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5 Level (0/14000 XP for level-up) Charlatan, Arcane Trickster Background Tabaxi Race / Species / Heritage Chaotic Neutral Alignment
Rogue
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR 8

-1

DEX 15

+2

CON 12

+1

INT 13

+1

WIS 12

+1

CHA 15

+2

33
Hit Points
+2
Initiative (DEX)
12
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+1 Abi Mod
12 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+5 Dexterity
+1 Constitution
+4 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+5 Acrobatics DEX
+1 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+2 Deception CHA
+1 History INT
+1 Insight WIS
+2 Intimidation CHA
+1 Investigation INT
skills
+1 Medicine WIS
+1 Nature INT
+4 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+8 Sleight of Hand DEX
+8 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword -1 STR 1d6-1 piercing
Dagger -1 STR 1d4-1 piercing
Dagger -1 STR 1d4-1 piercing
Bastard Sword -1 STR 1d8-1 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mage Hand Until dismissal 30ft. 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.
Infestation Until CON. saving throw succession 30ft. 2d6 Poison DMG until successful check VSM
 Notes:You cause a cloud of mites, fleas, and other parasites to appear momentarily on one creature you can see within range. The target must succeed on a Constitution saving throw, or it takes 2d6 poison damage and moves 5 feet in a random direction if it can move and its speed is at least 5 feet.
Firebolt 1 round 120ft. Instant 2d10 VS
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
2 Charm Person 1 action 30ft. 1 hour VS
 Notes:You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
2 Disguise Self 1 action 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.
1 Sleep 1 action 90ft VSM
 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.

Darkvision 60ft.


Climbing speed 30ft.


Vex (Shortsword)Vex: If you hit a creature with a Shortsword and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.


Cunning Action: On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.


Fast Hands: Sleight of Hand: Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves’ Tools or to pick a pocket.


Cat's Claws. You can use your claws to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.


Cat's Talent. You have proficiency in the Perception and Stealth skills.




Features & Traits

Thieves Tools


Crowbar


Leather Armour


Bottles of Alcohol (30)


Golden Rings (325)


Bell


Candle


Rope (6ft.)


Tinderbox


Black Rose Petals (23)




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 76, Platinum: 0 Money

Arcane Trickster



Spellcasting

Common


Thieves’ Cant


Birdfolk




Languages & Proficiencies

Pockets anything with value


Thinks his charms are everything


Loves the pleasures of life




Personality Traits

Independence


Doing what will benefit himself




Ideals

Drugs


Self-preservation


Mindless sex




Bonds

Can’t resist a pretty face


Can’t resist drugs




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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Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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