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4/17/24, 5:53 AM Fast Character | D&D Character Maker | Human Rogue 3 (Thief)

Ace
Rogue 3 (Thief) 981 GM NPC
CLASS & LEVEL EXPERIENCE POINTS PLAYER NAME
Human Charlatan New Miracle
RACE/ANCESTRY/HERITAGE BACKGROUND CAMPAIGN or PLAYER ID

SPEED FEATURES, TRAITS & MORE


STR
+1 +2 PROFICIENCY
BONUS
ARMOR
CLASS Alignment: Chaotic Neutral. I follow my
(AC) INITIATIVE shifting whims with little concern about
12
SAVING THROWS
12 +1 30 ft. rules or later consequences.

Charlatan Background [PHB p. 128]


Armor Worn: leather armor
+1 Strength Saves • Feature: False Identity.
DEX +3 Dexterity Saves * • Tech: Renaissance / Gunpowder Age.
HIT POINTS HIT DICE
+1 +1 Constitution Saves
+3 Intelligence Saves *
21 3d8
• Traits: Charming Talkative
• Ideal: Follows the thieves' code.
12 +1 Wisdom Saves • Bond: Vowed to free imprisoned mentor.
• Flaw: Arrogant
+1 Charisma Saves DEATH SAVES: Success O O O Fail O O O
* Prof. bonus added
Human Traits [PHB p. 29]
CON SKILLS WEAPON & UNARMED ATTACKS
• Creature Type: Humanoid

+1 +1 Acrobatics (Dex) Basic Attack. One target per Attack action.


• Age: 38 years old
• Medium Size (5' 2", 140 lbs.)
13 +1 Animal Handling (Wis)
Rogue Class Features [PHB p. 94]
+1 Arcana (Int) Rapier. Melee Weapon Attack: +3 to hit,
reach 5 ft. Hit: 1d8+1 piercing damage. • Expertise (prof. noted with **)
+3 Athletics (Str) *
• Sneak Attack (+2d6)
+3 Deception (Cha) *
INT Musket. Ranged Weapon Attack: +3 to hit. Hit: • Thieves' Cant (slang speak in code)
+1 History (Int)
+1 +1 Insight (Wis)
1d12+1 piercing damage. (Normal range to
40 ft.; disadvantage long range 41 to 120 ft.)
• Cunning Action (Dash, Disengage or Hide)
• Fast Hands (Cunning Action Sleight Of
Hand, thieves' tools, use object)
13 +1 Intimidation (Cha) Must be used two-handed. Reloading limits
to only one attack per round regardless of • Second-Story Work (fast climb, double
+3 Investigation (Int) *
+1 Medicine (Wis) extra attacks. jump distance)
+1 Nature (Int) Dagger. Melee or Ranged Weapon Attack: +3 to
WIS hit, reach 5 ft. 1d4+1 piercing damage. (If
+3 Perception (Wis) *
+1 +1 Performance (Cha) thrown, normal range to 20 ft.; disadvantage
long range 21 to 60 ft.)
12 +1 Persuasion (Cha)
+1 Religion (Int) MAGIC, FEATS & SPECIAL ATTACKS
+5 Sleight of Hand (Dex) **
Sneak Attack: Once per turn, deal +2d6 extra
+5 Stealth (Dex) ** damage to one creature hit if attack with
CHA
+1 Survival (Wis) advantage using finesse or ranged weapon.
+1 Don't need advantage if an enemy of the
target is within 5 feet of it, enemy isn't
13 * Prof. bonus added
incapacitated, and you don't have
disadvantage on attack.
13 PASSIVE WISDOM
(PERCEPTION)
EQUIPMENT & TREASURE
PROFICIENCIES & LANGUAGES Carried Gear [PHB, p. 143]: leather armor (AC
Armor: light armor 11), rapier, two (2) daggers, gunpowder pistol
and 20 bullets, musket and 20 bullets, disguise
Weapons: simple weapons, hand crossbow, kit (cosmetics, hair dye, props, etc.), thieves'
longsword, rapier, shortsword , tools (lockpicks, small file and pliers, tiny mirror),
Renaissance weapons (pistol, musket) belt pouch, set of fine clothes, tools of the con
Tools: disguise kit, forgery kit, thieves' tools (various small convincing fakes). (This load is
about 47 lbs.; add 1 lb. per 50 coins carried.)
Saving Throws: Dexterity, Intelligence
Skills: Athletics, Deception, Investigation, Coins & Gems: 11 gold pieces (gp); 26 silver
Perception, Sleight of Hand, Stealth pieces (sp); 71 copper pieces (cp); 2 gems (worth
10 gp each)
Languages: Common, Thieves' Cant, Infernal

ENCUMBRANCE
Lifting & Carrying: 180 lbs. max. carrying
capacity; 360 lbs. pushing or dragging (speed
-5 ft.); 360 lbs. max. lift.

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4/17/24, 5:53 AM Fast Character | D&D Character Maker | Human Rogue 3 (Thief)
PLAYING THE GAME ACTIONS (1 per turn) MOVEMENTS (limited by Speed)
• The Dungeon Master (DM) describes a • Attack: Roll to hit, melee or ranged. Some • Move: Distance equal to Speed.
scene and players take turns describing classes and creatures make extra attacks • Crawl, Climb, Swim, Squeeze, Move Across
their characters' responses. at higher levels with this action. Difficult Terrain or Move While
• For ability checks, saving throws, and attack • Cast Spell: If casting time 1 action. Grappling: "Half speed," uses up 10 ft. of
rolls, roll 1d20 + one ability modifier + • Dash: Double Speed this turn. Speed per 5 ft. distance.
proficiency bonus (if proficient in task). • Disengage: Avoiding all opportunity attacks • Drop Prone: No cost to Speed.
The higher the total, the better the effort. while moving; "defensive retreat." • Stand Up: From Prone position/condition,
The DM tracks minimum totals needed • Dodge: Give attackers disadvantage. costs half Speed that turn.
for successful results. • Escape: Try to break free from grapple. • Take Cover: At end of move, half cover
• For initiative rolls, roll 1d20 + Initiative • Grapple: Special melee attack. gives +2 to Armor Class and Dexterity
(Dex) modifier. Higher totals act before • Help: Give an ally advantage on one ability saving throws; three-quarter cover gives
lower totals in the same 6-second round. check or attack roll. +5 AC and Dex saves.
• During a turn, a character or creature may • Hide: Stealth allowed only if unobserved.
do 1 movement, 1 action and up to 1 • Ready: Plan to take action as reaction REACTIONS (1 between turns)
bonus action. Between turns, do up to 1 when trigger occurs. • Cast Spell: If casting time 1 reaction.
reaction. • Search: Perception or Investigation check. • Opportunity Attack: May make one attack
• Advantage: Roll two d20s and use the • Shove: Special melee attack. if enemy moves out of reach.
higher result. Disadvantage: Roll two d20s • Stabilze: DC 10 Medicine check to aid 0 • Readied Action: After trigger occurs, else
and use the lower result. h.p. dying creature; automatic success if action wasted.
• On attack rolls only, a "natural 20" is always using healer's kit.
FREE ACTIONS
a critical hit, while a "natural 1" is always • Use Object: Pick a lock, activate magical
• Concentration (Maintain A Spell): Ends if
a miss. item, cover a hooded lantern, etc.
• Saving throws are rolled as needed at any • Use Potion: Drink or administer. caster starts another concentration spell,
time due to attacks, spells, or hazzards. • Use Shield: Equip or drop a shield. or the caster is incapacitated, stunned,
unconscious, or killed. If caster takes
• A character may die if failing three death
BONUS ACTIONS (up to 1 per turn) damage, a Constitution saving throw is
saves while at 0 hit points, gaining 6
• Offhand Attack: If doing Attack as action, needed to avoid immediately ending
levels of exhaustion, or suffering certain
deadly spells and hazzards. may make one attack this turn if light spell. DC is equal to 10 or half damage
• Specific traits, features, spells, and magic weapon in other hand. taken, whichever is greater. Each hit
• Cast Spell: If casting time 1 bonus action. needs a separate saving throw check.
items may create exceptions to any rules.
• Interacting With An Object: Generally part
of another Movement or Action.
Examples: Draw one weapon, drop a held
object, or open an unlocked door.

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Page number references...


[PHB] = Dungeons & Dragons Player's Handbook (5th edition) by Mike Mearls and Jeremy Crawford, published Aug. 19, 2014, by Wizards of
the Coast (ISBN-10: 0786965606; ISBN-13: 978-0786965601).

[DMG] = Dungeons & Dragons Dungeon Master's Guide (5th edition) by Mike Mearls and Jeremy Crawford, published Dec. 9, 2014, by Wizards
of the Coast (ISBN-10: 9780786965625; ISBN-13: 978-0786965625).

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