Professional Documents
Culture Documents
STEALTH DISADVANTAGE
+4 Charisma
18 3d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
+2 18 normal conversation. Only another creature that
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
+4 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
+0 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+0 +1 Arcana (Int) Darkvision
Cunning Action. You can take a bonus action on
-1 Athletics (Str)
each of your turns in combat. This action can be
INTELLIGENCE ✘✘ +8 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
12 ✘
+1 History (Int)
+2 Insight (Wis) Fancy Footwork. During your turn, if you make a
melee attack against a creature, that creature can't
✘ +6 Intimidation (Cha) SPEED, SENSES, & CONDITIONS make opportunity attacks against you for the rest of
+1 +1 Investigation (Int) your turn.
+0 Medicine (Wis) Fey Ancestry. You have advantage on saving
throws against being charmed, and magic can’t Rakish Audacity. You don't need advantage on your
WISDOM +1 Nature (Int) attack roll to use your Sneak Attack if no creature
put you to sleep.
other than your target is within 5 feet of you.
11 ✘✘ +8
+0 Perception (Wis)
Performance (Cha)
✘ +6 Persuasion (Cha)
+0 +1 Religion (Int)
✘ +4 Sleight of Hand (Dex)
CHARISMA ✘ +4 Stealth (Dex)
18 +0 Survival (Wis)
SKILLS
+4 10 PASSIVE PERCEPTION
ADVANTAGE
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
Adaska has always been an ambitious person, arguably too much of one, always wanting to be the best, and already
very early in his life, Adaska made his decision, he would dedicate his life to become the best swordsman in the land, a
goal to witch he trained for with extreme determination during years and years, and soon enough, he started entering
I'm determined and nothing can stand in my way, tournaments, fight clubs, and all kinds of events that let him test his skill, it is one day, when Adaska, in a tournament, is
but I'm not stupid, I will avoid and try to get out of evidently defeated by a massive half orc using nothing but his bare hands, the fight seemed finished, but the half orc
situations that could blow my cover or actually harm seemed determined to kill Adaska, which, instinctively, does his best to avoid a final blow from the half orc, and then,
me
despite the rules of the tournament determining that competitors cannot use extra weapons besides their chosen one,
Adaska sneakily pulls out a dagger, slashing the half orc's leg while sliding under him and quickly hiding the knife,
making the half orc fall, which opens him up to a final stab to the head, making Adaska the winner of the tournament.
PERSONALITY TRAITS
After that, Adaska began to adopt cheating more and more with time, seeing as his skill alone clearly would not be
enough to achieve his goal, and so he did, cheating in numerous competitions, and never getting caught, all while
I will become the world's best swordsman, aim to making a name for himself, slowly, as a swordsman, despite he himself knowing that his true skill was mediocre at best,
have my name be known by all warriors as a skilled he became exceptionally good at cheating, deceiving, persuading, and most importantly, hiding that he was doing it at
and swift sword master all. Soon enough, Adaska started to travel to numerous cities to spread his name, but as for now, he still has a long way
to go.
IDEAL
BOND
False Identity
Scam -The Greatest Swordsman alive
-I sneakily cheat at fights to gain renoun from them
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
[Shortsword] 1 2
[Shortsword] 1 2
Burglar’s Pack 1 46.5
Dagger 2 2
[Leather] 1 10
Disguise Kit 1 3
Signet Ring 1 —
Clothes, Fine 1 6
Thieves' tools
Backpack 1
Pouch of Ball bearings(1000) 1
String 1
Candle 5
Crowbar 1
Hammer 1
Piton 5
Hooded Lantern 1
Flask of Oil 2
Rations 5
Tinderbox 1
Waterskin 1
Hempen Rope 50ft
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
0 0 0 0 0
35 lb / 135 lb 270 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Shortsword Shortsword Burglar’s Pack
Weapons Weapons Equipment Packs
The perfect tool for anyone who wants to engage in trickery, a disguise
kit enables its owner to adopt a false identity.
Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing.
Deception. In certain cases, a disguise can improve your ability to
weave convincing lies.
Intimidation. The right disguise can make you look more fearsome,
whether you want to scare someone away by posing as a plague victim
or intimidate a gang of thugs by taking the appearance of a bully.
Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
to evoke the desired reaction.
Persuasion. Folk tend to trust a person in uniform. If you disguise
yourself as an authority figure, your efforts to persuade others are often
more effective.
Create Disguise. As part of a long rest, you can create a disguise. It
takes you 1 minute to don such a disguise once you have created it. You
can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
them hidden. Each disguise weighs 1 pound.
At other times, it takes 10 minutes to craft a disguise that involves
moderate changes to your appearance, and 30 minutes for one that
requires more extensive changes.
DISGUISE KIT
Activity DC
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20