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5th Edition Character Sheet

Create and save a character sheet for 5e D&D. You can assign it to a campaign if you create or join one, for your DM and other players to see. 2024 Edition Here.

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Attacks | Spells | Features & HD | |
[+]
Generate Character
[+]
Campaign Manager
Valeera Sanguinar
Character Name
Rogue 1
Class & Level
Urchin
Background
Shadow Elf
Race
Chaotic Neutral
Alignment
0
Experience
Female
Gender

Standard Array:
15,14,13,12,10,8
Roll 4d6 drop low
STRENGTH
-1
8
8
+
0
(Race)
DEXTERITY
+3
17
15
+
2
(Race)
CONSTITUTION
+2
14
14
+
0
(Race)
INTELLIGENCE
+0
10
10
+
0
(Race)
WISDOM
+1
12
12
+
0
(Race)
CHARISMA
+2
14
13
+
1
(Race)
ARMOR CLASS
15
INITIATIVE
+
PROFICIENCY
+
2
2
+
0
PERCEPTION
1313
+
SPEED
30
HIT POINTS
Max:
10
10
TEMP HP
0
POINT BUY
Standard
Picture URL:
0
Token URL:
1 +1
+
Strength
+
Dexterity
+
Constitution
+
Intelligence
+
Wisdom
+
Charisma

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+0
+
Global Bonus
Saving Throws

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5 +5
+
Acrobatics (Dex)

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1 +1
+
Animal Handling (Wis)

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0 +0
+
Arcana (Int)

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-1 -1
+
Athletics (Str)

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2 +2
+
Deception (Cha)

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0 +0
+
History (Int)

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3 +3
+
Insight (Wis)

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2 +2
+
Intimidation (Cha)

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0 +0
+
Investigation (Int)

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1 +1
+
Medicine (Wis)

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0 +0
+
Nature (Int)
+
Perception (Wis)

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2 +2
+
Performance (Cha)

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2 +2
+
Persuasion (Cha)

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0 +0
+
Religion (Int)

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5 +5
+
Sleight of Hand (Dex)

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5 +5
+
* Stealth (Dex)

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1 +1
+
Survival (Wis)

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3 +3
+
Thieves' Tools (Dex)
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disabled="disabled" style="margin-top:7px;min-width:10px;" class="character_skills_info" type="checkbox"/>

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+0
+
Global Bonus
* See your equipment
Skills
[+] Name Bonus Damage / Type Range
%0%%1%%2%%3%
%0%%1%%2%%3%
%0%%1%%2%%3%
+
+
0
Global Hit Bonus
+
+
0
Global Damage Bonus
ATTACKS & SPELLS
KNOWN
11
DC
Cast Mod
Cantrip:
/
1st:
/
2nd:
/
3rd:
/
4th:
/
5th:
/
6th:
/
7th:
/
8th:
/
9th:
SPELLCASTING
[+instructions]
Feature: City Secrets

You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

Darkvision

Accustomed to twilit forests and the night sky, 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.

Trance

Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Unarmored Defense

Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

Martial Arts

At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.

[b]Feature: [i]City Secrets[/i][/b]
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

[b]Darkvision[/b]
Accustomed to twilit forests and the night sky, 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.

[b]Fey Ancestry[/b]
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

[b]Trance[/b]
Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

[b]Unarmored Defense[/b]
Beginning at 1st level, while you are wearing no armor and not wielding a shield, your AC equals 10 + your Dexterity modifier + your Wisdom modifier.

[b]Martial Arts[/b]
At 1st level, your practice of martial arts gives you mastery of combat styles that use unarmed strikes and monk weapons, which are shortswords and any simple melee weapons that don’t have the two-handed or heavy property.

You gain the following benefits while you are unarmed or wielding only monk weapons and you aren’t wearing armor or wielding a shield:

You can use Dexterity instead of Strength for the attack and damage rolls of your unarmed strikes and monk weapons.

You can roll a d4 in place of the normal damage of your unarmed strike or monk weapon. This die changes as you gain monk levels, as shown in the Martial Arts column of the Monk table.

When you use the Attack action with an unarmed strike or a monk weapon on your turn, you can make one unarmed strike as a bonus action. For example, if you take the Attack action and attack with a quarterstaff, you can also make an unarmed strike as a bonus action, assuming you haven’t already taken a bonus action this turn.

Certain monasteries use specialized forms of the monk weapons. For example, you might use a club that is two lengths of wood connected by a short chain (called a nunchaku) or a sickle with a shorter, straighter blade (called a kama). Whatever name you use for a monk weapon, you can use the game statistics provided for the weapon in the Weapons section.
FEATURES & TRAITS
d8
HIT DICE
USED
0
SUCCESSES
FAILURES
DEATH SAVES
 
#
Name
Wt.
Shortsword
10 darts
Dungeoneer’s pack
Small knife
map of the city you grew up in
pet mouse
token to remember your parents by, common clothes
belt pouch
Thieves' tool

Total: 0 lbs
EQUIPMENT
CP
SP
EP
GP
PP
5gp
WEALTH
Proficiencies: Simple weapons, shortswords, Thieves' tools, Disguise Kit, Forgery Kit
Languages: Common, Elvish
PROFICIENCIES & LANGUAGES
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
 
DESCRIPTION & EXTRA INFO
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