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Rogue 3 900: Shortsword: Piercing, Finesse, Light Dagger: Piercing, Finesse, Light, Thrown, Range (20ft./60ft.)

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0% found this document useful (0 votes)
147 views3 pages

Rogue 3 900: Shortsword: Piercing, Finesse, Light Dagger: Piercing, Finesse, Light, Thrown, Range (20ft./60ft.)

Uploaded by

M B
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
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Rogue 3

CLASS & LEVEL BACKGROUND PLAYER NAME

900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH

ARMOR
PROFICIENCY BONUS CLASS INITIATIVE SPEED

PERSONALITY TRAITS

Hit Point Maximum 18


Strength
DEXTERITY ●
Dexterity
Constitution
CURRENT HIT POINTS IDEALS
● Intelligence
Wisdom
Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

3

Acrobatics (Dex) Total SUCCESSES

Animal Handling (Wis) FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE
Athletics (Str)

Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int) Sneak Attack:
2 Shortswords
Insight (Wis) Once per turn, you can deal an extra
Intimidation (Cha) 2 Daggers 1d6 damage to one creature if you
have advantage on the attack roll OR
WISDOM ●
Investigation (Int)
if another enemy of the target is
Medicine (Wis) within 5 ft. of it.
Nature (Int)
Shortsword: piercing, finesse,

Perception (Wis) Cunning Action:
light You can take a bonus action on each
Performance (Cha)
of your turns to Dash, Disengage, or
Persuasion (Cha)
CHARISMA Dagger: piercing, finesse, Hide.
Religion (Int)
light, thrown, range

Sleight of Hand (Dex) Lucky:
(20ft./60ft.) When you roll a 1 on the d20, you

Stealth (Dex)
can reroll the die and must use the
Survival (Wis)
new roll.
SKILLS ATTACKS & SPELLCASTING
Halfling Nimbleness:
PASSIVE WISDOM (PERCEPTION) You can move through any creature
CP
-Backpack that is of a size larger than yours.
-Bag of 1000 ball bearings
-Bell Fast Hands:
SP
Languages: Common, Halfling, Thieves' -Common clothes
You can use a bonus action to make
Cant -Crowbar
a (Sleight of Hand) check, disarm a
EP -Deck of cards
trap, open a lock or use an object.
Armor: Light Armor -Hammer
-Lantern
Weapons: Hand Crossbow, Longsword, GP Second-Story Work:
-Leather Armor
Rapier, Shortsword, Simple Weapons -Oil Flask Climbing doesn't cost extra
PP -Piton x 10 movement. In addition, your running
Tools: Alchemist's Supplies, Playing -10 days of rations jump distance increases by a number
Card Set, Thieves' Tools -Hempen rope (50 feet) of feet equal to your Dexterity
-Thieve's Tools modifier.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

You are an experienced criminal with a history of breaking the


law. You have spent a lot of time among other criminals and still
have contacts within the criminal underworld. You're far closer
than most people to the world of murder, theft, and violence that
pervades the underbelly of civilization, and you have survived up
to this point by flouting the rules and regulations of society.

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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