Professional Documents
Culture Documents
STEALTH DISADVANTAGE
+0 Charisma
12 2d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
normal conversation. Only another creature that
+3 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CURRENT HIT POINTS than it does to speak the same idea plainly.In
CONSTITUTION DEATH SAVING THROWS
addition, you understand a set of secret signs and
SAVING THROWS
symbols used to convey short, simple messages,
10 N
CIE C
+5 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION or whether the people in an area are easy marks or
+2 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+0 +1 Arcana (Int)
Cunning Action. You can take a bonus action on
+1 Athletics (Str)
each of your turns in combat. This action can be
INTELLIGENCE ✘ +2 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
12 ✘
+1 History (Int)
+4 Insight (Wis)
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+1 +1 Investigation (Int)
14 ✘ +4 Perception (Wis)
+0 Performance (Cha)
Brave. You have advantage on saving throws
against being frightened.
+0 Persuasion (Cha)
+2 +1 Religion (Int)
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than
✘ +5 Sleight of Hand (Dex) yours.
CHARISMA ✘ +5 Stealth (Dex) Silent Speech. You can speak telepathically to any
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
All you need to make a lot of gold is a little gold. Except at those times when all you need to have no gold at all is a little
gold. Whether you’re a good gambler or a bad one rarely matters, because no one can divine the whims of Lady Luck.
Sometimes you’re up, sometimes you’re down. But the thing about gambling is that someone is always willing to take a
I can’t be sure who I’ve swindled, cheated, or bet.
defeated, so I keep a low profile in public.
PERSONALITY TRAITS
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Bag of Holding. dagger, bullseye lantern, steel mirror,
Thieves’ Tools 1 1 Bag of Holding 1 15 ten foot pole, hemp and rope, and sackladder, vial,
[Leather] 1 10 rowboat,rob
[Rapier] 1 2
Shortsword 1 2
0 0 0 35 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Thieves’ Tools Bag of Holding Leather
Tools Wondrous Items Armor
Perhaps the most common tools used by adventurers, thieves’ This bag has an interior space considerably larger than its The breastplate and shoulder protectors of this armor are
tools are designed for picking locks and foiling traps. outside dimensions, roughly 2 feet in diameter at the made of leather that has been stiffened by being boiled in
Proficiency with the tools also grants you a general knowledge mouth and 4 feet deep. The bag can hold up to 500 oil. The rest of the armor is made of softer and more
of traps and locks. pounds, not exceeding a volume of 64 cubic feet. The bag flexible materials.
Components. Thieves’ tools include a small file, a set Of lock weighs 15 pounds, regardless of its contents. Retrieving an
picks, a small mirror mounted on a metal handle, a set of item from the bag requires an action.
narrow—bladed scissors, and a pair of pliers. If the bag is overloaded, pierced, or torn, it ruptures and
History. Your knowledge of traps grants you insight when is destroyed, and its contents are scattered in the Astral
answering questions about locations that are renowned for
their traps. Plane. If the bag is turned inside out, its contents spill forth,
Investigation and Perception. You gain additional insight unharmed, but the bag must be put right before it can be
when looking for traps, because you have learned a variety of used again. Breathing creatures inside the bag can survive
common signs that betray their presence. up to a number of minutes equal to 10 divided by the
Set a Trap. Just as you can disable traps, you can also set number of creatures (minimum 1 minute), after which time
them. As part of a short rest, you can create a trap using items they begin to suffocate.
you have on hand. The total of your check becomes the DC for Placing a bag of holding inside an extradimensional space
someone else’s attempt to discover or disable the trap. The created by a handy haversack, portable hole, or similar item
trap deals damage appropriate to the materials used in instantly destroys both items and opens a gate to the Astral
crafting it (such as poison or a weapon) or damage equal to Plane. The gate originates where the one item was placed
half the total of your check, whichever the DM deems inside the other. Any creature within 10 feet of the gate is
appropriate. sucked through it to a random location on the Astral Plane.
THIEVES’ TOOLS The gate then closes. The gate is one-way only and can't be
Activity DC reopened.
Pick a lock Varies
Disable a trap Varies
1 lbs. Player’s Handbook 15 lb. Dungeon Master’s Guide 10 lb. Player’s Handbook
Rapier Shortsword
Weapons Weapons