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Speed: 30 feet
Inspiration:
Proficiency bonus: +4
Initiative modifier: + 5 = + 5 [dexterity]
Attack (handheld / thrown): + 3 = -1 [strength] + 4 [proficiency]
Attack (missile / finesse): + 9 = + 5 [dexterity] + 4 [proficiency]
Strength save: -1 = -1 [strength]
Dexterity save: + 9 = + 5 [dexterity] + 4 [proficiency]
Constitution save: + 2 = + 2 [constitution]
Intelligence save: + 6 = + 2 [intelligence] + 4 [proficiency]
Wisdom save: + 3 = + 3 [wisdom]
Charisma save: + 1 = + 1 [charisma]
Insight (passive): 13 (18 with advantage)
Investigation (passive): 12 (17 with advantage)
Perception (passive): 21 (26 with advantage)
If carrying more than 90 lb, heavily encumbered -- -20 on speed, disadvantage on ability
checks, attack rolls, and saves involving strength, constitution, and/or dexterity
Languages: Common Elvish Thieves' Cant Undercommon
2 Daggers [+9 to hit; 1d4+5 piercing, 1 lb, finesse, light, thrown (range 20/60)]
Short Bow [+9 to hit; 1d6+5 piercing, 2 lb, ammunition (range 80, 320), two-
handed]
Crossbow, hand [+9 to hit; 1d6+5 piercing, 3 lb, ammunition (range 30/120),
light, loading]
Feats:
Glassblower's tools
Jeweler's tools
Bagpipes Horn
Dulcimer Shawm
Flute Viol
Lute
Lyre
Gragnor is proficient with at least 1 game(s). Check any games with which Gragnor is proficient:
Dragon Chess Dice game:
Board Game:
Card Game:
Elf
• Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5),
charisma is magic ability.
Criminal
• Consider bringing thieves tools and at least one kind of gaming set.
Rogue
• Level 1: Expertise with four skills / tools gives double proficiency bonus
on checks: Acrobatics; Athletics; Perception; Stealth; .
• Level 11: Reliable talent -- when using abilities with proficiencies, all d20
rolls are 10 or better
• Level 18: Elusive -- if you can move, creatures cannot benefit from
advantage in attacks against you
• Level 20: Stroke of Luck -- once between short rests, turn a miss into a
hit, or automatic success on a failed ability check
• Level 3: Burglary / Second Story Work -- climb at full speed, add your
dexterity modifier to distances jumped.
• Level 3: Fast hands -- can use cunning action to make sleight of hands
checks, use thief tools on a trap, open a lock or use something in the
environment.
• Level 17: Thief reflexes. Take an extra turn at initiative - 10 on the first
round of any battle.
First Ability Score Improvement: +1 dexterity; +1 intelligence;
Second Ability Score Improvement: +2 wisdom
Third Ability Score Improvement: +2 wisdom
Class HP rolled
Level 1: Rogue 8
Level 2: Rogue 5
Level 3: Rogue 5
Level 4: Rogue 5
Level 5: Rogue 5
Level 6: Rogue 5
Level 7: Rogue 5
Level 8: Rogue 5
Level 9: Rogue 5
Level 10: Rogue 5
Level 11: Rogue 5
Successes
Failures
Gragnor's Equipment:
5 lb Backpack
7 lb Bedroll
1 lb Mess kit
20 lb Rations (1 day) x 10
10 lb Rope (50', hempen) x 1
1 lb Tinderbox
10 lb Torches x 10
5 lb Waterskins x 1
Gragnor's Ideal(s):
Gragnor's Bond(s):
Gragnor's Flaw(s):