Class & Level

Rogue

Species

Half-elf

Background

Criminal

Alignment

______________

Strength

10

+0

Dexterity

16

+3

Constitution

12

+1

Intelligence

12

+1

Wisdom

12

+1

Charisma

14

+2

14

Armour
Class

+2

Initiative
Bonus

35

Movement
Speed

9

Max Health Points

Saving Throws

Strength

+0

Dexterity

+5

Constitution

+1

Intelligence

+3

Wisdom

+1

Charisma

+2

+2

Proficiency
Bonus

INT

+3

Spellcasting
Modifier

10

Spellsave
DC

Skills

Acrobatics Dex

+3

Animal Handling Wis

+1

Arcana Int

+1

Athletics Str

+0

Deception Cha

+4

History Int

+1

Insight Wis

+1

Intimidation Cha

+2

Investigation Int

+1

Medicine Wis

+1

Nature Int

+1

Perception Wis

+1

Performance Cha

+2

Persuasion Cha

+4

Religion Int

+1

Sleight of Hand Dex

+5

Stealth Dex

+7

Survival Wis

+1

Traits & Gear

Traits

Languages:
Common
Elvish
Thieves’ cant

Darkvision
Half-elf versatility: Fleet of foot (speed increased to 35f)

Equipment & Money

Short sword +2 to hit (1d6) slashing
Short bow +5 to hit (1d6+3) piercing
Burglar’s pack
Thieves’ tools
Dagger x2 (1d4)
Leather armour 11 + dex
A crowbar
A set of dark common clothes including a hood

 

 

Abilities & Actions

Passive Abilities

Abilities that don’t require an action, bonus action or reaction, such as something that increases your armour or enhances an attack.

Expertise

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 uses either of the chosen proficiencies.

(Stealth and thieves’ tools)

Criminal contact

You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

Actions

Abilities that take require an action, bonus action or reaction. 

Sneak attack

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 advantage on the attack roll. The attack must use a finesse or a ranged weapon.

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 you don’t have disadvantage on the attack roll.

Spellslots & Other Counters

Counters that determine how many of a thing can be done between rests. Some replenish after a short rest, some require a full day.

 

 

Spells

Cantrips

Spells that don’t use up spellslots. A spellcaster’s equivalent to attacking.

Spells

Levelled spells. These consume spellslots of that level, unless stated otherwise.