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Rogue 3 Bazsi

CLASS & LEVEL PLAYER NAME

Half-Elf (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+2 Constitution +3 13 24 --
-1 • +4 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
8
+2 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against being charmed,
and magic can’t put you to sleep
+3 DEFENSES HIT DICE DEATH SAVES

16 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION P +5 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
+2 +0

+2
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

14 P +1 Athletics STR === TOOLS ===


ABILITY SAVE DC Thieves' Tools
P +4 Deception CHA
+2 History INT === LANGUAGES ===
INTELLIGENCE
P +2 Insight WIS Common, Dwarvish, Elvish, Thieves’ Cant
30 ft. (Walking)
+2 +2 Intimidation CHA
P +4 Investigation INT
14 +0 Medicine WIS SPEED

+2 Nature INT PROFICIENCIES & LANGUAGES

WISDOM P +2 Perception WIS


+2 Performance CHA
+0 +2 Persuasion CHA
=== BONUS ACTIONS ===
Cunning Action === SPECIAL ===
You can take a bonus action on each of your turns Sneak Attack
+2 Religion INT to take the Dash, Disengage, or Hide action. Once per turn, you can deal an extra 2d6 damage
10 to one creature you hit with an attack with a finesse or
E +7 Sleight of Hand DEX
Fast Hands ranged weapon if you have advantage on the attack
P +5 Stealth DEX You can use the bonus action granted by your roll. You don’t need advantage on the attack roll if
Cunning Action to make a Sleight of Hand check, use another enemy of the target is within 5 ft. of it, that
CHARISMA +0 Survival WIS your thieves’ tools to disarm a trap or open a lock, or enemy isn’t incapacitated, and you don’t have
Thieves' tools take the Use an object action disadvantage on the attack roll.
+2 E +4

14

SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Dagger +5 1d4+3 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Shortbow +5 1d6+3 Piercing Simple, Ammunition, Range, Two-Handed, Range (80/320)


10 PASSIVE WISDOM (INSIGHT)

Shortsword +5 1d6+3 Piercing Martial, Finesse, Light


14 PASSIVE INTELLIGENCE (INVESTIGATION)
Unarmed Strike +1 0 Bludgeoning

Darkvision 60 ft.

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 3 Bazsi
CLASS & LEVEL PLAYER NAME

Half-Elf (Milestone)
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === Cunning Action to make a Sleight of Hand check, use
your thieves’ tools to disarm a trap or open a lock, or
* Hit Points • PHB 95 take the Use an Object action.

* Proficiencies • PHB 95 | 1 Bonus Action

* Expertise • PHB 96 * Second-Story Work • PHB 97


Your proficiency bonus is doubled for any ability check Climbing no longer costs you extra movement, and
you make for two chosen proficiencies. [6th] Choose when you make a running jump, the distance you
two additional proficiencies. cover increases by +3 feet.

* Sneak Attack • PHB 96


Once per turn, you can deal an extra 2d6 damage to === HALF-ELF RACIAL TRAITS ===
one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack * Ability Score Increase • BR 39
roll. You don’t need advantage on the attack roll if
another enemy of the target is within 5 ft. of it, that * Darkvision • BR 39
enemy isn’t incapacitated, and you don’t have You can see in darkness (shades of gray) up to 60 ft.
disadvantage on the attack roll.
* Fey Ancestry • BR 39
| Special You have advantage on saving throws against being
charmed, and magic can’t put you to sleep.
* Thieves’ Cant • PHB 96
You have learned thieves’ cant, a secret mix of dialect, * Skill Versatility • BR 39
jargon, and code that allows you to hide messages in You gain proficiency in two skills of your choice.
seemingly normal conversation. It takes four times
longer to convey such a message than it does to * Languages • BR 39
speak the same idea plainly.

* Cunning Action • PHB 96


You can take a bonus action on each of your turns to
take the Dash, Disengage, or Hide action.

| 1 Bonus Action

* Roguish Archetype • PHB 96

| Thief

* Fast Hands • PHB 97


You can use the bonus action granted by your

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Shortsword 1 2 lb. Waterskin 1 5 lb.

Shortbow 1 2 lb. Rope, Hempen (50 feet) 1 10 lb.

SP 0 Arrows 20 1 lb. Leather 1 10 lb.

Backpack 1 5 lb. Dagger 1 1 lb.


EP 0 Ball Bearings (bag of 1,000) 1,000 2 lb. Dagger 1 1 lb.

String 10 -- Thieves' Tools 1 1 lb.


GP 10 Bell 1 --

Candle 5 --
PP 0 Crowbar 1 5 lb.

Hammer 1 3 lb.
WEIGHT CARRIED

65.7 lb. Piton 10 2.5 lb.

ENCUMBERED Lantern, Hooded 1 2 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Oil (flask) 2 2 lb.

PUSH/DRAG/LIFT Rations (1 day) 5 10 lb.

240 lb. Tinderbox 1 1 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
M Medium
GENDER AGE SIZE HEIGHT WEIGHT

CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

PERSONALITY TRAITS

IDEALS

BONDS

FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Background: Criminal
Feature: Criminal Contact
You have a reliable and trusthworthy contact who
acts as your liasion to a network of other criminals.

CHARACTER BACKSTORY ADDITIONAL NOTES

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.

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