Eros

3 Level (0/2700 XP for level-up) Criminal Background Human Race / Species / Heritage NG Alignment
Scion of the Three Rogue
Level 3
Hit Dice: 3/3
1d8+0 Class 1

STR
15
+2
DEX
16
+3
CON
10
+0
INT
17
+3
WIS
10
+0
CHA
10
+0
17
Hit Points
+5
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
10
Passive Perception
2d6 /
Sneak Attack Damage
3 / 3
Bloodthirst
1 / 1
Heroic Inspiration
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+2 Strength
+5 Dexterity
+0 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+3 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+2 Athletics STR
+2 Deception CHA
+3 History INT
+2 Insight WIS
+0 Intimidation CHA
+3 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+0 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+7 Sleight of Hand DEX
+7 Stealth DEX
+2 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Daggers +5 DEX 2d4+3 Piercing
 Finesse, Light, Thrown (Range 20/60) Weapon Mastery: Nick: allows you to make an additional attack as part of your attack action whenever you wield a light weapon in both your main and off-hand. But be warned, according to the 2024 Players Handbook, this does not mean you can make a third attack as a bonus action. Instead, this property allows you to free up your bonus action for more tactical moves like spells or whatever else you might have up your sleeve.
Shortbow +5 DEX 1d6+3 Piercing
 Ammunition (Range 80/320; Arrow), Two-Handed Weapon Mastery: Vex: whenever you hit a target with a Vex weapon, you gain advantage on your next attack roll against that same target.
Chill Touch +5 INT 1d10 Necrotic
 Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Chill Touch +5 Action Touch Instantaneous 1d10 Necrotic+3 V, S
 Notes:Channeling the chill of the grave, make a melee spell attack against a target within reach. On a hit, the target takes 1d10 Necrotic damage, and it can’t regain Hit Points until the end of your next turn. Cantrip Upgrade. The damage increases by 1d10 when you reach levels 5 (2d10), 11 (3d10), and 17 (4d10).

Class Features


Expertise


You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.

At Rogue Level 6, you gain Expertise in two more of your skill proficiencies of your Choice.

Sneak Attack


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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same was the weapon's type.

You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition and you don't have Disadvantage on the attack roll.

The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.

Thieves' Cant


You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in Chapter 2.

Weapon Mastery


Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.

Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
(Daggers, Shortbows)

Cunning Action


Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.

Rogue Subclass


You gain a Rogue subclass of your choice. The Arcane Trickster, Assassin, Soulknife, and the Thief subclasses are detailed after this class's description. A Subclass is a specialization that grants you features at certain Rogue levels. For the rest of your career, you gain each of your subclass’s features that are of your Rogue level or lower.
Scion of the Three

Steady Aim


As a Bonus Action, you give yourself Advantage on your next attack roll on your 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.

Bloodthirst


When an enemy you can see within 30 feet of yourself takes damage and is Bloodied after taking that damage but not killed outright, you can take a Reaction and teleport to an unoccupied space you can see within 5 feet of that enemy. You can then make one melee attack. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Dread Allegiance


Choose one of the Dead Three: Bane, Bhaal, or Myrkul. You gain Resistance to one type of damage and the ability to cast a cantrip, as detailed in the table below; Intelligence is your spellcasting ability for this cantrip. When you finish a Long Rest, you can change your choice.

Myrkul:
Damage Resistance: Necrotic
Cantrip: Chill Touch

Species Traits


Resourceful


You gain Heroic Inspiration whenever you finish a Long Rest.

Skillful


You gain proficiency in one skill of your choice.

Versatility


You gain an Origin feat of your choice. Skilled is recommended.
Savage Attacker: You've trained to deal particularly damaging strikes. Once per turn when you hit a target with a weapon, you can roll the weapon's damage dice twice and use either roll against the target.

Background Features


Alert


You gain the following benefits.

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.

Features & Traits
- Daggers (2)
  • Shortbow
  • Shortsword
  • Arrows (20)
  • Crowbar
  • Thieves' Tools
  • Leather Armor
  • Tinderbox
  • Rations (5)
  • Waterskin

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 8, Platinum: 0 Money

    Languages


  • Common
  • Elvish
  • Celestial
  • Thieves' Cant

  • Weapon Proficiencies


  • Simple
  • Martial Weapons with Finesse or Light property

  • Armor Proficiencies


  • Light

  • Tool Proficiencies


  • Thieves' Tools

  • Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
    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.

    The statblocks of your Weapons, armor and other important/magical equipment

    The statblocks of your class features

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Yflowz.

    Statblock Type

    Character Sheet (2020)

    Link/Embed