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syndra arawarin

Syndra Arawarin is a Level 9 Water Genasi Rogue with a custom background as a Caliban. She possesses various skills, spells, and abilities, including Sneak Attack and Cunning Action, and is equipped with a +1 Rapier and Studded Leather armor. Her character sheet includes details on her stats, attacks, spells, and inventory, reflecting her capabilities and gear for adventuring.

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0% found this document useful (0 votes)
15 views6 pages

syndra arawarin

Syndra Arawarin is a Level 9 Water Genasi Rogue with a custom background as a Caliban. She possesses various skills, spells, and abilities, including Sneak Attack and Cunning Action, and is equipped with a +1 Rapier and Studded Leather armor. Her character sheet includes details on her stats, attacks, spells, and inventory, reflecting her capabilities and gear for adventuring.

Uploaded by

ankaderin2004
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Level 9 Water Genasi Rogue, Swashbuckler 48000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Syndra Arawarin
Custom Background Caliban
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Studded Leather +1 18 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +4
10
SHIELD
AC
Tough. Your hit points maximum increases by 18.
N
CIE C Sneak Attack. Once per turn, you can deal an extra 5d6
+0 Strength
Y
PROFI

+0 damage to one creature you hit with an attack if you have


advantage on the attack roll. The attack must use a
✘ +9 Dexterity
finesse or a ranged weapon.You don’t need advantage on
+3 Constitution ARMOR CLASS the attack roll if another enemy of the target is within 5
DEXTERITY feet of it, that enemy isn’t incapacitated, and you don’t
✘ +5 Intelligence have disadvantage on the attack roll.
MAXIMUM HIT DICE TEMPORARY

20 +1 Wisdom

+2 Charisma
93 9d8 Thieves’ Cant. A secret mix of dialect, jargon, and code
that allows you to hide messages in seemingly normal
CONDITIONAL conversation. Only another creature that knows thieves’
+5 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
CURRENT HIT POINTS
secret signs and symbols used to convey short, simple
CONSTITUTION DEATH SAVING THROWS
messages, such as whether an area is dangerous or the
SAVING THROWS
territory of a thieves’ guild, whether loot is nearby, or

16 N
CIE C

✘✘ +13 Acrobatics (Dex)


SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
30ft.
whether the people in an area are easy marks or will
provide a safe house for thieves on the run.
Y
PROFI

RT

EX E
P

+1 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Cunning Action. You can take a bonus action on each of
+3 +1 Arcana (Int) Darkvision your turns in combat. This action can be used only to take
the Dash, Disengage, or Hide action.
+0 Athletics (Str) Resistances. Acid
Uncanny Dodge (Reaction). When an attacker that you
INTELLIGENCE +2 Deception (Cha) can see hits you with an attack, you can halve the attack’s
damage against you.
13 +1 History (Int)
+1 Insight (Wis) Evasion. When you are subjected to an effect that allows
you to make a Dexterity saving throw to take only half
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS damage, you instead take no damage if you succeed on
+1 +1 Investigation (Int)
the saving throw, and only half damage if you fail.

+1 Medicine (Wis) Amphibious. You can breathe air and water. Fancy Footwork. During your turn, if you make a melee
attack against a creature, that creature can't make
WISDOM +1 Nature (Int) opportunity attacks against you for the rest of your turn.
Call to the Wave. You know the acid splash

13 ✘ +5 Perception (Wis) cantrip.


Rakish Audacity. You don't need advantage on your
You can also cast create or destroy water spell attack roll to use your Sneak Attack if you are within 5
+2 Performance (Cha) and the water walk spell with this trait once each feet of the target, no other creatures are within 5 feet of
✘✘ +10 Persuasion (Cha) per long rest, without requiring a material you, and you don’t have disadvantage on the attack roll.
+1 +1 Religion (Int)
component. You can also cast these spells using
any spell slots you have of the appropriate level. Panache (Action). You can make a Persuasion check
✘ +9 Sleight of Hand (Dex) Your spellcasting ability for these spells is contested by a creature's Insight check. If you succeed on
Charisma. the check and the creature is hostile to you, it has
CHARISMA ✘✘ +13 Stealth (Dex) disadvantage on attack rolls against targets other than
you and can't make opportunity attacks against targets
14 +1 Survival (Wis)
SKILLS
other than you. This effect lasts for 1 minute, until one of
your companions attacks the target or affects it with a
spell, or until you and the target are more than 60 feet
apart. If you succeed on the check and the creature isn't
+2 15 PASSIVE PERCEPTION
hostile to you, it is charmed by you for 1 minute. While
charmed, it regards you as a friendly acquaintance. This
effect ends immediately if you or your companions do
ADVANTAGE

anything harmful to it.

INITIATIVE +7 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Dagger 20/60 +9 vs AC 1d4+5 piercing
Finesse, Light, Thrown
FEATURES & TRAITS
Rapier +1 5 ft +10 vs AC 1d8+6 piercing
Finesse

Shortbow +1 80/320 +10 vs AC 1d6+6 piercing Armor Proficiencies. Light Armor


Ammunition, Two-Handed
Weapon Proficiencies. Simple Weapons, Crossbow,
Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Disguise kit, Cartographer’s


tools, Thieves’ tools

Languages. Common, Loxodon, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Female
GENDER AGE HEIGHT WEIGHT
Syndra Arawarin
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

You might want to tweak some of the features of a background so it better fits your character or the campaign setting.
To customize a background, you can replace one feature with any other one, choose any two skills, and choose a total of
two tool proficiencies or languages from the sample backgrounds. You can either use the equipment package from your
background or spend coin on gear as described in chapter 5. (If you spend coin, you can’t also take the equipment
package suggested for your class.) Finally, choose two personality traits, one ideal, one bond, and one flaw. If you can’t
find a feature that matches your desired background, work with your DM to create one.

PERSONALITY TRAITS

IDEAL

BOND

FLAW BACKGROUND STORY

Tool Proficiency

BACKGROUND FEATURE

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Studded Leather +1. You have a bonus to AC while
Backpack 1 5 [Studded Leather +1] 1 13 wearing this armor. The bonus is determined by its
Crowbar 1 5 Rapier +1 1 2 rarity.
Hammer 1 3 Shortbow +1 1 2
Piton 10 2.5 [Rapier of Warning] 1 2 Rapier of Warning. This magic weapon warns you of
Torch 10 10 danger. While the weapon is on your person, you have
Tinderbox 1 1 advantage on initiative rolls. In addition, you and any of
Rations (1 day) 10 20 your companions within 30 feet of you can't be
Waterskin 1 5 surprised, except when incapacitated by something
Rope, Hempen (50 feet) 1 10 other than nonmagical sleep. The weapon magically
Robes 1 4 awakens you and your companions within range if any of
you are sleeping naturally when combat begins.

ATTUNED MAGIC ITEMS 1 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 0 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

84.5 lb / 150 lb 300 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Acid Splash Create or Destroy Water Water Walk
Conjuration Cantrip 1st-level transmutation 3rd-level transmutation (ritual)

CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 action


RANGE 60 feet RANGE 30 feet RANGE 30 feet
DURATION Instantaneous DURATION Instantaneous DURATION 1 hour
COMPONENTS V, S COMPONENTS V, S, M (a drop of water if creating water or a few grains of sand if COMPONENTS V, S, M (a piece of cork)
destroying it)

You hurl a bubble of acid. Choose one creature you can see within You either create or destroy water. This spell grants the ability to move across any liquid surface - such as
range, or choose two creatures you can see within range that are Create Water. You create up to 10 gallons of clean water within water, acid, mud, snow, quicksand, or lava - as if it were harmless
within 5 feet of each other. A target must succeed on a Dexterity range in an open container. Alternatively, the water falls as rain in a solid ground (creatures crossing molten lava can still take damage
saving throw or take 1d6 acid damage. 30-foot cube within range, extinguishing exposed flames in the area. from the heat). Up to ten willing creatures you can see within range
This spell’s damage increases by 1d6 when you reach 5th level Destroy Water. You destroy up to 10 gallons of water in an open gain this ability for the duration.
(2d6), 11th level (3d6), and 17th level (4d6). container within range. Alternatively, you destroy fog in a 30-foot If you target a creature submerged in a liquid, the spell carries the
cube within range. target to the surface of the liquid at a rate of 60 feet per round.
At Higher Levels. When you cast this spell using a spell slot of 2nd
level or higher, you create or destroy 10 additional gallons of water,
or the size of the cube increases by 5 feet, for each slot level above
1st.

Call to the Wave (Water Genasi) Player’s Handbook Call to the Wave (Water Genasi) Player’s Handbook Call to the Wave (Water Genasi) Player’s Handbook
Backpack Crowbar Hammer
Adventuring Gear Adventuring Gear Adventuring Gear

A backpack is a leather pack carried on the back, typically Using a crowbar grants advantage to Strength checks
with straps to secure it. A backpack can hold 1 cubic foot/ where the crowbar’s leverage can be applied.
30 pounds of gear.
You can also strap items, such as a bedroll or a coil of
rope, to the outside of a backpack.

5 lb. Player’s Handbook 5 lb. Player’s Handbook 3 lb. Player’s Handbook

Piton Torch Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

A torch burns for 1 hour, providing bright light in a 20-foot This small container holds flint, fire steel, and tinder
radius and dim light for an additional 20 feet. If you make a (usually dry cloth soaked in light oil) used to kindle a fire.
melee attack with a burning torch and hit, it deals 1 fire Using it to light a torch—or anything else with abundant,
damage. exposed fuel—takes an action. Lighting any other fire takes
1 minute.

1/4 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook

Rations (1 day) Waterskin Rope, Hempen (50 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

Rations consist of dry foods suitable for extended travel, Rope, whether made of hemp or silk, has 2 hit points and
including jerky, dried fruit, hardtack, and nuts. can be burst with a DC 17 Strength check.

2 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook
Robes Studded Leather +1 Rapier +1
Adventuring Gear Armor Weapons

You have a bonus to AC while wearing this armor. The You have a +1 bonus to attack and damage rolls made with
bonus is determined by its rarity. this magic weapon.

4 lb. Player’s Handbook 13 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide

Shortbow +1 Rapier of Warning


Weapons Weapons

You have a +1 bonus to attack and damage rolls made with This magic weapon warns you of danger. While the weapon
this magic weapon. is on your person, you have advantage on initiative rolls. In
addition, you and any of your companions within 30 feet of
you can't be surprised, except when incapacitated by
something other than nonmagical sleep. The weapon
magically awakens you and your companions within range
if any of you are sleeping naturally when combat begins.

2 lb. Dungeon Master’s Guide 2 lb. Dungeon Master’s Guide

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