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Halfling Character Name Dagger.

Melee or Ranged Weapon


Attack: +7 to hit, reach 5 ft. or range
Rogue 7 Small humanoid (lightfoot halfling), 20/60 ft., one target.
“Could you keep the screaming Thief, neutral Hit: 1d4 + 4 piercing damage.
down a bit? I’m kinda busy here.”
Armor Class 16 (studded leather) Shortbow. Ranged Weapon Attack: +7
You’re completely self-sufficient. If you
Hit Points 52 (Hit Dice 7d8) to hit, range 80/320 ft., one target.
need something, you take it. If someone
Speed 25 ft. Hit: 1d6 + 4 piercing damage.
else has it, they don’t anymore. Necessity
trumps silly laws of possession.
You weren’t a desperate orphan, STR DEX CON Bonus Actions
scratching out a living on the mean 10 (+0) 18 (+4) 14 (+2)
Cunning Action. Rogue feature
streets. Neither were you a noble INT WIS CHA
poser, slumming for excitement. No, 14 (+2) 12 (+1) 9 (–1) Two-Weapon Fighting. When you take
you are a master of adaptation to your the Attack action with a shortsword
environment—be it urban, dungeon, Proficiencies (+3 proficiency bonus) in one hand, you can use a bonus
or the wild. action to attack with a dagger in
Saving Throws Dex +7, Int +5
Skills Acrobatics +7, Deception +2, the other hand. You don’t add your
Background (Criminal) ability modifier to the damage of the
Investigation +8, Perception +7,
You are an experienced criminal with Sleight of Hand +7, Stealth +10 bonus attack.
a history of breaking the law. You have You can instead throw the
Tools thieves’ tools +6
spent a lot of time among other criminals dagger instead of making a melee
and still have contacts within the
Armor light armor
Weapons simple weapons, hand attack with it.
criminal underworld. You have survived
up to this point by flouting the rules and crossbows, longswords, rapiers, Reactions
regulations of society. shortswords
Your expertise is burglary. You are Senses passive (Perception) 17 Uncanny Dodge. Rogue feature
unmatched at getting into tight spaces Languages Common, Halfling, Options
and locked rooms, and getting back out thieves’ cant
again richer and none the worse. Evasion. Rogue feature
Criminal Contact. You have a reliable Actions Halfling Nimbleness. Halfling trait
and trustworthy contact who acts Attack. You can attack once when you
as your liaison to a loose network of Lucky. Halfling trait
take this action, using the following:
other criminals. (This is not a formal
Sneak Attack. Rogue feature
organization like the Zhentarim.) You Shortsword. Melee Weapon Attack: +7
know how to get messages to and from to hit, reach 5 ft., one target.
your contact, even over great distances, Hit: 1d6 + 4 piercing damage.
using local messnegers, corrupt caravan
masters, and seedy sailors.
Faction. You are a member of the Brave. You have advantage on saving succeed on the saving throw, and only
Harpers, a clandestine network of throws against being frightened. half damage if you fail.
spellcasters and spies that seeks to tip Naturally Stealthy. You can attempt Second-Story Work. Climbing does not
the scales in favor of the innocent, the to hide even when you are obscured cost you extra movement. In addition,
weak, and the poor. by a creature that is at least one size when you make a running jump, the
Personality Trait. You are always larger than you. distance you cover increases by a number
calm, no matter what the situation. of feet equal to your Dexterity modifier.
Ideal. Everyone should be free to Rogue Features Sneak Attack. Once per turn, you
pursue his or her own livelihood.
Cunning Action. You can take a bonus can deal an extra 4d6 damage to one
Bond. You are loyal to your friends, not
action on each of your turns in combat, creature you hit with an attack if you have
to any ideals.
only to take the Dash, Disengage, or advantage on the attack roll. The attack
Flaw. When you see something
Hide action. must use a finesse or a ranged weapon.
valuable, you can’t think of anything but
Fast Hands. You can use the bonus You don’t need advantage on the
how to steal it.
action granted by your Cunning Action attack roll if another enemy of the
Halfling Traits to make a Dexterity (Sleight of Hand) target is within 5 feet of it, that enemy
check, use your thieves’ tools to disarm isn’t incapacitated, and you don’t have
Halfling Nimbleness. You can move disadvantage on the attack roll.
a trap or open a lock, or take the Use an
through the space of any creature that is
Object action. Uncanny Dodge. When an attacker that
of a size larger than yours.
Evasion. When you are subjected to an you can see hits you with an attack, you
Lucky. When you roll a 1 on an attack can use your reaction to halve the attack’s
effect that allows you to make a Dexterity
roll, ability check, or saving throw, damage against you.
saving throw to take only half damage,
you can reroll the die and must use
you instead take no damage if you
the new roll.
Equipment
Shortsword, shortbow, quiver with 20
arrows, daggers (2), studded leather,
burglar’s pack (silk rope), thieves’ tools,
caltrops, dice set, chalk (5), soap (2),
steel mirror, dark common clothes with
a hood, antitoxin, slippers of spider
climbing, potion of healing (2), belt pouch.

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