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Rogue3 HeyDay

The document outlines the character sheet for a Level 3 Swashbuckler Rogue named 'Character Name', who is a Lightfoot Halfling with a Chaotic Neutral alignment. It includes details on abilities, skills, equipment, and traits such as Sneak Attack and Cunning Action, as well as personal traits and ideals. The character has a background as a Criminal and possesses various proficiencies and languages, along with a backstory and treasure section.

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

Rogue3 HeyDay

The document outlines the character sheet for a Level 3 Swashbuckler Rogue named 'Character Name', who is a Lightfoot Halfling with a Chaotic Neutral alignment. It includes details on abilities, skills, equipment, and traits such as Sneak Attack and Cunning Action, as well as personal traits and ideals. The character has a background as a Criminal and possesses various proficiencies and languages, along with a backstory and treasure section.

Uploaded by

1582674
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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Swashbuckler Rogue 3 Criminal

CLASS & LEVEL BACKGROUND PLAYER NAME

Lightfoot halfling Chaotic Neutral


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +5 25 I always have a plan for what
-1 ARMOR to do when things go wrong.
CLASS
+2 PROFICIENCY BONUS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 30


-1 Strength
DEXTERITY People. I'm loyal to my friends, not to any
● +5 Dexterity ideals, and everyone else can take a trip
down the Styx for all I care.
+3 ●
+2

+3
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

16 +0 Wisdom
+2 Charisma I will become the greatest
CONSTITUTION SAVING THROWS
thief that ever lived.
TEMPORARY HIT POINTS BONDS
+2 3d8
● +5 Acrobatics (Dex) Total SUCCESSES
15
I have a "tell" that reveals
Animal Handling (Wis) FAILURES
when I'm lying.
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE Athletics (Str)

+1 ● +4 Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
Lucky. -----------------------------------------
Shortsword +5 1d6+3 slashing
12 Insight (Wis) - When you roll a 1 on an attack roll,
Intimidation (Cha) Dagger thrown(20/60) +5 1d4+3 piercing ability check, or saving throw, you can
reroll the die. You must use the new
WISDOM Investigation (Int)
Shortbow(80/320) +5 1d6+3 piercing result, even if it is a 1.
Medicine (Wis) Brave. -----------------------------------------
+0 Nature (Int) You know how to strike subtly and exploit a - You have advantage on saving
foe's distraction. Once per turn, you can throws against being frightened.
Perception (Wis)
10 deal an extra 2d6 damage to one creature Nimble. ----------------------------------------
● +4 Performance (Cha) you hit with an attack if you have advantage - You can move through the space of
● +4 Persuasion (Cha) on the attack roll or you are within 5 ft. of any creature that is of a size larger than
CHARISMA
the target and no other creatures are within yours.
Religion (Int)
5ft. of you. The attack must use a finesse or Naturally Stealthy. -------------------------
+2 ● +7 Sleight of Hand (Dex) a ranged weapon. - You can attempt to hide even when
● +7 Stealth (Dex) you are only obscured by a creature
14 that is at least one size larger than you.
Survival (Wis)
Expertise. -------------------------------------
SKILLS ATTACKS & SPELLCASTING - You double your proficiency bonus for
stealth and slight of hand
Sneak Attack.--------------------------------
10 PASSIVE WISDOM (PERCEPTION)
A crowbar, a set of dark - You know how to strike subtly and
CP
common clothes including a
exploit a foe's distraction. Once per
hood, and a pouch, shortsword,
shortbow, quiver, arrows
turn, you can deal an extra 2d6 damage
SP
Dice, thieves tools, light (20__), Leather armor, daggers to one creature you hit with an attack if
(2__), thieves tools, backpack, you have advantage on the attack roll.
armor, simple weapons, EP a bedroll, a mess kit, a The attack must use a finesse or a
shortswords, hand crossbows, tinderbox, 10 torches, 10 days ranged weapon.
rapiers, longswords of rations, and a waterskin. The - You don't need advantage on the
GP 15(__) pack also has 50 feet of attack roll if another enemy of the target
Common and Primoridial hempen rope strapped to the is within 5 feet of it, that enemy isn't
PP
side of it. incapacitated, and you don't have
disadvantage on the attack roll.

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

Cunning Action. -------------------------------------------------------------------------------------------------------------------


- Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each
of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Fancy Footwork. -----------------------------------------------------------------------------------------------------------------
- You learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee
attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Rakish Audacity. ------------------------------------------------------------------------------------------------------------------
- Your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to
your Charisma modifier.
- You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll
to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5
feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still
apply to you.
Thieves' Cant. ---------------------------------------------------------------------------------------------------------------------
- During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that
allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves'
cant understands such messages. It takes four times longer to convey such a message than it does to
speak the same idea plainly.
- In addition, you understand a set of secret signs and 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, or
whether the people in an area are easy marks or will provide a safe house for thieves on the run.

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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