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Blackout, Engineer in Dungeons & Dragons 5e

Blackout, Engineer

3 Level (0/2700 XP for level-up) Janitor Background Variant Human Race / Species / Heritage Neutral Good Alignment
Rogue
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR 8

-1

DEX 16

+3

CON 14

+2

INT 14

+2

WIS 10

+0

CHA 12

+1

24
Hit Points
+3
Initiative (DEX)
10
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+5 Dexterity
+2 Constitution
+4 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+7 Acrobatics DEX
+0 Animal Handling WIS
+2 Arcana INT
-1 Athletics STR
+1 Deception CHA
+2 History INT
+0 Insight WIS
+1 Intimidation CHA
+2 Investigation INT
+6 Engineering INT
skills
+0 Medicine WIS
+2 Nature INT
+2 Perception WIS
+5 Performance CHA
+1 Persuasion CHA
+2 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks
Thieves' Cant
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' 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 secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
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.

Roguish Archetype: Thief
->Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
->Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Features & Traits
Dildo, Large Chance (Usable length 12 inches)
Collar, locking, large bell
Hoof boots, short, locking
Hoof mits, short, locking
Chastity cage, clear acryllic, removable spikes
Smart-latex panties and linked fleshlight, approximately simulates penetration of fleshlight for wearer

Standard-issue service handgun with reduced-penetration polymer rounds
Standard-issue lightly armored service suit with emergencry pressuresuit capability

Repair and refit kit, mostly high-end tools. Includes portable welder and high-powered magclamps

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Armor: light armor
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Repair and refit kit

Languages & Proficiencies
I can think of fifty ways to use a hammer

Personality Traits
Responsibility: I must keep my site clean and in repair. Everyone has to do their part in society. (Lawful

Ideals
I care only about my place of work.

Bonds
If I notice something's missing—even if it's replaceable or worthless—I'll drop what I'm doing to search for it.

Flaws
Anal capacity: 13 inches without pain (Sum of [Acrobatics or Athletics] + Performance)

Notes


™ & © 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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