Sheet Fill Reference

Quick-reference for filling in character sheets. Organized to match the MorePurpleMoreBetter sheet layout.


Dorian Oric

FieldValue
Character NameDorian Oric
Level & Class3 Battle Smith
Player NameDustin
BackgroundGuild Artisan
RaceHuman
XP900 / 2,700

Ability Scores (left column)

AbilityScoreMod
STR8-1
DEX12+1
CON15+2
INT17+3
WIS12+1
CHA10+0

Point buy base: STR 8, DEX 12, CON 15, INT 15, WIS 12, CHA 10 = 27 Variant Human +1 DEX (13), +1 INT (16). Fey Touched +1 INT (17).

Saving Throws

SaveProf?Mod
STR-1
DEX+1
CONY+4
INTY+5
WIS+1
CHA+0

Resistances

(none)

Center Stats

FieldValue
Max HP28
Proficiency Bonus+2
AC15
Initiative+1
Speed30 ft
Hit Dice3 d8+2
Passive Perception13

AC Breakdown

ComponentValue
Armor12 (Studded Leather)
Shield+2
Dex+1
Magic
Misc
Total15

With Enhanced Defense infusion on armor: 16

Skills (mark proficient with filled circle)

Prof?ModSkill
+1Acrobatics (Dex)
+1Animal Handling (Wis)
Y+5Arcana (Int)
-1Athletics (Str)
+0Deception (Cha)
+3History (Int)
Y+3Insight (Wis)
+0Intimidation (Cha)
Y+5Investigation (Int)
+1Medicine (Wis)
+3Nature (Int)
Y+3Perception (Wis)
+0Performance (Cha)
Y+2Persuasion (Cha)
+3Religion (Int)
+1Sleight of Hand (Dex)
+1Stealth (Dex)
+1Survival (Wis)
Y+3Thieves’ tools (Dex)

Sources: Arcana + Investigation (Artificer), Insight + Persuasion (Guild Artisan), Perception (Variant Human)

Armor Proficiencies

  • Light
  • Medium
  • Heavy
  • Shields

Weapon Proficiencies

  • Simple
  • Martial (Battle Smith)
  • Other

Languages

  • Common
  • Dwarvish (Guild Artisan)

Tools

  • Thieves’ tools
  • Tinker’s tools
  • Smith’s tools

Equipment

  • Studded leather armor
  • Shield
  • Calibration Hammer (warhammer)
  • Light crossbow + 20 bolts
  • Dungeoneer’s pack (backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, 50 ft hempen rope)
  • Thieves’ tools
  • Tinker’s tools
  • Smith’s tools
  • Letter of introduction from the Ironwright Compact
  • Traveler’s clothes
  • Belt pouch
  • Soul Core (arcane focus, channeled through tools)

Limited Features

FeatureMaxRecover
Phase Shift / Misty Step (Phase Attunement)1LR
Resonance Scan / Detect Magic (Phase Attunement)1LR
Infusions Active2LR
G.L.U. Repair2LR
The Right Tool for the Job1SR

Actions / Bonus Actions / Reactions

ActionsBonus ActionsReactions
Magical Tinkering (add/remove)Steel Defender (command)Shield (spell, +5 AC)
Steel Defender (restore)Absorb Elements
Attack

Attacks

NameProf?AbilityRangeTo HitDamageType
Calibration Hammer (Enhanced)YIntMelee+61d8+4Bludgeoning
Calibration Hammer (versatile)YIntMelee+61d10+4Bludgeoning
Light CrossbowYDex80/320+31d8+1Piercing

Enhanced Weapon infusion adds +1 to hit and damage, included above.

Ammunition

TypeTotal
Crossbow Bolts20

Spellcasting

FieldValue
AbilityIntelligence
Save DC13
Attack+5
Slots (1st)3

Cantrips: Guidance, Mage Hand

Always Prepared (Battle Smith): Heroism, Shield

Prepared (pick 4/day): Cure Wounds, Faerie Fire, Absorb Elements, Sanctuary

Fey Touched (1/day free each): Misty Step, Detect Magic

G.L.U. — Steel Defender

StatValueStatValue
HP23AC15
Speed40 ftSizeMedium
STR14 (+2)INT4 (-3)
DEX12 (+1)WIS10 (+0)
CON14 (+2)CHA6 (-2)
  • Saves: DEX +3, CON +4
  • Skills: Athletics +4, Perception +4
  • Immunities: Poison; charmed, exhaustion, poisoned
  • Senses: Darkvision 60 ft, Passive Perception 14
  • Attack: Force-Empowered Rend +4, 1d8+2 force
  • Repair (2/day): 2d8+2 HP
  • Reaction: Deflect Attack (disadvantage on one attack vs creature within 5 ft)

Infusions (4 known, 2 active)

InfusionStatusEffect
Enhanced WeaponACTIVE (hammer)+1 hit/dmg, magical, use INT
Enhanced Defenseavailable+1 AC to armor or shield
Replicate: Bag of HoldingknownExtradimensional storage
Homunculus ServantknownTiny construct companion

Personality

  • Traits: Warm, practical, casually competent. Fixes gear before asked. Tinkers when nervous.
  • Ideals: Understanding > obedience. Everything can be studied.
  • Bonds: Ironwright Compact, Hesta Varn, Thornhollow, the Soul Core.
  • Flaws: One more idea than time. Knows it’s dangerous. Keeps building.

Tharion Papadakis

Header

FieldValue
Character NameTharion Papadakis
Level & Class3 Cleric (War Domain)
Player NameJackson
BackgroundAcolyte
RaceTiefling
XP900 / 2,700

Ability Scores

AbilityScoreMod
STR14+2
DEX10+0
CON13+1
INT13+1
WIS15+2
CHA10+0

Saving Throws

SaveProf?Mod
STR+2
DEX+0
CON+1
INT+1
WISY+4
CHAY+2

Resistances

  • Fire (Hellish Resistance, Tiefling)

Center Stats

FieldValue
Max HP23
Proficiency Bonus+2
AC16 (18 w/ shield)
Initiative+0
Speed30 ft
Hit Dice3 d8+1
Passive Perception12

AC Breakdown

ComponentValue
Armor16 (Chain Mail)
Shield+2 (if equipped)
Dex— (chain mail ignores DEX)
No shield16
With shield18

Stealth disadvantage from chain mail.

Skills

Prof?ModSkill
+0Acrobatics (Dex)
+2Animal Handling (Wis)
+1Arcana (Int)
+2Athletics (Str)
+0Deception (Cha)
+1History (Int)
Y+4Insight (Wis)
+0Intimidation (Cha)
+1Investigation (Int)
Y+4Medicine (Wis)
+1Nature (Int)
+2Perception (Wis)
+0Performance (Cha)
Y+2Persuasion (Cha)
Y+3Religion (Int)
+0Sleight of Hand (Dex)
+0Stealth (Dex)
+2Survival (Wis)

Sources: Insight + Religion (Acolyte), Medicine + Persuasion (Cleric)

Armor Proficiencies

  • Light
  • Medium
  • Heavy (War Domain)
  • Shields

Weapon Proficiencies

  • Simple
  • Martial (War Domain)

Languages

  • Common
  • Infernal (Tiefling)
  • Celestial (Acolyte)
  • (Acolyte gives a 2nd language — needs picking)

Tools

(none)

Limited Features

FeatureMaxRecover
War Priest (bonus action attack)2LR
Channel Divinity1SR
Hellish Rebuke (2nd level)1LR

Actions / Bonus Actions / Reactions

ActionsBonus ActionsReactions
AttackWar Priest (extra weapon attack)Hellish Rebuke
Channel Divinity: Turn Undead
Channel Divinity: Guided Strike (+10 to hit)

Attacks

NameProf?AbilityRangeTo HitDamageType
Warhammer (two-handed)YStrMelee+41d10+2Bludgeoning
Warhammer (one-handed + shield)YStrMelee+41d8+2Bludgeoning
Sacred FlameWis60 ftDC 121d8Radiant

Spellcasting

FieldValue
AbilityWisdom
Save DC12
Attack+4
Slots (1st)4
Slots (2nd)2

Prepares 5 spells/day + domain spells free.

Cantrips: Guidance, Sacred Flame, Mending, Thaumaturgy (Tiefling)

War Domain Always Prepared:

  • 1st: Divine Favor, Shield of Faith
  • 2nd: Spiritual Weapon, Magic Weapon

Prepared (5 slots): Bless, Cure Wounds, Healing Word, Zone of Truth, (1 open)

Racial: Hellish Rebuke 1/day (2nd level, 2d10 fire, DC 10 DEX save)

Racial Traits (Tiefling)

  • Darkvision 60 ft
  • Hellish Resistance (fire resistance)
  • Infernal Legacy (Thaumaturgy cantrip, Hellish Rebuke 1/day at level 3)

Personality

  • Traits: Bold, loud, confident. Speaks of destiny. 18 years old, never seen real battle.
  • Ideals: True power comes from virtue and faith.
  • Bonds: Congregation of Elythrael, father Stergos (mercenary), mother’s teachings.
  • Flaws: Faith is loud enough to drown out the doubt underneath.

Roland Hartbane

Header

FieldValue
Character NameRoland Hartbane
Level & Class3 Paladin (Oath of the Ancients)
Player NameNathan
BackgroundKnight
RaceHalf-Elf
XP900 / 2,700

Ability Scores

AbilityScoreMod
STR14+2
DEX12+1
CON13+1
INT10+0
WIS8-1
CHA17+3

Saving Throws

SaveProf?Mod
STR+2
DEX+1
CON+1
INT+0
WISY+1
CHAY+5

Resistances

(none)

Center Stats

FieldValue
Max HP24
Proficiency Bonus+2
AC17 (setup unclear)
Initiative+1
Speed30 ft
Hit Dice3 d10+1
Passive Perception9

AC Breakdown

ComponentValue
Armor?
Shield?
Dex?
Total17

Needs clarification. Chain mail (16) + Defense fighting style (+1) = 17? Or something else?

Skills

Prof?ModSkill
+1Acrobatics (Dex)
-1Animal Handling (Wis)
+0Arcana (Int)
Y+4Athletics (Str)
Y+5Deception (Cha)
+0History (Int)
-1Insight (Wis)
Y+5Intimidation (Cha)
+0Investigation (Int)
-1Medicine (Wis)
+0Nature (Int)
-1Perception (Wis)
+3Performance (Cha)
Y+5Persuasion (Cha)
+0Religion (Int)
+1Sleight of Hand (Dex)
+1Stealth (Dex)
-1Survival (Wis)

Sources: Athletics + Intimidation (Paladin), Deception + Persuasion (Knight? or Half-Elf Skill Versatility). Needs confirming. Half-Elf gives 2 bonus skills on top of class + background. Note: Animal Handling was +3 on the paper sheet but WIS is -1. Even with proficiency that’s only +1. Math error on paper.

Armor Proficiencies

  • Light
  • Medium
  • Heavy
  • Shields

Weapon Proficiencies

  • Simple
  • Martial

Languages

  • Common
  • Elvish (Half-Elf)
  • Orcish (learned deliberately — “what elves despise can’t be that bad”)
  • (Half-Elf gives 1 more language choice — should have 4 total)

Tools

  • One gaming set (Knight — not specified which)

Limited Features

FeatureMaxRecover
Lay on Hands15 HPLR
Divine Sense4LR
Channel Divinity1SR

Actions / Bonus Actions / Reactions

ActionsBonus ActionsReactions
Attack + Divine Smite
Channel Divinity: Nature’s Wrath
Channel Divinity: Turn the Faithless
Divine Sense
Lay on Hands

Attacks

NameProf?AbilityRangeTo HitDamageType
JavelinYStr30/120+41d6+2Piercing
PRIMARY WEAPONYStrMelee+4??????

NEEDS: Main melee weapon. Longsword +4, 1d8+2 slashing? Greatsword +4, 2d6+2 slashing? Pick one.

Spellcasting

FieldValue
AbilityCharisma
Save DC13
Attack+5
Slots (1st)3

Prepares 4 spells/day + oath spells free.

Oath Spells (always): Ensnaring Strike, Speak with Animals

Prepared (4 slots): NOT LISTED — needs picking

Good starters: Bless, Cure Wounds, Shield of Faith, Command, Wrathful Smite, Thunderous Smite

Class Features

  • Divine Sense (detect celestials/fiends/undead)
  • Lay on Hands (15 HP pool)
  • Fighting Style: NOT CHOSEN — pick one
  • Divine Smite (spend spell slot on melee hit for extra radiant damage)
  • Divine Health (immune to disease)
  • Oath of the Ancients: Nature’s Wrath, Turn the Faithless

Racial Traits (Half-Elf)

  • Darkvision 60 ft
  • Fey Ancestry (advantage vs charm, immune to magical sleep)
  • Skill Versatility (2 bonus skill proficiencies)

Personality

  • Traits: A knight forged from an abused child. Carries himself with earned dignity. Protective of the vulnerable because he was one.
  • Ideals: Protect the light. Be the shield. The oath is everything because the people who gave it to him are the first people who ever cared.
  • Bonds: The White Stag (his unknown father). Llewyn Fellwater (the knight who raised him). The order that gave him a name and a purpose.
  • Flaws: TBD

Hottie Bottie

Header

FieldValue
Character NameHottie Bottie
Level & Class3 Druid (Circle of the Moon)
Player NameLexy
BackgroundTBD (needs picking)
RaceEladrin Elf
XP900 / 2,700

Ability Scores

AbilityScoreMod
STR8-1
DEX12+1
CON14+2
INT13+1
WIS16+3
CHA12+1

Saving Throws

SaveProf?Mod
STR-1
DEX+1
CON+2
INTY+3
WISY+5
CHA+1

Resistances

(none)

Center Stats

FieldValue
Max HPTBD (24 if average: 8+2, 5+2, 5+2)
Proficiency Bonus+2
ACTBD (depends on armor)
Initiative+1
Speed30 ft
Hit Dice3 d8+2
Passive Perception15

AC Breakdown

ComponentValue
Armor? (Hide = 12, Leather = 11)
Shield+2 (wooden)
Dex+1
Hide + Shield15
Leather + Shield14

Needs armor choice. No metal allowed (Druid restriction).

Skills

Prof?ModSkill
+1Acrobatics (Dex)
Y+5Animal Handling (Wis)
+1Arcana (Int)
-1Athletics (Str)
+1Deception (Cha)
+1History (Int)
Y+5Insight (Wis)
+1Intimidation (Cha)
+1Investigation (Int)
Y+5Medicine (Wis)
Y+3Nature (Int)
Y+5Perception (Wis)
+1Performance (Cha)
+1Persuasion (Cha)
+1Religion (Int)
+1Sleight of Hand (Dex)
+1Stealth (Dex)
Y+5Survival (Wis)

Sources: Perception (Eladrin Elf Keen Senses). Druid gives 2 from: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival. Background gives 2 more (TBD). That’s 5 proficient + Perception from race = 6 marked above. Some depend on background choice.

Armor Proficiencies

  • Light (no metal)
  • Medium (no metal)
  • Heavy
  • Shields (no metal)

Weapon Proficiencies

  • Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears

Languages

  • Common
  • Elvish (Eladrin Elf)
  • +1 (Elf bonus or background — needs picking)

Tools

  • Herbalism kit (Druid)

Limited Features

FeatureMaxRecover
Wild Shape (CR 1, bonus action)2SR
Fey Step (30 ft teleport)1SR

Actions / Bonus Actions / Reactions

ActionsBonus ActionsReactions
AttackWild Shape (Moon Druid)
Cast a spellFey Step (30 ft teleport)

Cannot use both Wild Shape and Fey Step on the same turn (both bonus actions).

Attacks

NameProf?AbilityRangeTo HitDamageType
FrostbiteWis60 ftDC 13 CON1d6Cold
Fire BoltYInt120 ft+31d10Fire
ScimitarYDexMelee+31d6+1Slashing

Fire Bolt source unclear (Eladrin get Fey Step, not a cantrip — that’s High Elf). Check with DM.

Spellcasting

FieldValue
AbilityWisdom
Save DC13
Attack+5
Slots (1st)4
Slots (2nd)2

Prepares 6 spells/day from full Druid list.

Cantrips: Guidance, Frostbite, Fire Bolt (INT-based, see note above)

1st Level: Speak with Animals, Earth Tremors, Ice Knife, Healing Word

2nd Level: Moonbeam, Spike Growth

Wild Shape Quick Ref (Circle of the Moon)

FormACHPBest Attack
Brown Bear1134Multiattack: Bite +5 (1d8+4) + Claws +5 (2d6+4)
Dire Wolf1437Bite +5 (2d6+3), pack tactics
Giant Hyena1245Bite +5 (2d6+3), highest HP
Giant Spider1426Bite +5 (1d8+3 + 2d8 poison)

Can spend spell slot as bonus action while in beast form to heal 1d8 per slot level.

Racial Traits (Eladrin Elf)

  • Darkvision 60 ft
  • Keen Senses (Perception proficiency)
  • Fey Ancestry (advantage vs charm, immune to magical sleep)
  • Trance (4 hours instead of 8)
  • Fey Step: bonus action 30 ft teleport, 1/SR. Season effect (pick one, can change after long rest):
    • Autumn: 2 creatures within 10 ft must WIS save or charmed
    • Winter: 1 creature within 5 ft must WIS save or frightened
    • Spring: teleport a willing creature within 5 ft instead
    • Summer: creatures within 5 ft take WIS mod fire damage

Personality

NOT WRITTEN — needs all four

Still Needs

  • Background choice
  • HP
  • Armor / AC
  • Season choice for Fey Step
  • Confirm Fire Bolt source
  • Personality

K’roaa’ka

Header

FieldValue
Character NameK’roaa’ka
Level & Class3 Ranger (Beast Master)
Player NameMatt
BackgroundOutlander
RaceGrung
XP900 / 2,700

Ability Scores

AbilityScoreMod
STR12+1
DEX17+3
CON15+2
INT8-1
WIS13+1
CHA10+0

Saving Throws

SaveProf?Mod
STRY+3
DEXY+5
CON+2
INT-1
WIS+1
CHA+0

Resistances

  • Poison (immune, Grung)

Center Stats

FieldValue
Max HP26
Proficiency Bonus+2
AC16
Initiative+3
Speed25 ft, climb 25 ft
Hit Dice3 d10+2
Passive Perception13

AC Breakdown

ComponentValue
Armor14 (Scale Mail)
Shield
Dex+2 (max for medium armor)
Total16

Stealth disadvantage from scale mail.

Skills

Prof?ModSkill
+3Acrobatics (Dex)
Y+3Animal Handling (Wis)
-1Arcana (Int)
Y+3Athletics (Str)
+0Deception (Cha)
-1History (Int)
+1Insight (Wis)
+0Intimidation (Cha)
-1Investigation (Int)
+1Medicine (Wis)
-1Nature (Int)
Y+3Perception (Wis)
+0Performance (Cha)
+0Persuasion (Cha)
-1Religion (Int)
+3Sleight of Hand (Dex)
Y+5Stealth (Dex)
Y+3Survival (Wis)

Sources: Animal Handling + Stealth + Survival (Ranger, pick 3), Athletics + Perception (Outlander? — needs confirming)

Armor Proficiencies

  • Light
  • Medium
  • Heavy
  • Shields

Weapon Proficiencies

  • Simple
  • Martial

Languages

  • Common
  • Grung
  • Infernal (Outlander)

Tools

  • Drum (Outlander musical instrument)

Limited Features

FeatureMaxRecover
Spell Slots (1st)3LR
Primeval Awarenessspell slot
Poisonous SkinDC 12on contact
Water Immersion1 hr/daydaily

Actions / Bonus Actions / Reactions

ActionsBonus ActionsReactions
AttackHunter’s Mark (cast/move)Absorb Elements
Command Echo (companion)

Attacks

NameProf?AbilityRangeTo HitDamageType
LongbowYDex150/600+71d8+3Piercing
ShortswordYDexMelee+51d6+3Piercing
Shortsword (offhand)YDexMelee+51d6Piercing

Longbow includes Archery fighting style (+2). Offhand has no ability mod to damage.

Ammunition

TypeTotal
Arrows20

Spellcasting

FieldValue
AbilityWisdom
Save DC11
Attack+3
Slots (1st)3
Spells Known3

Spells Known (Rangers don’t prepare, these are fixed until level-up):

  • Hunter’s Mark (bonus action, +1d6/hit, concentration)
  • Absorb Elements (reaction, resist + 1d6 on next melee)
  • Animal Friendship (charm a beast 24 hrs)

Echo — Mastiff Companion (CR 1/8)

StatValueStatValue
HP5AC12
Speed40 ftSizeMedium
STR13 (+1)INT3 (-4)
DEX14 (+2)WIS12 (+1)
CON12 (+1)CHA7 (-2)
  • Perception +3, Passive Perception 13
  • Bite: +3 to hit, 1d6+1 piercing, DC 11 STR or prone
  • Acts on K’roaa’ka’s turn, commanded with action

Racial Traits (Grung)

  • Amphibious (breathe air and water)
  • Poison Immunity (immune to poison damage and poisoned condition)
  • Poisonous Skin (DC 12 CON on direct contact)
  • Standing Leap (exceptional jumping)
  • Water Dependency (1 hour immersion/day or gain exhaustion)

Class Features

  • Favored Enemy: Fiends
  • Natural Explorer: Swamp
  • Fighting Style: Archery (+2 ranged attacks)
  • Primeval Awareness (spend slot to sense creature types nearby)
  • Beast Master: Ranger’s Companion (Echo)

Personality

NOT WRITTEN — needs all four


Lilith Rozanov

Header

FieldValue
Character NameLilith Rozanov
Level & Class3 Rogue (Arcane Trickster)
Player NameRachel
BackgroundUrchin
RaceHuman
XP900 / 2,700

Ability Scores

AbilityScoreMod
STR10+0
DEX17+3
CON15+2
INT12+1
WIS13+1
CHA8-1

Saving Throws

SaveProf?Mod
STR+0
DEXY+5
CON+2
INTY+3
WIS+1
CHA-1

Resistances

(none)

Center Stats

FieldValue
Max HP26
Proficiency Bonus+2
AC15
Initiative+3
Speed30 ft
Hit Dice3 d8+2
Passive Perception12

AC Breakdown

ComponentValue
Armor12 (Studded Leather)
Shield
Dex+3
Total15

Skills

Prof?ModSkill
E+7Acrobatics (Dex)
+1Animal Handling (Wis)
Y+3Arcana (Int)
+0Athletics (Str)
-1Deception (Cha)
+1History (Int)
+1Insight (Wis)
-1Intimidation (Cha)
+1Investigation (Int)
+1Medicine (Wis)
+1Nature (Int)
+1Perception (Wis)
-1Performance (Cha)
-1Persuasion (Cha)
+1Religion (Int)
Y+5Sleight of Hand (Dex)
Y+5Stealth (Dex)
+1Survival (Wis)
E+7Thieves’ tools

E = Expertise (double prof). Sources: pick 4 from Rogue list + Sleight of Hand + Stealth (Urchin, may overlap — get replacements if so) + 1 from Variant Human. She might be missing some proficiencies on paper. Expertise: Thieves’ tools + Acrobatics

Armor Proficiencies

  • Light
  • Medium
  • Heavy
  • Shields

Weapon Proficiencies

  • Simple
  • Martial
  • Other: hand crossbows, longswords, rapiers, shortswords

Languages

  • Common
  • Celestial (Variant Human pick)
  • Thieves’ Cant (Rogue)

Tools

  • Thieves’ tools (Expertise)
  • Disguise kit (Urchin)

Limited Features

FeatureMaxRecover
Lucky3LR
Sneak Attack1per turn
Cunning Actionat will

Actions / Bonus Actions / Reactions

ActionsBonus ActionsReactions
Attack (+ Sneak Attack 2d6)Cunning Action (Dash/Disengage/Hide)Lucky (force reroll)
Mage Hand (invisible, legerdemain)

Attacks

NameProf?AbilityRangeTo HitDamageType
ShortswordYDexMelee+51d6+3Piercing
DaggerYDex20/60+51d4+3Piercing
ShortbowYDex80/320+51d6+3Piercing
Sneak Attack+2d6

Ammunition

TypeTotal
Arrows20

Spellcasting

FieldValue
AbilityIntelligence
Save DC11
Attack+3
Slots (1st)2

Cantrips: Mage Hand (invisible), Fire Bolt, Dancing Lights

1st Level Known: Sleep, Disguise Self, Magic Missile

Feat: Lucky (Variant Human)

3 luck points/long rest. Spend to:

  • Reroll any attack, ability check, or saving throw
  • Force an attacker to reroll their attack against you Choose after seeing roll, before outcome.

Class Features

  • Expertise (Thieves’ tools, Acrobatics)
  • Sneak Attack 2d6 (once/turn, finesse or ranged)
  • Thieves’ Cant
  • Cunning Action (bonus action Dash, Disengage, or Hide)
  • Arcane Trickster: Mage Hand Legerdemain (invisible, fine manipulation)
  • Urchin feature: City Secrets (travel between city locations at double speed)

Personality

  • Traits: Resourceful, observant, quick-witted.
  • Ideals: (not picked)
  • Bonds: (not picked)
  • Flaws: Unfriendly, ill-mannered, suspicious of others.