Rogue 12 jrwishow
CLASS & LEVEL PLAYER NAME
Chip
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
+2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +7 Dexterity
+3 Constitution +6 15 104 --
+2 • +6 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
14
+3 Charisma
Total 12d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
+1 Bonus on WIS
+3 DEFENSES HIT DICE DEATH SAVES
17 SAVING THROWS INSPIRATION
=== ARMOR ===
Light Armor
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+4
+3 -1
+2
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons
16 +2 Athletics STR === TOOLS ===
ABILITY SAVE DC Thieves' Tools
+3 Deception CHA
+2 History INT === LANGUAGES ===
INTELLIGENCE
-1 Insight WIS Celestial, Common, Giant, Thieves’ Cant
30 ft. (Walking)
+2 +3 Intimidation CHA
P +6 Investigation INT
15 -1 Medicine WIS SPEED
+2 Nature INT PROFICIENCIES & LANGUAGES
WISDOM P +3 Perception WIS
E +11 Performance CHA === ACTIONS === damage against you.
-1 E +15 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, === SPECIAL ===
Help, Hide, Ready, Search, Use an Object, Reliable Talent
+2 Religion INT
9 Opportunity Attack, Grapple, Shove, Improvise, Whenever you make an ability check that lets you
E +11 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object add your proficiency bonus, you can treat a d20 roll of
9 or lower as a 10.
E +11 Stealth DEX === BONUS ACTIONS ===
CHARISMA Cunning Action Sneak Attack
E +7 Survival WIS
You can take a bonus action on each of your turns Once per turn, you can deal an extra 6d6 damage
to one creature you hit with an attack with a finesse or
+3 to take the Dash, Disengage, or Hide action.
=== REACTIONS ===
ranged weapon if you have advantage on the attack
roll. You don’t need advantage on the attack roll if
Uncanny Dodge another enemy of the target is within 5 ft. of it, that
16 When an attacker that you can see hits you with an enemy isn’t incapacitated, and you don’t have
attack, you can use your reaction to halve the attack’s disadvantage on the attack roll.
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
13 PASSIVE WISDOM (PERCEPTION)
Forgetful Dagger +10 1d4+6 Piercing Simple, Finesse, Light, Thrown, Range (20/60)
Shortsword +7 1d6+3 Piercing Martial, Finesse, Light
9 PASSIVE WISDOM (INSIGHT)
The Black Blade +7 1d6+3 Piercing +2d6 Fire, Martial, Finesse, Light
16 PASSIVE INTELLIGENCE (INVESTIGATION)
The Crimson Blade +7 1d6+3 Piercing +2d6 Fire, Martial, Finesse, Light
Fire Bolt +7 3d10 Fire V/S
Unarmed Strike +6 3 Bludgeoning
SENSES WEAPON ATTACKS & CANTRIPS
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Rogue 12 jrwishow
CLASS & LEVEL PLAYER NAME
Chip
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
=== ROGUE FEATURES === against you for the rest of your turn.
| Special
* Hit Points • PHB 95 * Rakish Audacity • SCAG 47
You add your CHA modifier (+3) to your initiative rolls.
* Proficiencies • PHB 95 You don’t need advantage on the attack roll to use === HUMAN RACIAL TRAITS ===
your Sneak Attack against a creature if you are within
* Expertise • PHB 96 5 ft. of it, no other creatures are within 5 ft. of you, and * Ability Score Increase • BR 31
Your proficiency bonus is doubled for any ability check you don’t have disadvantage on the attack roll.
you make that uses any of the chosen proficiencies. * Languages • BR 31
* Ability Score Improvement • PHB 96 You can speak, read, and write Common and one
* Sneak Attack • PHB 96 extra language.
Once per turn, you can deal an extra 6d6 damage to * Uncanny Dodge • PHB 96
one creature you hit with an attack with a finesse or When an attacker that you can see hits you with an
ranged weapon if you have advantage on the attack attack, you can use your reaction to halve the attack’s === FEATS ===
roll. You don’t need advantage on the attack roll if damage against you.
another enemy of the target is within 5 ft. of it, that * Dual Wielder • PHB 165
enemy isn’t incapacitated, and you don’t have | 1 Reaction You add a +1 bonus to AC while you are wielding a
disadvantage on the attack roll. separate melee weapon in each hand, can use
* Evasion • PHB 96 two-weapon fighting even when the one-handed melee
| Special When you are subjected to an effect that allows you to weapons you are wielding aren't light, and can draw or
make a DEX saving throw to take only half damage, stow two one-handed weapons when you would
* Thieves’ Cant • PHB 96 you instead take no damage if you succeed on the normally be able to draw or stow only one.
You have learned thieves’ cant, a secret mix of dialect, saving throw, and only half damage if you fail.
jargon, and code that allows you to hide messages in * Skill Expert • TCoE 80
seemingly normal conversation. It takes four times * Panache • SCAG 47 You gain proficiency in a skill. You also gain expertise
longer to convey such a message than it does to As an action, you can make a Persuasion check in a skill which you are already proficient in.
speak the same idea plainly. contested by a creature’s Insight check.
* Inspiring Leader • PHB 167
* Cunning Action • PHB 96 On success, a hostile creature has disadvantage on You can spend 10 minutes inspiring your companions.
You can take a bonus action on each of your turns to attack rolls against targets and can't make opportunity Choose up to 6 allies (including yourself) that can see
take the Dash, Disengage, or Hide action. attacks against targets other than you for 1 minute, or or hear and can understand you within 30 ft. Each
until one of your allies engages it or it gets more than creature gains 15 temp HP once per short rest.
| 1 Bonus Action 60 ft. from you. If it isn't hostile, it is charmed by you
for 1 minute. | 10 Minutes
* Roguish Archetype • PHB 96
| 1 Action * Magic Initiate (Sorcerer) • PHB
| Swashbuckler You learn two cantrips of your choice from the sorcerer
* Reliable Talent • PHB 96 spell list. You learn one 1st-level spell from that same
* Fancy Footwork • SCAG 47 Whenever you make an ability check that lets you add list and can cast it at its lowest level once per long rest.
During your turn, if you make a melee attack against a your proficiency bonus, you can treat a d20 roll of 9 or
creature, that creature can’t make opportunity attacks lower as a 10.
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Chipped Necklace 1 -- Dagger 1 1 lb.
Pirate Bandana of Disguise 1 -- Dagger 1 1 lb.
SP 0 Forgetful Dagger 1 1 lb. Dagger 1 1 lb.
The Black Blade 1 2 lb. Ball Bearings (bag of 1,000) 1,000 2 lb.
EP 0 The Crimson Blade 1 2 lb. Bedroll 1 7 lb.
Bracelets of Mind Reading 1 -- Bell 1 --
GP 112 Leather 1 10 lb. Candle 1 --
a little bit of diamond 1 -- Clothes, Common 1 3 lb.
PP 0 Shortsword 1 2 lb. Grappling Hook 1 4 lb.
Ollies Black Book 1 5 lb. Hunting Trap 1 25 lb.
WEIGHT CARRIED
162.74 lb. Backpack 1 5 lb. Jug or Pitcher 1 4 lb.
ENCUMBERED Chest 1 25 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
210 lb. Gillion Tidestrider Life Debt 1 -- Chipped Necklace 1 --
PUSH/DRAG/LIFT Captain Daegar Wanted Poster 1 -- Pirate Bandana of Disguise 1 --
420 lb. Dagger 1 1 lb. The Crimson Blade 1 2 lb.
EQUIPMENT
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Rogue 12 jrwishow
CLASS & LEVEL PLAYER NAME
Chip
Human Haunted One (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS
ADDITIONAL FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
Mirror, Steel 1 0.5 lb. Captain Daegar Wanted Poster 1 --
Oil (flask) 1 1 lb. a little bit of diamond 1 --
Perfume (vial) 1 --
Pole (10-foot) 1 7 lb.
Rope, Hempen (50 feet) 4 40 lb.
Sealing Wax 1 --
Soap 10 --
Woodcarver's Tools 1 5 lb.
Disguise Kit 1 3 lb.
Playing Card Set 1 --
Thieves' Tools 1 1 lb.
Lute 1 2 lb.
Little Bag of Sand 1 --
Holy Symbol 1 --
Gillion Tidestrider Life Debt 1 --
ADDITIONAL EQUIPMENT
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Medium
GENDER AGE SIZE HEIGHT WEIGHT
Chip
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
PERSONALITY TRAITS
IDEALS
BONDS
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
CHARACTER BACKSTORY ADDITIONAL NOTES
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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
=== CANTRIPS === (At Will)
O Control Flames Magic Initiate (Sorcerer) -- 1A 60 ft./5 ft. Cube S Instantaneous EE 152 5 ft. Cube, S
O Fire Bolt Magic Initiate (Sorcerer) +7 1A 120 ft. V,S Instantaneous PHB 242 V/S
=== 1st LEVEL ===
O Disguise Self Pirate Bandana of Disguise -- 1A Self V,S 1 hour PHB 233 D: 1h, V/S
O Burning Hands Magic Initiate (Sorcerer) DEX 15 1A Self/15 ft. Cone V,S Instantaneous PHB 220 1/LR, 15 ft. Cone, V/S
=== 2nd LEVEL ===
O Detect Thoughts <C> Bracelets of Mind Reading WIS 15 1A Self V,S,M Concentration, up to 1 minute PHB 231 D: 1m, V/S/M
SPELLS
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