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Inspiration:
Armor Class: 18 = 10 + 3 [mithral shirt] + 5 [dexterity]
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)
Carry: 135 lb maximum
For groups using the optional encumberance rules:
If carrying more than 45 lb, encumbered -- -10 on speed
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
Unarmed strike [+3 to hit; 1-1 bludgeoning]
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]
Rapier [+9 to hit; 1d8+5 piercing, 2 lb, finesse]
Short Sword [+9 to hit; 1d6+5 piercing, 2 lb, finesse, light]
Crossbow, hand [+9 to hit; 1d6+5 piercing, 3 lb, ammunition (range 30/120), light, loading]
Revolver [+5 to hit (not proficient; disadvantage); 2d8+5 piercing, 3 lb, ammunition (range 40/120), reload six shots]
Mithral shirt [light; + 3 AC; 10 lb.]
Feats:
Key Skill Ability Misc.
Skill Name Trained?
Ability Modifier Modifier Modifier
Acrobatics Dex 13 = +5 +4 + 4 [expertise]
Animal Handling Wis 3= +3
Arcana Int 2= +2
Athletics Str 7= -1 +4 + 4 [expertise]
Deception Cha 5= +1 +4
History Int 2= +2
Insight Wis 3= +3
Intimidation Cha 1= +1
Investigation Int 2= +2
Medicine Wis 3= +3
Nature Int 2= +2
Perception Wis 11 = +3 +4 + 4 [expertise]
Performance Cha 1= +1
Persuasion Cha 1= +1
Religion Int 2= +2
Sleight of Hand Dex 9= +5 +4
Stealth Dex 13 = +5 +4 + 4 [expertise]
Survival Wis 7= +3 +4
Check any instruments with which Gragnor is proficient:
Elf
• Elves receive +2 dexterity (already included).
• Trance: Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
• Dancing lights, faerie fire 1/day (level 3), darkness 1/day (level 5), charisma is magic ability.
• Instead of sleeping, spend four hours in a sleep-like state but remain fully aware of surroundings.
Criminal
• You have underworld contacts.
• Consider bringing thieves tools and at least one kind of gaming set.
Rogue
• Proficient in using thief tools.
• Level 1: Expertise with four skills / tools gives double proficiency bonus on checks: Acrobatics; Athletics; Perception; Stealth; .
• Level 5: Evasion -- you can use your reaction to take only half damage from an enemy you can see
• Level 5: Uncanny dodge -- no damage if a dexterity save is made, half damage if failed
• 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: 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.
Successes
Failures
Gragnor's Equipment:
24 lb Weapons / Armor / Shield (from above)
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