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Edith Beu

4 Level (0/6500 XP for level-up) Noble Background Angel (High Angel) Race / Species / Heritage Lawful Good Alignment
Rogue (Arcane Trickster)
Level 4
Hit Dice: 4/4
1d8+1 Class 1

STR 13

+1

DEX 18

+4

CON 13

+1

INT 18

+4

WIS 11

+0

CHA 17

+3

27
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30/60/30
Speed (walk/run/fly)
12
Passive Perception
3 / 3
Luck Points
4 / 4
Skill Points
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+6 Dexterity
+1 Constitution
+6 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+4 Acrobatics DEX
+0 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+5 Deception CHA
+6 History INT
+0 Insight WIS
+5 Intimidation CHA
+4 Investigation INT
+6 Chess Set INT
+8 Thieves' Tools DEX
skills
+0 Medicine WIS
+4 Nature INT
+2 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+6 Religion INT
+4 Sleight of Hand DEX
+8 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand 1 action 30 ft 1 minute VS
 Notes:A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it. The hand can’t attack, activate magical items, or carry more than 10 pounds. When you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it: you can stow one object the hand is holding in a container worn or carried by another creature, you can retrieve an object in a container worn or carried by another creature, and you can use thieves' tools to pick locks and disarm traps at range. You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check. In addition, you can use the bonus action granted by your Cunning Action to control the hand.
Mind Sliver 1 action 60 ft 1 round 1d6 V
 Notes:You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Shape Water 1 action 30 ft Instantaneous or 1 hour S
 Notes:You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: you instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction; this movement doesn’t have enough force to cause damage, you cause the water to form into simple shapes and animate at your direction; this change lasts for 1 hour, you change the water’s color or opacity; the water must be changed in the same way throughout; this change lasts for 1 hour, or you freeze the water, provided that there are no creatures in it; the water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Disguise Self 1 action Self 1 hour VS
 Notes:You make yourself – including your clothing, armor, weapons, and other belongings on your person – look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Hideous Laughter 1 action 30 ft Concentration, up to 1 minute VSM (tiny tarts and a feather that is waved in the air)
 Notes:A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.
Shield 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Self 1 round VS
 Notes:An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Sleep 1 action 90 ft 1 minute 5d8 VSM (a pinch of fine sand, rose petals, or a cricket)
 Notes:This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

RACE (HIGH ANGEL):


Holy Resistance: You have resistance to radiant damage.



BACKGROUND (NOBLE):


Position of Privilege: Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.



CLASS (ROGUE):


Sneak Attack: Once per turn, you can deal an extra 2d6 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.



Cunning Action: You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.



Steady Aim: As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.



FEATS:


Lucky: You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.


You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.




Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages: Common, Angelic, Aquatic, Thieves’ Cant


Armor Proficiencies: light armor


Weapon Proficiencies: simple weapons, hand crossbow, longsword, morningstar, rapier, shortsword, warhammer


Tool Proficiencies: chess set, thieves' tools (expertise)





Languages & Proficiencies

I take great pains to always look my best and follow the latest fashions.


I don't like to get my hands dirty, and I won't be caught dead in unsuitable accommodations.





Personality Traits

It is my duty to protect and care for the people beneath me.





Ideals

My loyalty to my sovereign is unwavering.





Bonds

I secretly believe that everyone is beneath me.





Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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