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I want to be famous, whatever it takes. I want to be famous, whatever it takes.

Rogue 1 Charlatan

Stout Halfling Neutral 0

14 +3 25 feet
8 +2
-1
10
-1
 +5
16  +3
+2

+3 +1
+2

14 1d8
 +5
+2 +1
+1
-1

12  +4
+1
Lucky. When you roll a 1 on an attack roll, ability
Rapier +5 1d8+3 piercing check, or saving throw, you can reroll the die and
+1 +1 must use the new roll.
+2 Shortbow* +5 1d6+3 piercing Brave. You have advantage on saving throws
against being frightened.
 +3
Dagger** +5 1d4+3 piercing Halfling Nimbleness. You can move through the
+1
12
space of any creature of a size larger than yours.
*You can shoot a shortbow 80 feet, or up to 320
+1 Stout Resilience. You have advantage on saving
feet with disadvantage on the attack roll.
throws against poison, and you have resistance
 +3 **You can throw a dagger 20 feet, or up to 60 feet
+1 against poison damage.
+2 with disadvantage on the attack roll. You may also
Tool Expertise (Thieves’ Tools). Your proficiency
use it as a melee weapon.
+2 bonus is doubled for Thieves’ Tools checks.
Sneak Attack. Once per turn, you can deal an
+1

14
extra 1d6 damage to one creature you hit if you
 +5 have advantage on the attack roll. The attack must
* +7 use a finesse weapon (such as dagger or rapier), or
+2 +3
a ranged weapon. You don’t need advantage on
the attack roll if another enemy of the target is
within 5 feet of it, that enemy isn’t incapacitated,
and you don’t have disadvantage on the attack roll.
Thieves’ Cant. A secret mix of dialect, jargon, and
13 Rapier, 2 daggers, shortbow, 20 code that allows you to hide messages in
arrows, leather armor, thieves’
seemingly normal conversation, for anyone else
tools, a set of fine clothes, a
who knows thieves’ cant. It takes four times longer
disguise kit, a playing card set,
Armor Proficiencies. Light Armor to convey such a message than it does to speak the
and a burglar’s pack containing
Weapon Proficiencies. Simple Weapons, Hand same idea plainly. In addition, you understand a set
1000 ball bearings, 10 feet of
Crossbow, Longsword, Rapier, Shortsword of secret signs and symbols used to convey short,
string, a bell, 5 candles, a crowbar,
Tool Proficiencies. Disguise kit, Forgery kit, simple messages.
a hammer, 10 pitons, a hooded
Thieves’ tools False Identity. You have created a second
lantern, 2 flasks of oil, 5 days of
Languages. Common, Halfling, Thieves’ Cant identity that includes documentation, established
15 rations, a tinderbox, a waterskin,
acquaintances, and disguises that allow you to
and 50 feet of hempen rope.
assume that persona. Additionally, you can forge
documents including official papers and personal
letters, as long as you have seen an example of the
kind of document or the handwriting you are trying
to copy.
Halfling
The comforts of home are the goals of most halflings’ lives: a place to
settle in peace and quiet, far from marauding monsters and clashing
armies; a blazing fire and a generous meal; and fine drink and fine
conversation. Though some halflings live out their days in remote
agricultural communities, others form nomadic bands that travel
constantly, lured by the open road and the wide horizon to discover the
wonders of new lands and peoples. But even these wanderers love peace,
food, hearth, and home, though home might be a wagon jostling along
an old dirt road.
The diminutive halflings survive in a world full of larger creatures by
avoiding notice or, barring that, avoiding offense. Standing about 3 feet
tall, they appear relatively harmless and so have managed to survive for
centuries in the shadow of empires and on the edges of wars and
political strife. They’re concerned with basic needs and simple pleasures
and have little use for ostentation.
Halflings are an affable and cheerful people. They cherish the bonds
of family and friendship, as well as the comforts of hearth and home,
harboring few dreams of glory. Even adventurers among them usually
venture into the world for reasons of community, friendship,
wanderlust, or curiosity.

Rogue
Rogues rely on skill, stealth, and their foes’ vulnerabilities to get the
upper hand in any situation. They have a knack for finding the solution
to just about any problem.

Background
You have always had a way with people. You know what makes them
tick, you can tease out their hearts’ desires after a few minutes of
conversation, and with a few leading questions you can read them like
they were children’s books. It’s a useful talent, and one that you’re
perfectly willing to use for your advantage.
You know what people want and you deliver, or rather, you promise
to deliver. Common sense should steer people away from things that
sound too good to be true, but common sense seems to be in short
supply when you’re around.

Gaining Levels
With each level you gain, you gain one additional Hit Die and add 7
(1d8+2) to your hit point maximum.

2nd level (300 XP)


At 2nd level you gain the Cunning Action feature:
Cunning Action. You can take a bonus action on each of your turns
in combat. This action can be used only to take the Dash, Disengage,
or Hide action.

3rd level (900 XP)


At 3rd level your sneak attacks do 2d6 extra damage rather than 1d6.
You gain the Thief archetype, which gives you the Fast Hands and
Second-Story Work features:
Fast Hands (Bonus Action). You can make a Sleight of Hand check,
use your thieves’ tools to disarm a trap or open a lock, or take the Use
an Object action.
Second-Story Work. Climbing no longer costs you extra movement.
When you make a running jump, the distance you cover increases by
3 feet.

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