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Immil

3 Level (900/2700 XP for level-up) Background Eladrin Race / Species / Heritage Chaotic Neutral Alignment
Rouge (Scout)
Level 3
Hit Dice: 3/3
1d8-1 Class 1

STR 3

-4

DEX 16

+3

CON 8

-1

INT 11

+0

WIS 10

+0

CHA 12

+1

18
Hit Points
+7
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
16
Passive Perception
6 /
Poisoned Bolts (+1 & Poisoned)
+4 Expertise Bonus
+2 Proficiency Bonus
-4 Strength
+5 Dexterity
-1 Constitution
+2 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
-4 Athletics STR
+3 Deception CHA
+0 History INT
+4 Insight WIS
+1 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+4 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+3 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow +6 DEX 1d8+3 Piercing
 light (range 80/320)
Shortsword +5 DEX 1d6+3 Piercing
 light, finess
Attacks

Sneak Attack (2d6)
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 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.


Keen Sense
The subject gains a +2 competence bonus on Perception checks and gains low-light Vision. Subjects that have low-light Vision double the distance they can see under the effects of this spell.



Fey Ancestry
You have advantage on saving throws you make to avoid or end the charmed condition on yourself.



Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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 feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.



Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.



Dark Vision
You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.



Trance
You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.


Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Players Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.



Fey Step
As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):


Autumn: Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.


Winter: When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.


Spring: When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.


Summer: Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.




Features & Traits

Studded Leather (12 + DEX)


Robotic Legs (Disguise Self Thrum) (Once a day)


Animal Loudener Thrum


Bronze Bracelet (1 Gem slot)


Caltrops Pouch (100)


Ball Bearings Pouch (1000)


Manacles x2


Hemp Rope (50ft)


Gaming Set


Health Potion (2d4 +2)




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 124, Platinum: 0 Money

Languages: Elvish, Sylvan, Common, Thieves Cant



Proficiencies: Light Armor, Simple Weapons, Hand Crossbows, Longswords, Rapiers, Shortswords, Thieves Tools (Expertise)




Languages & Proficiencies

Life is full of dangers, but you are ready for them.





Personality Traits

Freedom of the self


Survival of the Fittest


Quid quo Pro




Ideals

Your needs come first. In winter, all must watch out for themselves.





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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