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Cade

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

Cade

Uploaded by

Jonathan Boose
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 Urchin Will

CLASS & LEVEL BACKGROUND PLAYER NAME


Cade
Lightfoot Halfling
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
15 +5 25 ft.
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+0 PERSONALITY TRAITS

Hit Point Maximum 2d8 + 4


Strength
DEXTERITY

20
+7 Dexterity
Constitution
/ 20
CURRENT HIT POINTS IDEALS
● +1 Intelligence

+5 Wisdom
1) Coalfoot Gang
Charisma 2) Evra (Eslyn Family)
CONSTITUTION SAVING THROWS 3)
TEMPORARY HIT POINTS BONDS

14
Acrobatics (Dex) Total 2 SUCCESSES
+2 Animal Handling (Wis)
d8 FAILURES

Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)

8 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
CITY SECRETS (Urchin): You know the secret patterns and
flow to cities and can find passages through the urban
sprawl that others would miss. When you are not in combat,
-1 Insight (Wis) you (and companions you lead) can travel between any two
locations in the city twice as fast as your speed would
Intimidation (Cha) normally allow.
WISDOM Investigation (Int) LUCKY (Halfling): When you roll a 1 on The D20 for an
Attack roll, ability check, or saving throw, you can reroll the
Medicine (Wis)
13 Nature (Int)
die and must use the new roll.

BRAVE (Halfling): You have advantage on Saving Throws


against being Frightened.
Perception (Wis)
+1 HALFLING NIMBLENESS (Halfling): You can move through
Performance (Cha) the space of any creature that is of a size larger than yours.
Persuasion (Cha) NATURALLY STEALTHY (Halfling): You can attempt to hide
CHARISMA
even when you are obscured only by a creature that is at
Religion (Int) least one size larger than you.
14 ● +7 Sleight of Hand (Dex) EXPERTISE (Rogue): At 1st level, choose two of your skill
proficiencies, or one of your skill proficiencies and your
● +7 Stealth (Dex) proficiency with thieves' tools. Your proficiency bonus is
+2 ● +3 Survival (Wis)
doubled for any ability check you make that uses either of
the chosen proficiencies.

SKILLS ATTACKS & SPELLCASTING SNEAK ATTACK (Rogue): 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.
11 PASSIVE WISDOM (PERCEPTION) The attack must use a finesse or a ranged weapon.
CP
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.
- Armour: all light armour SP

- Weapons: all simple weapons, CUNNING ACTION (Rogue): Starting at 2nd level, your
quick thinking and agility allow you to move and act quickly.
hand crossbows, longswords, EP You can take a bonus action on each of your turns in
combat. This action can be used only to take the Dash,
rapiers, shortswords, longbows Disengage, or Hide action.
(special)
GP
- Tools: disguise kit, thieves' tools
- Languages: Halfling, Common,
Thieves' Cant (PHB 96) PP

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

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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