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Rosydemontae

Wilson is a human rogue with a Mark of Passage and the Constitution variant. He has average physical abilities but high intelligence. His personality traits include being polite and patient as he seeks to find purpose and become fully human again. His ideals are to escape his current situation. He is equipped as a standard adventurer but possesses a scroll of pedigree.

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Hayden Carswell
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0% found this document useful (0 votes)
18 views3 pages

Rosydemontae

Wilson is a human rogue with a Mark of Passage and the Constitution variant. He has average physical abilities but high intelligence. His personality traits include being polite and patient as he seeks to find purpose and become fully human again. His ideals are to escape his current situation. He is equipped as a standard adventurer but possesses a scroll of pedigree.

Uploaded by

Hayden Carswell
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rogue (2) Noble Rosy

CLASS & LEVEL BACKGROUND PLAYER NAME


Wilson Human (Mark of Passage)/Constitution (Passage Variant)
Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
12 +1 40 poilte
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED patient
10 PERSONALITY TRAITS

Hit Point Maximum 15


0 Strength
DEXTERITY ●
+3 Dexterity finding a purpose and to
become human once more
+1 ●
+3 Constitution
+4 Intelligence
CURRENT HIT POINTS IDEALS

13 0 Wisdom
0 Charisma to find his way out of this
CONSTITUTION SAVING THROWS situation
TEMPORARY HIT POINTS BONDS

+3 +1 Acrobatics (Dex) SUCCESSES

16 0 Animal Handling (Wis)


2x(1d8+3) FAILURES Cowardly
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)
0

+2 ●


+2 Deception (Cha)
+4 History (Int)
NAME ATK BONUS DAMAGE/TYPE

15 ●
+2 Insight (Wis)
Dagger +3 1d4+1 piercing
Arrow x20
WISDOM
0 Intimidation (Cha)
+2 Investigation (Int)
Shortsword +3 1d6+1 piercing
Backpack
0 Medicine (Wis)
Shortbow +3 1d6+1 piercing
Bedroll
0 +2 Nature (Int)
Clothes, fine
0 Perception (Wis) Number of
10
0 Performance (Cha)
Attacks: 1 Leather
CHARISMA

+4 Persuasion (Cha)
+2 Religion (Int)
Mess kit
0 ●
+3 Sleight of Hand (Dex) Purse
10

+3 Stealth (Dex)
Survival (Wis)
Quiver
0

SKILLS ATTACKS & SPELLCASTING


Rations (1 day)
x10
10 PASSIVE WISDOM (PERCEPTION)
CP Rope, hempen
SP
Signet ring
Tool Proficiencies: Dice Set;
Thieves' Tools Thieves' Tools
Weapon Proficiencies:
EP
Tinderbox
Crossbow, hand; Longsword;
Rapier; Shortsword; Simple
GP
25 Torch x10
Armor Proficiencies: Light PP
Waterskin
Language Proficiencies:
Common; Dwarvish; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
17 5'11 80kg
AGE HEIGHT WEIGHT
Wilson white pale black
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

----------Bonus Actions----------
Cunning Action. As a bonus action you can Dash, Disengage or Hide
(use once/turn).

-----------Other Traits------------
Courier's Speed. Your base walking speed increases to 40 ft.

Determined Stride. When you use the Dash action, difficult terrain
doesn't cost you extra movement on that turn.

Equipment. You possess a scroll of pedigree. Enter this manually as a


custom item.

Intuitive Motion. When you make a Strength (Athletics) check or any


ability check to operate or maintain a land vehicle, you can roll one
Intuition die, a d4, and add the number rolled to the ability check.

Position of Privilege. Thanks to your noble birth, people are inclined to


think the best of you. You are welcome in high society, and people
assume you have the right to be wherever you are. The common folk
make every effort to accommodate you and avoid your displeasure,
and other people of high birth treat you as a member of the same
social sphere. You can secure an audience with a local noble if you
need to.

Shared Passage. As a bonus action you can teleport a distance up to


your walking speed, ending in an unoccupied space that you can see.
You can bring one willing creature of your size or smaller who is
carrying gear up to its carrying capacity. The creature must be within 5
feet of you when you use this trait. Once you use this trait, you can't
use it again until you finish a long rest.

Sneak Attack. 1d6 extra damage on attack where you have advantage
or another enemy of creature is within 5 ft. (use once/turn).

Thieves' Cant. Convey secret messages hidden in normal


conversation.

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