Professional Documents
Culture Documents
STEALTH DISADVANTAGE
+2 Charisma
8 1d8
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
+4 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
+6 Acrobatics (Dex)
SPEED
30ft.
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 +2 Arcana (Int)
-1 Athletics (Str)
INTELLIGENCE ✘ +4 Deception (Cha)
15 ✘
+2 History (Int)
+4 Insight (Wis)
+2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+2 ✘ +4 Investigation (Int)
14 +2 Survival (Wis)
SKILLS
+2 14 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
I barely remember anything about my past. Must have something to do with those bad guys that are after me. I try to
keep a low profile so they don't find me. But I can't help it, I just love to have a good chat. My name was given to me by a
group of underdark traders that I used to play dice with. I forgot my actual name, so they thought it would be funny to
Something about gambling just fascinates me. Even mock me. I get where they're coming from, but I'm not stupid. A bit foolish at times, certainly. Fairly childish even, sure.
when the odds are against me or I can't pay up, I have But people underestimate me. Yet I tend to overestimate myself. Seems to balance each other out fairly well, since lady
a childlike sparkle in my eyes whenever I see the luck has been quite benevolent so far. Anyways, I'm drifting off, as so often. Which brings me to my current situation. I
opportunity to bet.
I can’t be sure who I’ve swindled, cheated, or just kind of go with whatever happens, seeing the world, meeting new people, losing some friends, normal everyday life
defeated, so I keep a low profile in public. At least I try as a gambler who's lost his way.
to, to mediocre success.
PERSONALITY TRAITS
IDEAL
BOND
It's hard to make friends when you barely know who you are
and the few things you know about yourself aren't really
something to brag about. It's even harder to keep those
friends if you can't pay up your debt to them. But those who
stay even then, deserve all the loyalty I can possibly offer.
FLAW BACKGROUND STORY
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
[Rapier] 1 2
Shortbow 1 2
Arrow 10 .5
Explorer’s Pack 1 10
[Leather] 1 10
Dagger 2 2
Thieves’ Tools 1 1
Dice Set 1 —
Clothes, Fine 1 6
Pouch 1 1
0 0 0 15 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Rapier Shortbow Arrow
Weapons Weapons Ammunition
2 lb. Player’s Handbook 2 lb. Player’s Handbook 1/20 lb. Player’s Handbook
Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 The breastplate and shoulder protectors of this armor are
torches, 10 days of rations, and a waterskin. The pack also made of leather that has been stiffened by being boiled in
has 50 feet of hempen rope strapped to the side of it. oil. The rest of the armor is made of softer and more
flexible materials.
Perhaps the most common tools used by adventurers, thieves’ If you are proficient with the Dice Set, you can add your
tools are designed for picking locks and foiling traps. proficiency bonus to ability checks you make to play a
Proficiency with the tools also grants you a general knowledge game.
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies