Rogue 4 flotiste
CLASS & LEVEL PLAYER NAME
Merric Thorngage
Lightfoot Halfling Pirate (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+1 Constitution +3 14 27 --
8 • +3 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
-1
+3 Charisma
Total 4d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against
17 being frightened DEFENSES HIT DICE DEATH SAVES
+3 SAVING THROWS HEROIC INSPIRATION
=== ARMOR ===
Light Armor
CONSTITUTION P +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
13 +0
+1
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons
+1 P +1 Athletics STR === TOOLS ===
ABILITY SAVE DC Navigator's Tools, Thieves' Tools, Vehicles
+3 Deception CHA
(Water)
+1 History INT
INTELLIGENCE
+0 Insight WIS === LANGUAGES ===
25 ft. (Walking) Common, Halfling, Thieves’ Cant
13 +3 Intimidation CHA
P +3 Investigation INT
+1 +0 Medicine WIS SPEED
+1 Nature INT PROFICIENCIES & TRAINING
WISDOM P +2 Perception WIS
P +5 Performance CHA === ACTIONS === ranged weapon if you have advantage on the attack
10 +3 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that
Hide, Ready, Search, Utilize, Opportunity Attack, enemy isn’t incapacitated, and you don’t have
+1 Religion INT
+0 Grapple, Shove, Improvise, Two-Weapon Fighting, disadvantage on the attack roll.
P +5 Sleight of Hand DEX Interact with an Object, Study, Influence
+3 Stealth DEX === BONUS ACTIONS ===
CHARISMA Cunning Action
+0 Survival WIS
You can take a bonus action on each of your turns
16 to take the Dash, Disengage, or Hide action.
=== SPECIAL ===
Sneak Attack
+3 Once per turn, you can deal an extra 2d6 damage
to one creature you hit with an attack with a finesse or
SKILLS ACTIONS
NAME HIT DAMAGE/TYPE NOTES
12 PASSIVE PERCEPTION
Shortbow +5 1d6+3 Piercing Simple, Ammunition, Range, Two-Handed, Vex, Range (80/320)
Unarmed Strike +1 0 Bludgeoning
10 PASSIVE INSIGHT
13 PASSIVE INVESTIGATION
SENSES WEAPON ATTACKS & CANTRIPS
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Rogue 4 flotiste
CLASS & LEVEL PLAYER NAME
Merric Thorngage
Lightfoot Halfling Pirate (Milestone)
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS
=== ROGUE FEATURES === spellcasting modifier (Spell DC 11, Spell Attack +3).
* Hit Points • PHB 95 * Mage Hand Legerdemain • PHB 98
When you cast mage hand, you can make the spectral
* Proficiencies • PHB 95 hand invisible, stow or retrieve objects, or use thieves’
tools to pick locks and disarm traps at range. You can
* Expertise • PHB 96 disguise this with a Sleight of Hand check, and you
Your proficiency bonus is doubled for any ability check can use the bonus action granted by your Cunning
you make for two chosen proficiencies. [6th] Choose Action to control the hand.
two additional proficiencies.
* Ability Score Improvement • PHB 96
* Sneak Attack • PHB 96
Once per turn, you can deal an extra 2d6 damage to
one creature you hit with an attack with a finesse or === LIGHTFOOT HALFLING SPECIES TRAITS ===
ranged weapon if you have advantage on the attack
roll. You don’t need advantage on the attack roll if * Ability Score Increase • BR 28
another enemy of the target is within 5 ft. of it, that Your Dexterity score increases by 2.
enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll. * Lucky • BR 28
When you roll a 1 on the d20 for an attack roll, ability
| Special check, or saving throw, you can reroll the die and must
use the new roll.
* Thieves’ Cant • PHB 96
You have learned thieves’ cant, a secret mix of dialect, * Brave • BR 28
jargon, and code that allows you to hide messages in You have advantage on saving throws against being
seemingly normal conversation. It takes four times frightened.
longer to convey such a message than it does to
speak the same idea plainly. * Halfling Nimbleness • BR 28
You can move through the space of any creature that
* Cunning Action • PHB 96 is of a size larger than yours.
You can take a bonus action on each of your turns to
take the Dash, Disengage, or Hide action. * Ability Score Increase • BR 28
Your Charisma score increases by 1.
| 1 Bonus Action
* Naturally Stealthy • BR 28
* Roguish Archetype • PHB 96 You can attempt to hide even when you are obscured
only by a creature that is at least one size larger than
| Arcane Trickster you.
* Spellcasting • PHB 98
You can cast known wizard spells using INT as your
FEATURES & TRAITS
NAME QTY WEIGHT NAME QTY WEIGHT
CP 0 Leather 1 10 lb. Rations (1 day) 5 10 lb.
Shortbow 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.
SP 0 Shortsword 1 2 lb. Tinderbox 1 1 lb.
Arrows 20 1 lb. Waterskin 1 5 lb.
EP 0 Backpack 1 5 lb. String 10 --
Clothes, Common 1 3 lb.
GP 15 Pouch 1 1 lb.
Thieves' Tools 1 1 lb.
PP 0 Bell 1 --
Candle 5 --
WEIGHT CARRIED
70.8 lb. Crowbar 2 10 lb.
ENCUMBERED Hammer 1 3 lb. ATTUNED MAGIC ITEMS QTY WEIGHT
120 lb. Lantern, Hooded 1 2 lb.
PUSH/DRAG/LIFT Oil (flask) 2 2 lb.
240 lb. Piton 10 2.5 lb.
EQUIPMENT
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Small
GENDER AGE SIZE HEIGHT WEIGHT
Merric Thorngage Neutral
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR
=== Organizations === I never have a plan, but I’m great at making things up as I
go along. Also, the best way to get me to do something is
You joined a gang calling itself the Redbrands and to tell me I can’t do it.
made some decent coin as a burglar, enforcer, or
fence.
PERSONALITY TRAITS
People. I’m loyal to my friends, not to
any ideals. Everyone else can take a
trip on the River Styx for all I care.
IDEALS
Qelline Alderleaf, my aunt, has a
farm in Phandalin. I always give her
The diminutive halflings survive in a some of my ill-gotten gains.
world full of larger creatures by BONDS
avoiding notice or, barring that,
avoiding offense. Standing about 3 My aunt must never know the deeds I did as a
feet tall, they appear relatively member of the Redbrands.
harmless.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
The town of Phandalin is built on the ruins of an You tend to do whatever seems best at the time.
older settlement, vacant for five centuries until Sure, you’ve done some things you’re not proud of,
some hardy settlers set about rebuilding it some and you’re not personally committed to making the
years back. Drawn by stories of gold and platinum world a better place. But you have no interest in
in the nearby foothills, you came to Phandalin as causing suffering or making things worse than they
well, not to earn a living, but to prey on those who already are.
struck it rich. You joined a gang calling itself the
Redbrands and made some decent coin as a •€Lookingfor ideas on how to level up your
burglar, enforcer, or fence. character? Check out this PDF for more information!
https://www.dndbeyond.com/file-attachments/0/778/halfling-rogue.pdf
But you must have made an enemy among your
fellow Redbrands. Someone set you up. On that
person’s word, the head of the Redbrands—a
wizard called Glasstaff—tried to have you killed.
You escaped, barely alive and thanking Tymora,
the goddess of good fortune, for your luck. You
fled Phandalin, almost penniless and with only the
tools of your trade to your name.
Someone in the Redbrands nearly got you killed,
and you sure would like to know who it was. And
then you’d like to take your revenge—on that
person, on Glasstaff, maybe on all the Redbrands.
And you just got a tip that might help you:
someone named Halia Thornton also has it out for
the Redbrands. She lives in Phandalin, which
means showing your face to the Redbrands who
still want you dead.
CHARACTER BACKSTORY ADDITIONAL NOTES
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INT 11 +3
Rogue
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS
PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES
SPELLS
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