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Jenuthun Thorsar
CLASS & LEVEL
Rogue 10 (Thief)
EXPERIENCE POINTS
66,560
PLAYER NAME
RACE
Tiefling
BACKGROUND
Pirate
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
+0
10
DEX
+4
19
CON
+2
14
INT
+2
14
WIS
-1
8
CHA
+2
14
+4
PROFICIENCY
BONUS
+0 Strength Saves
+8 Dexterity Saves *
+2 Constitution Saves
+6 Intelligence Saves *
-1 Wisdom Saves
+2 Charisma Saves
* Prof. bonus added
+4 Acrobatics (Dex)
-1 Animal Handling (Wis)
+2 Arcana (Int)
+4 Athletics (Str) *
+2 Deception (Cha)
+2 History (Int)
-1 Insight (Wis)
+2 Intimidation (Cha)
+6 Investigation (Int)
-1 Medicine (Wis)
+2 Nature (Int)
+3 Perception (Wis) *
+6 Performance (Cha) *
+2 Persuasion (Cha)
+2 Religion (Int)
+12 Sleight of Hand (Dex) **
+12 Stealth (Dex) **
-1 Survival (Wis)
* Prof. bonus added
13
Armor: light armor
Weapons: simple weapons, hand crossbow,
longsword, rapier, shortsword
Tools: navigator's tools, vehicles
(water), thieves tools
Saving Throws: Dexterity, Intelligence
Skills: Athletics, Investigation,
Perception, Performance, Sleight of Hand, Stealth
Languages: Common, Thieves' Cant, Infernal
ARMOR
CLASS
(AC)
15
Armor Worn: Leather armor
INITIATIVE
+4
SPEED
30 ft.
HIT POINTS
73
HIT DICE
10d8
DEATH SAVES: Success O O O Fail O O O
WEAPON & UNARMED ATTACKS
Basic Attack. One target per Attack
action.
Rapier. Melee Weapon Attack:
+8 to hit, reach 5 ft. Hit: 1d8+4 piercing
damage.
Shortbow. Ranged Weapon Attack:
+8 to hit. Hit: 1d6+4 piercing damage. (Normal
range to 80 ft.; disadvantage long range 81 to 320 ft. Must
be used two-handed.)
Dagger. Melee or Ranged Weapon
Attack: +8 to hit, reach 5 ft. 1d4+4 piercing damage.
(If thrown, normal range to 20 ft.; disadvantage long range
21 to 60 ft.)
MAGIC & SPECIAL ATTACKS
Sneak Attack: Once per turn, you can deal an
extra damage to one creature 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.
EQUIPMENT & TREASURE
Carried Gear:
leather armor (AC 11), rapier, two (2) daggers, shortbow and
20 arrows, belt pouch, set of common clothes, rope (silk, 50
feet), belaying pin (club), a lucky charm (rabbit foot or
small stone)
Lifting and Carrying: 150 lbs. max. carrying
capacity;
300 lbs. pushing or dragging (speed -5 ft.); 300 lbs. max.
lift.
Coins & Gems:
731 gold pieces (gp);
63 silver pieces (sp);
22 copper pieces (cp);
2 gems (worth 50 gp each)
FEATURES, TRAITS & MORE
Alignment: Chaotic Neutral. I follow my
shifting whims with little concern about rules or later
consequences.
Tiefling Traits [PHB p. 42]
• Age: 36-years-old
• Medium Size (5' 2", 135 lbs.)
• Darkvision (60 feet)
• Hellish Resistance (vs. fire)
• Infernal Legacy (Charisma-based; Thaumaturgy
cantrip, Hellish Rebuke [as 2nd level] and Darkness
spells each once per day)
Class Features [PHB p. 94]
• Expertise (prof. noted with **)
• Sneak Attack (+5d6)
• Thieves' Cant (slang speak in code)
• Cunning Action (Dash, Disengage or Hide)
• Fast Hands (Cunning Action Sleight Of Hand, thieve's
tools, use object)
• Second-Story Work (fast climb, double jump distance)
• Uncanny Dodge (use reaction for half damage vs. attack
you can see)
• Evasion (area effect half or no damage)
• Supreme Sneak (adv. on Stealth if half move)
Background Features [PHB p. 139]
• Bad Reputation