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Level 1 Goblin Rogue 0

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Kelton Vanderbone
Urban Bounty Hunter Neutral Jacob
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Darkvision. You can see in dim light within 60 feet


STRENGTH Leather 15 of you as if it were bright light, and in darkness as if
it were dim light.
PROFICIENCY BONUS +2
-1
SHIELD
AC
Tool Expertise (Thieves’ Tools). Your proficiency
N
CIE C
bonus is doubled for any Thieves’ Tools check you
-1 Strength make.
Y
PROFI

8
✘ +6 Dexterity
Sneak Attack. Once per turn, you can deal an extra
+1 Constitution ARMOR CLASS 1d6 damage to one creature you hit with an attack
DEXTERITY
✘ +4 Intelligence
if you have advantage on the attack roll. The attack
MAXIMUM HIT DICE TEMPORARY must use a finesse or a ranged weapon.You don’t
+4 +0 Wisdom

+1 Charisma
9 1d8 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
9
CONDITIONAL
the attack roll.
18
Thieves’ Cant. A secret mix of dialect, jargon, and
CURRENT HIT POINTS code that allows you to hide messages in seemingly
CONSTITUTION DEATH SAVING THROWS
normal conversation. Only another creature that
SAVING THROWS
knows thieves’ cant understands such messages. It
+1 N
CIE C

+4 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
takes four times longer to convey such a message
than it does to speak the same idea plainly.In
Y
PROFI

RT

EXPE

VISION INSPIRATION EXHAUSTION addition, you understand a set of secret signs and
+0 Animal Handling (Wis)
symbols used to convey short, simple messages,
12 +2 Arcana (Int) Darkvision such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
✘ +1 Athletics (Str)
or whether the people in an area are easy marks or
INTELLIGENCE +1 Deception (Cha) will provide a safe house for thieves on the run.

+2 +2 History (Int)
+0 Insight (Wis)
✘ +3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
14 ✘ +4 Investigation (Int)
+0 Medicine (Wis) Fury of the Small. When you damage a creature
WISDOM
with an attack or a spell and the creature's size is
+2 Nature (Int) larger than yours, you can cause the attack or spell

+0 +0 Perception (Wis) to deal extra damage to the creature. The extra


damage equals your level. Once you use this trait,
+1 Performance (Cha) you can't use it again until you finish a short or
✘ +3 Persuasion (Cha) long rest.
10 +2 Religion (Int) Nimble Escape. You can take the Disengage or
✘✘ +8 Sleight of Hand (Dex) Hide action as a bonus action on each of your
CHARISMA turns.
✘ +6 Stealth (Dex)

+1 +0 Survival (Wis)
SKILLS

12 10 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

Dagger "Death" 20/60 +6 vs AC 1d4+4 piercing Armor Proficiencies. Light Armor


An ornate Ebony handled dagger nicknamed Death
Weapon Proficiencies. Simple Weapons, Crossbow,
Thieves' Tools Expertise +8 vs DC Picking Locks Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Lyre, Playing card set, Thieves’


tools

Languages. Common, Goblin, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 30
GENDER AGE HEIGHT WEIGHT
Kelton Vanderbone Orange Charcoal Auburn
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Kelton Vanderbone was born and raised in the bustling city of Waterdeep. As a young goblin, he quickly learned to
survive by picking pockets and stealing food to feed himself and his family. Kelton's parents were both thieves, and they
taught him everything they knew about the art of theft and evasion.
The best way to get me to do something is to tell me
I can’t do it. When Kelton was only four years old, tragedy struck his family. His parents were caught by the city guards and executed
for their crimes. Kelton was left alone on the streets, with no one to care for him. He was forced to fend for himself, and
he soon realized that there was a lot of money to be made in the world of bounty hunting. He had always been
fascinated by the bounty hunters who roamed the streets of Waterdeep, hunting down criminals and bringing them to
PERSONALITY TRAITS justice. So, he set out to become one himself.

Kelton spent years honing his skills as an Urban Bounty Hunter, using his knowledge of the city and his quick wit to track
People. I’m loyal to my friends, not to any ideals, and down and capture the city's wanted criminals. He would often using his goblin features to blend in with the city's seedy
everyone else can take a trip down the Styx for all I underbelly.
care. (Neutral)
He used the money he earned to feed his wife and daughter. His wife whom he had met and fallen in love with on one of
IDEAL his bounty hunts.

Kelton's wife and daughter were everything to him, and he worked tirelessly to provide for them. He dreamed of one
My ill-gotten gains go to support my family. day leaving the dangerous life of a bounty hunter behind and settling down with his family in a safe and peaceful place.
But for now, he had to keep working, using his talents to survive in the harsh and unforgiving city of Waterdeep

BOND

I have a “tell” that reveals when I’m lying.

FLAW BACKGROUND STORY

Feature: Ear to the Ground


You are in frequent contact with people in the
segment of society that your chosen quarries move
through. These people might be associated with the
criminal underworld, the rough-and-tumble folk of
the streets, or members of high society. This
connection comes in the form of a contact in any city
you visit, a person who provides information about
the people and places of the local area.

BACKGROUND FEATURE

A glass jar containing lard with a label that reads,


“Griffon Grease”

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Burglar’s Pack.
Burglar’s Pack 1 10 bag of 1,000 ball bearings
[Rapier] 1 2 10 feet of string,
Dagger "Death" 2 2 a bell,
Shortbow 1 2 5 candles,
Quiver 1 1 a crowbar,
Arrow 20 1 a hammer,
[Leather Armor] 1 10 10 pitons,
Lyre 1 2 a hooded lantern,
2 flasks of oil
5 days rations,
a tinderbox
a waterskin.
50 feet of hempen rope strapped to the side.

Dagger "Death". An ornate Ebony handled dagger


nicknamed Death

Dagger "Taxes". An ornate Ivory handled dagger


nicknamed "Taxes"

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 20 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

30.4 lb / 120 lb 240 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.
Burglar’s Pack Rapier Dagger "Death"
Equipment Packs Weapons Weapons

Includes a backpack, a bag of 1,000 ball bearings, 10 feet of


string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a
hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox,
and a waterskin. The pack also has 50 feet of hempen rope
strapped to the side of it.

10 lbs. Player’s Handbook 2 lb. Player’s Handbook 1 lb. Player’s Handbook

Dagger "Taxes" Shortbow Quiver


Weapons Weapons Adventuring Gear

A quiver can hold up to 20 arrows.

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

Arrow Leather Armor Lyre


Ammunition Armor Musical Instruments

Arrows are used with a bow to make a ranged attack. The breastplate and shoulder protectors of this armor are If you have proficiency with the lyre, you can add your
made of leather that has been stiffened by being boiled in proficiency bonus to any ability checks you make to play
oil. The rest of the armor is made of softer and more music with the instrument. A bard can use a musical
flexible materials. instrument as a spellcasting focus.

1/20 lb. Player’s Handbook 10 lb. Player’s Handbook 2 lbs. Player’s Handbook

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