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Evelyne Faust

1 Level (0/300 XP for level-up) City Guard Background Vulperan (Silver) Race / Species / Heritage LG Alignment
Rogue
Level 1
Hit Dice: 1/1
1d8-1 Class 1

STR
3
-4
DEX
16
+3
CON
8
-1
INT
16
+3
WIS
16
+3
CHA
14
+2
7
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30/60
Speed (walk/run/fly)
15
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-4 Strength
+5 Dexterity
-1 Constitution
+5 Intelligence
+3 Wisdom
+2 Charisma
saving throws
+7 Acrobatics DEX
+3 Animal Handling WIS
+3 Arcana INT
-4 Athletics STR
+2 Deception CHA
+3 History INT
+7 Insight WIS
+2 Intimidation CHA
+7 Investigation INT
skills
+3 Medicine WIS
+3 Nature INT
+7 Perception WIS
+2 Performance CHA
+6 Persuasion CHA
+3 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Versatile:
Gain proficiency in two of the following: Acrobatics, Arcana, Athletics, Intimidation, Investigation, Nature, Perception, Performance, Persuasion, Stealth or Survival.

Desperation:
Gray furs are naturally wily. At one quarter health, rounded down, gain advantage on constitution saving throws. Also at quarter health, add one die to your damage die. I.e. attack with longsword would be 2d8 instead of the normal 1d8.

Skill Expert:
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

One of the Guard:
When in a city or town you can always find food and a place to sleep with the local guards garrison. The local Guards will be hesitant to start a fight with you and are likely to come to your aid in a fight, the guards will also believe you except in the face of overwhelming evidence or under the command of a superior. For this effect to apply you must be in a city that you would fit in as a Guard, this is decided by the DM.

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.

Thieves' Cant:
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Features & Traits
Horn, a set of common clothes, City Insignia on a necklace, pair of shackles and 2 keys, Guards Cloak, rapier, shortbow, explorer's pack, Leather armor, two daggers, thieves' tools, moth in amber

Equipment Copper: 0, Silver: 8, Electrum: 0, Gold: 9, Platinum: 0 Money
Languages:
Vulperan

Proficiencies:
Horns, Light armor, Simple weapons, hand crossbows, longswords, rapiers, shortswords, Thieves' tools,

Languages & Proficiencies
My friends know they can rely on me no matter what.

Personality Traits
Our lot is to lay down our lives for others.

Ideals
It is my duty to protect the city and its citizens.

Bonds
I will never let injustice pass me by.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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