determine that it is an illusion with a
• You create a nonmagical trinket or an illusory image that can fit seemingly still in midair. successful Intelligence (Investigation) check against your spell save
in your hand and that lasts until the end of your next turn. To discern that you are disguised, a creature can use its action to DC. If a creature discerns the illusion for what it is, the creature can
inspect your appearance and must succeed on an Intelligence see through the image.
If you cast this spell multiple times, you can have up to three of its (Investigation) check against your spell save DC.
non-instantaneous effects active at a time, and you can dismiss such
an effect as an action.

Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Shadow Touched Player’s Handbook

Sleep Tasha’s Hideous Laughter Darkness


1st-level enchantment 1st-level enchantment 2nd-level evocation

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 90 feet RANGE 30 feet RANGE 60 feet
DURATION 1 minute DURATION Concentration, up to 1 minute DURATION Concentration, up to 10 minutes
COMPONENTS V, S, M (a pinch of fine sand, rose petals, or a cricket) COMPONENTS V, S, M (tiny tarts and a feather that is waved in the air) COMPONENTS V, M (bat fur and a drop of pitch or piece of coal)

This spell sends creatures into a magical slumber. Roll 5d8, the total A creature of your choice that you can see within range perceives Magical darkness spreads from a point you choose within range to fill
is how many hit points of creatures this spell can affect. Creatures everything as hilariously funny and falls into fits of laughter if this a 15-foot radius sphere for the duration. The darkness spreads
within 20 feet of a point you choose within range are affected in spell affects it. The target must succeed on a Wisdom saving throw or around corners. A creature with darkvision can’t see through this
ascending order of their current hit points (ignoring unconscious fall prone, becoming incapacitated and unable to stand up for the darkness, and nonmagical light can’t illuminate it.
creatures). duration. A creature with an Intelligence score of 4 or less isn’t If the point you choose is on an object you are holding or one that
Starting with the creature that has the lowest current hit points, affected. isn’t being worn or carried, the darkness emanates from the object
each creature affected by this spell falls unconscious until the spell At the end of each of its turns, and each time it takes damage, the and moves with it. Completely covering the source of the darkness
ends, the sleeper takes damage, or someone uses an action to shake target can make another Wisdom saving throw. The target has with an opaque object, such as a bowl or a helm, blocks the darkness.
or slap the sleeper awake. Subtract each creature’s hit points from advantage on the saving throw if it’s triggered by damage. On a If any of this spell’s area overlaps with an area of light created by a
the total before moving on to the creature with the next lowest hit success, the spell ends. spell of 2nd level or lower, the spell that created the light is dispelled.
points. A creature’s hit points must be equal to or less than the
remaining total for that creature to be affected.
Undead and creatures immune to being charmed aren’t affected
by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, roll an additional 2d8 for each slot level above 1st.

Spellcasting (Rogue) Player’s Handbook Spellcasting (Rogue) Player’s Handbook Shadow Touched Player’s Handbook
Invisibility Dagger
2nd-level illusion Simple Melee Weapon

CASTING TIME 1 action RANGE 20/60


RANGE Touch ATTACK +6 vs AC
DURATION Concentration, up to 1 hour DAMAGE 1d4+4 piercing
COMPONENTS V, S, M (an eyelash encased in gum arabic) Finesse, Light, Thrown
A creature you touch becomes invisible until the spell ends. Anything
the target is wearing or carrying is invisible as long as it is on the
target’s person. The spell ends for a target that attacks or casts a
spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, you can target one additional creature for each slot
level above 2nd.

Additional Arcane Trickster Spell Player’s Handbook

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