Lilith Rozanov
Rogue 3 (Arcane Trickster) | Human (Variant) | Urchin | Feat: Lucky
Combat
| HP | AC | Speed | Prof | Initiative | Passive Perception |
|---|---|---|---|---|---|
| 26 | 15 | 30 ft* | +2 | +3 | 12 |
Ability Scores
| STR | DEX | CON | INT | WIS | CHA | |
|---|---|---|---|---|---|---|
| Score | 10 | 17 | 15 | 12 | 13 | 8 |
| Mod | +0 | +3 | +2 | +1 | +1 | -1 |
Saving Throws
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| +0 | +5 | +2 | +3 | +1 | -1 |
DEX and INT are proficient (Rogue).
Skills
| Skill | Mod | Skill | Mod | |
|---|---|---|---|---|
| Acrobatics (DEX) | +7 | Medicine (WIS) | +1 | |
| Animal Handling (WIS) | +1 | Nature (INT) | +1 | |
| Arcana (INT) | +3 | Perception (WIS) | +1? | |
| Athletics (STR) | +0 | Performance (CHA) | -1 | |
| Deception (CHA) | -1 | Persuasion (CHA) | -1 | |
| History (INT) | +1 | Religion (INT) | +1 | |
| Insight (WIS) | +1 | Sleight of Hand | +5 | |
| Intimidation (CHA) | -1 | Stealth (DEX) | +5 | |
| Investigation (INT) | +3? | Survival (WIS) | +1 |
Thieves' tools +5 is written by hand at the bottom of the skills block.
Attacks
| Weapon | To Hit | Damage | Type | Notes |
|---|---|---|---|---|
| Dagger | +5 | 1d4+3 | Piercing | Finesse, light, thrown 20/60 |
| Shortsword | +5 | 1d6+3 | Piercing | Finesse, light |
| Shortbow | +5 | 1d6+3 | Piercing | 80/320 ft, ammunition, 20 arrows |
| Sneak Attack | — | +2d6 | — | Once per turn with finesse or ranged |
Armor
| Component | AC |
|---|---|
| Studded Leather | 12 |
| DEX mod | +3 |
| Total | 15 |
Proficiencies
- Armor: Light
- Weapons: Simple, hand crossbows, longswords, rapiers, shortswords
- Tools: Thieves’ tools, disguise kit (Urchin)
- Languages: Common, Celestial, Thieves’ Cant
Where'd Celestial come from?
Urchin doesn’t give languages. Variant Human gives Common + one extra. So Celestial is probably your VHuman pick. That checks out if so.
You should have way more skill proficiencies
Rogue gives 4 class skills, Urchin gives Sleight of Hand + Stealth (if those overlap with your Rogue picks you get replacements), and Variant Human gives 1 more. That’s potentially 7 proficient skills. Your sheet only shows about 4-5. Go through and make sure they’re all marked.
Urchin gives you a disguise kit
Not on your sheet. Also Urchin gives thieves’ tools which you already have from Rogue, so you might get to swap that for another tool. Ask Brandon. And the Urchin feature is City Secrets: you can travel between any two locations in a city twice as fast as normal.
Limited Features
| Feature | Max | Recharge |
|---|---|---|
| Lucky | 3 | Long Rest |
| Sneak Attack | 1 | Per Turn |
| Cunning Action | — | At will |
| Spell Slots (1st) | 2 | Long Rest |
Spellcasting
INT | DC 11 | Attack +3 | 2 slots (1st level)
Cantrips
- Mage Hand — invisible spectral hand, pickpocket/plant/thieves’ tools from 30 ft. Your signature.
- Fire Bolt — 120 ft, ranged spell attack +3, 1d10 fire. Ranged damage option.
- Dancing Lights — 4 floating lights, 1 minute, concentration.
Level 1 Spells Known
- Sleep (Enchantment) — roll 5d8, put creatures to sleep starting from lowest HP. No save. Amazing at low levels.
- Disguise Self (Illusion) — change your appearance for 1 hour. No concentration. Perfect for you.
- Magic Missile (any Wizard) — 3 darts, auto-hit, 1d4+1 each. Never misses.
Class Features
Rogue
- Expertise — Thieves’ tools and Acrobatics (both +7 at this point: base +3 DEX + doubled prof +4)
- Sneak Attack (2d6) - once per turn with finesse or ranged weapon hit
- Thieves’ Cant - listed in proficiencies
- Cunning Action - bonus action Dash, Disengage, or Hide
Arcane Trickster (Level 3)
- Spellcasting - wizard-based rogue casting using INT
- Mage Hand Legerdemain - invisible mage hand with fine object manipulation
Feat: Lucky (Variant Human)
3 luck points per long rest. Spend one to:
- Reroll any attack roll, ability check, or saving throw you make
- Force an attacker to reroll their attack roll against you
You choose after seeing the roll but before the outcome is determined. This is one of the best feats in the game.
Personality
- Traits: I case every room I walk into: exits, valuables, who’s watching. I smile when I’m scared. It’s a circus habit.
- Ideals: Self-reliance: the only person who’s going to save you is you.
- Bonds: The circus kids who grew up with me under Eva are the closest thing I have to family.
- Flaws: I don’t trust anyone who’s nice to me without a reason. There’s always a reason.