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Rouge 3 maddy

CLASS & LEVEL BACKGROUND PLAYER NAME


etcher
kenku
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I don't run from evil. Evil runs from me.

12 ARMOR
+2 30 I refuse to be a victim, and I will not let
others be victimized.
PROFICIENCY BONUS CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 24


+1 Strength
DEXTERITY ● +4 Dexterity

14 +2

+5
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

+2 +1 Wisdom
+0 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
14 3d8
● +6 Acrobatics (Dex) Total SUCCESSES
+2 +1 Animal Handling (Wis) FAILURES
+3 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +1 Athletics (Str)

16 ● +2

+3
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE

shortswor +4 1d6+2 sla Once per turn, you can deal an


+3 +1 Insight (Wis)
extra 2d6 damage to one
+0 Intimidation (Cha) rapier +4 1d8+2 pir creature you hit with an attack if
WISDOM ● +5 Investigation (Int) you have advantage on the
+1 Medicine (Wis)
shortbow +4 1d6+2 pir attack roll. The attack must use a
12 +3 Nature (Int) shortbow (20 arrows, range 80/320 feet) finesse or a ranged weapon.You
+1 Perception (Wis) sickle ATK +3 DAM 1d4+1 pir don't need advantage on the
+1
+0 Performance (Cha)
dagger ATK +4 DAM 1d4+2 (range attack roll if another enemy of
20/60 feet) the target is within 5 feet of it,
+0 Persuasion (Cha)
CHARISMA handaxe ATK +3 1d6+1 (range 20/60
+3 Religion (Int) feet) that enemy isn't incapacitated,
10 ● +6 Sleight of Hand (Dex) shortsword (finesse)
rapier (finesse)
and you don't have disadvantage
on the attack roll.
● +2 Stealth (Dex)
+0 as a bonus action, you give
● +1 Survival (Wis)
yourself advantage on your next
SKILLS ATTACKS & SPELLCASTING attack roll on the current turn.
You can use this bonus action
PASSIVE WISDOM (PERCEPTION) only if you haven't moved during
CP 56 Amulet of Proof
this turn, and after you use the
against Detection bonus action, your speed is 0
SP 85 and Location, until the end of the current turn.
You can read, write, and
Crowbar, Hammer, You can take a bonus action
understand Common, EP 8 Manacles, Steel take the Dash, Disengage, or
Gonmish, Thieves Cant, and
Mirror,Oil (flask), Hide action. you can also use
Undercommon but you can GP 16 Tinderbox, this bonus action to make a
speak only by using your Dexterity (Sleight of Hand)
Torch,Holy
Mimicry trait. PP 1 check, use your thieves' tools to
water,Holy symbol.
disarm a trap or open a lock, or
take the Use an Object action.
OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

climbing no longer costs you extra movement. In addition, when


you make a running jump, the distance you cover increases by a
number of feet equal to your Dexterity modifier.
You have advantage on all checks made to produce forgeries or
duplicates of existing objects.
You can mimic sounds you have heard, including voices. A
creature that hears the sounds you make can tell they are
imitations with a successful Wisdom (Insight) check opposed by
your Charisma (Deception) check

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

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