Rogue 6 (Assassin) Criminal Bia
CLASS & LEVEL BACKGROUND PLAYER NAME
Dumai Marak
Human (Variant) C. Good
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS
INSPIRATION
STRENGTH
17 +9 30
10 3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
0 PERSONALITY TRAITS
Hit Point Maximum 45
0 Strength
DEXTERITY ● 7 Dexterity
18 ●
2
4
Constitution
Intelligence
CURRENT HIT POINTS IDEALS
4 1 Wisdom
2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 6
● 10 Acrobatics (Dex) Total SUCCESSES
2 Animal Handling (Wis)
2
D8 FAILURES
2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● 3 Athletics (Str)
14 ● 3
2
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
ROGUE
Katar +1 +8 1d6+5 Expertise
1 2 Insight (Wis) At 1st Level, choose two of your skill Proficiencies, or one of your
skill Proficiencies and your proficiency with Thieves' Tools. Your
Proficiency Bonus is doubled for any ability check you make that
0 Intimidation (Cha) Shortbow +7 1d6+4 uses either of the chosen Proficiencies.
At 6th level, you can choose two more of your Proficiencies (in
WISDOM ● 8 Investigation (Int) Skills or with thieves' tools) to gain this benefit.
2 Medicine (Wis)
14 2 Nature (Int)
Sneak Attack (3d6)
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
● 8 Perception (Wis) advantage on the Attack roll. The Attack must use a Finesse or a
1 ranged weapon.
0 Performance (Cha) 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
0 Persuasion (Cha) you don't have disadvantage on the Attack roll.
CHARISMA
2 Religion (Int)
10 ● 7 Sleight of Hand (Dex)
Thieves' Cant
During your rogue Training you learned thieves' cant, a Secret
mix of dialect, jargon, and code that allows you to hide
● 10 Stealth (Dex) messages in seemingly normal conversation. Only another
creature that knows thieves' cant understands such messages.
0 2 Survival (Wis) Cunning Action
Starting at 2nd Level, your quick thinking and agility allow you to
move and act quickly. You can take a Bonus Action on each of
SKILLS ATTACKS & SPELLCASTING your turns in Combat. This action can be used only to take the
Dash, Disengage, or Hide action.
ASSASSIN:
18 PASSIVE WISDOM (PERCEPTION) Bonus Proficiencies
When you choose this archetype at 3rd level, you gain
CP
proficiency with the disguise kit and the poisoner's kit.
Assassinate
SP Starting at 3rd level, you are at your deadliest when you get the
Tools: drop on your enemies. You have advantage on attack rolls
against any creature that hasn't taken a turn in the combat yet. In
Thieves` Tools Disguise Kit, addition, any hit you score against a creature that is surprised is
a critical hit.
EP
Poisoner`s Kit, Gaming Set FEAT
(Playing Cards) Alert
GP 30 Always on the lookout for danger, you gain the following benefits:
• You gain a +5 bonus to initiative.
• You can’t be surprised while you are conscious.
Languages: PP
• Other creatures don’t gain advantage on attack rolls against
you as a result of being hidden from you.
Common, Elvish, Goblin
Thieves` Cant
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS
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27 1,60m 50kg
AGE HEIGHT WEIGHT
Dumai Marak
Hazel Pale Brown
CHARACTER NAME EYES SKIN HAIR
NAME
Dumai Marak
SYMBOL
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS
ADDITIONAL FEATURES & TRAITS
Katar +1, Ring of protection +1, Rope of climbing, Studded
leather, burglar´s outfit
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.