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Level 1 Kenku Rogue 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Bluntbeak
Gambler Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Tool Expertise (Thieves’ Tools). Your proficiency


STRENGTH Leather 15 bonus is doubled for any Thieves’ Tools check you
make.
PROFICIENCY BONUS +2
9
SHIELD
AC
Sneak Attack. Once per turn, you can deal an extra
N
CIE C
1d6 damage to one creature you hit with an attack
-1 Strength if you have advantage on the attack roll. The attack
Y
PROFI

-1 must use a finesse or a ranged weapon.You don’t


✘ +6 Dexterity
need advantage on the attack roll if another enemy
+0 Constitution ARMOR CLASS of the target is within 5 feet of it, that enemy isn’t
DEXTERITY
✘ +4 Intelligence
incapacitated, and you don’t have disadvantage on
MAXIMUM HIT DICE TEMPORARY the attack roll.
19 +2 Wisdom

+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)

+2 Medicine (Wis) Expert Forgery. You can duplicate other creatures'


WISDOM
handwriting and craftwork. You have advantage
+2 Nature (Int) on all checks made to produce forgeries or

14 ✘ +4 Perception (Wis) duplicates of existing objects.


+2 Performance (Cha) Mimicry. You can mimic sounds you have heard,
✘ +4 Persuasion (Cha) including voices. A creature that hears the sounds
+2 +2 Religion (Int)
you make can tell they are imitations with a
successful Insight check opposed by your
✘ +6 Sleight of Hand (Dex) Deception check.
CHARISMA ✘ +6 Stealth (Dex)

14 +2 Survival (Wis)
SKILLS

+2 14 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +4 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Rapier 5 ft +6 vs AC 1d8+4 piercing
Finesse
FEATURES & TRAITS
Shortbow 80/320 +6 vs AC 1d6+4 piercing
Ammunition, Two-Handed
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Dice set, Thieves’ tools

Languages. Common, Auran, Undercommon,


Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 5'0" 90 lb.
GENDER AGE HEIGHT WEIGHT
Bluntbeak
CHARACTER NAME EYES SKIN HAIR

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

Risks are necessairy to succeed. Against all odds,


pulling through and taking the shot will pay out.

IDEAL

A criminal syndicate is after my tailfeathers. I don't


know what I did to them, but they are more
persistent than I'd like them to be.

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

Never Tell Me the Odds


Odds and probability are your bread and butter.
During downtime activities that involve games of
chance or figuring odds on the best plan, you can get
a solid sense of which choice is likely the best one
and which opportunities seem too good to be true,
at the DM’s determination.

BACKGROUND FEATURE

A gold coin minted in a fallen civilization

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

34.8 lb / 135 lb 270 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Rapier Shortbow Arrow
Weapons Weapons Ammunition

Arrows are used with a bow to make a ranged attack.

2 lb. Player’s Handbook 2 lb. Player’s Handbook 1/20 lb. Player’s Handbook

Explorer’s Pack Leather Dagger


Equipment Packs Armor Weapons

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.

10 lbs. Player’s Handbook 10 lb. Player’s Handbook 1 lb. Player’s Handbook

Dagger Thieves’ Tools Dice Set


Weapons Tools Tools

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

1 lb. Player’s Handbook 1 lbs. Player’s Handbook — Player’s Handbook


Clothes, Fine Pouch
Adventuring Gear Adventuring Gear

A cloth or leather pouch can hold up to 20 sling bullets or


50 blowgun needles, among other things.

6 lb. Player’s Handbook 1 lb. Player’s Handbook

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