Lilith Rozanov

Rogue 3 (Arcane Trickster) | Human (Variant) | Urchin | Feat: Lucky


Combat

HPACSpeedProfInitiativePassive Perception
261530 ft*+2+312

Ability Scores

STRDEXCONINTWISCHA
Score10171512138
Mod+0+3+2+1+1-1

Saving Throws

STRDEXCONINTWISCHA
+0+5+2+3+1-1

DEX and INT are proficient (Rogue).


Skills

SkillModSkillMod
Acrobatics (DEX)+7Medicine (WIS)+1
Animal Handling (WIS)+1Nature (INT)+1
Arcana (INT)+3Perception (WIS)+1?
Athletics (STR)+0Performance (CHA)-1
Deception (CHA)-1Persuasion (CHA)-1
History (INT)+1Religion (INT)+1
Insight (WIS)+1Sleight of Hand+5
Intimidation (CHA)-1Stealth (DEX)+5
Investigation (INT)+3?Survival (WIS)+1

Thieves' tools +5 is written by hand at the bottom of the skills block.


Attacks

WeaponTo HitDamageTypeNotes
Dagger+51d4+3PiercingFinesse, light, thrown 20/60
Shortsword+51d6+3PiercingFinesse, light
Shortbow+51d6+3Piercing80/320 ft, ammunition, 20 arrows
Sneak Attack+2d6Once per turn with finesse or ranged

Armor

ComponentAC
Studded Leather12
DEX mod+3
Total15

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

FeatureMaxRecharge
Lucky3Long Rest
Sneak Attack1Per Turn
Cunning ActionAt will
Spell Slots (1st)2Long 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.