Class & Level

Rogue level 2

Species

Elf

Background

Criminal

Alignment

______________

Strength

16

+3

Dexterity

18

+4

Constitution

10

+0

Intelligence

10

+0

Wisdom

10

+0

Charisma

10

+0

10

Armour
Class

+4

Initiative
Bonus

30

Movement
Speed

16

Max Health Points

Saving Throws

Strength

+0

Dexterity

+6

Constitution

+0

Intelligence

+2

Wisdom

+0

Charisma

+0

+2

Proficiency
Bonus

INT

+3

Spellcasting
Modifier

10

Spellsave
DC

Skills

Acrobatics Dex

+6

Animal Handling Wis

+0

Arcana Int

+0

Athletics Str

+5

Deception Cha

+0

History Int

+0

Insight Wis

+0

Intimidation Cha

+0

Investigation Int

+0

Medicine Wis

+0

Nature Int

+0

Perception Wis

+0

Performance Cha

+0

Persuasion Cha

+0

Religion Int

+0

Sleight of Hand Dex

+6

Stealth Dex

+6

Survival Wis

+0

Traits & Gear

Traits

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.

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.

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.

Equipment & Money

Sewing needle Rapier 1d8+4
Bow 1d6+4
Leather armour
Lock picking set

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Actions

Abilities that take require an action, bonus action or reaction. 

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.