Kadrim
Kadrim
STEALTH DISADVANTAGE
+2 Charisma
15 2d8 make.
CONDITIONAL
Sneak Attack. Once per turn, you can deal an extra
1d6 damage to one creature you hit with an attack
+3 if you have advantage on the attack roll. The attack
must use a finesse or a ranged weapon.You don’t
CURRENT HIT POINTS need advantage on the attack roll if another enemy
CONSTITUTION DEATH SAVING THROWS
of the target is within 5 feet of it, that enemy isn’t
SAVING THROWS
incapacitated, and you don’t have disadvantage on
12 N
CIE C
+5 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
the attack roll.
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION Thieves’ Cant. A secret mix of dialect, jargon, and
+1 Animal Handling (Wis)
code that allows you to hide messages in seemingly
+1 +1 Arcana (Int) normal conversation. Only another creature that
knows thieves’ cant understands such messages. It
-1 Athletics (Str)
takes four times longer to convey such a message
INTELLIGENCE ✘ +4 Deception (Cha) than it does to speak the same idea plainly.In
addition, you understand a set of secret signs and
13 +1 History (Int)
+1 Insight (Wis)
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,
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS or whether the people in an area are easy marks or
+1 ✘ +3 Investigation (Int) will provide a safe house for thieves on the run.
+1 Medicine (Wis)
Cunning Action. You can take a bonus action on
WISDOM +1 Nature (Int) each of your turns in combat. This action can be
used only to take the Dash, Disengage, or Hide
12 ✘ +3 Perception (Wis)
+2 Performance (Cha)
action.
✘ +4 Persuasion (Cha)
+1 +1 Religion (Int)
✘ +5 Sleight of Hand (Dex)
CHARISMA ✘ +5 Stealth (Dex)
14 +1 Survival (Wis)
SKILLS
+2 13 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You have always had a way with people. You know what makes them tick, you can tease out their hearts’ desires after a
few minutes of conversation, and with a few leading questions you can read them like they were children’s books. It’s a
useful talent, and one that you’re perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you promise to deliver. Common sense should steer people
away from things that sound too good to be true, but common sense seems to be in short supply when you’re around.
The bottle of pink-colored liquid will surely cure that unseemly rash, this ointment—nothing more than a bit of fat with
a sprinkle of silver dust—can restore youth and vigor, and there’s a bridge in the city that just happens to be for sale.
These marvels sound implausible, but you make them sound like the real deal.
PERSONALITY TRAITS
IDEAL
BOND
False Identity
You have created a second identity that includes
documentation, established acquaintances, and
disguises that allow you to assume that persona.
Additionally, you can forge documents including
official papers and personal letters, as long as you
have seen an example of the kind of document or
the handwriting you are trying to copy.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Explorer’s Pack 1 10 Potion of Hill Giant Strength 1 .5
Thieves’ Tools 1 1
[Leather] 1 10
[Dagger] 1 1
[Dagger] 1 1
Dart 1 .25
Blowgun Needle 31 .62
Clothes, Fine 1 6
0 0 0 0 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Explorer’s Pack Thieves’ Tools Leather
Equipment Packs Tools Armor
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 Perhaps the most common tools used by adventurers, thieves’ The breastplate and shoulder protectors of this armor are
torches, 10 days of rations, and a waterskin. The pack also tools are designed for picking locks and foiling traps. made of leather that has been stiffened by being boiled in
has 50 feet of hempen rope strapped to the side of it. Proficiency with the tools also grants you a general knowledge oil. The rest of the armor is made of softer and more
of traps and locks. flexible materials.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
1 lb. Player’s Handbook 1 lb. Player’s Handbook 1/4 lb. Player’s Handbook
Blowgun needles are used with a blowgun to make a When you drink this potion, your Strength score changes
ranged attack. for 1 hour. The type of giant determines the score (see the
table below). The potion has no effect on you if your
Strength is equal to or greater than that score.
This potion’s transparent liquid has floating in it a sliver
of fingernail from a giant of the appropriate type. The
potion of frost giant strength and the potion of stone giant
strength have the same effect.
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
1/50 lb. Player’s Handbook 6 lb. Player’s Handbook ½ lb. Dungeon Master’s Guide