You are on page 1of 1

Halfling Character Name Shortsword.

Melee Weapon Attack: +7


to hit, reach 5 ft., one target.
Rogue 5 Small humanoid (lightfoot halfling), Hit: 1d6 + 4 piercing damage.
“Could you keep the screaming Thief, neutral
down a bit? I’m kinda busy here.”
Dagger. Melee or Ranged Weapon
Armor Class 16 (studded leather) Attack: +7 to hit, reach 5 ft. or range
You’re completely self-sufficient. If you
Hit Points 38 (Hit Dice 5d8) 20/60 ft., one target.
need something, you take it. If someone
Speed 25 ft. Hit: 1d4 + 4 piercing damage.
else has it, they don’t anymore. Necessity
trumps silly laws of possession. Shortbow. Ranged Weapon Attack: +7
You weren’t a desperate orphan, STR DEX CON
10 (+0) 18 (+4) 14 (+2) to hit, range 80/320 ft., one target.
scratching out a living on the mean Hit: 1d6 + 4 piercing damage.
streets. Neither were you a noble INT WIS CHA
poser, slumming for excitement. No, 14 (+2) 12 (+1) 9 (–1)
you are a master of adaptation to your Bonus Actions
environment—be it urban, dungeon, Proficiencies (+3 proficiency bonus) Cunning Action. Rogue feature
or the wild.
Saving Throws Dex +7, Int +5 Two-Weapon Fighting. When you take
Background (Criminal) Skills Acrobatics +7, Deception +2, the Attack action with a shortsword
Investigation +5, Perception +7, in one hand, you can use a bonus
You are an experienced criminal with Sleight of Hand +7, Stealth +7
a history of breaking the law. You have action to attack with a dagger in
Tools thieves’ tools +6 the other hand. You don’t add your
spent a lot of time among other criminals
and still have contacts within the
Armor light armor ability modifier to the damage of the
criminal underworld. You have survived Weapons simple weapons, hand bonus attack.
up to this point by flouting the rules and crossbows, longswords, rapiers, You can instead throw the
regulations of society. shortswords dagger instead of making a melee
Your expertise is burglary. You are Senses passive (Perception) 17 attack with it.
unmatched at getting into tight spaces Languages Common, Halfling,
and locked rooms, and getting back out thieves’ cant Reactions
again richer and none the worse. Halfling Nimbleness. Halfling trait
Criminal Contact. You have a reliable Actions
and trustworthy contact who acts Attack. You can attack once when you Lucky. Halfling trait
as your liaison to a loose network of take this action, using the following:
other criminals. (This is not a formal Uncanny Dodge. Rogue feature
organization like the Zhentarim.) You
Options
know how to get messages to and from
your contact, even over great distances, Sneak Attack. Rogue feature
using local messnegers, corrupt caravan
masters, and seedy sailors. Brave. You have advantage on saving Sneak Attack. Once per turn, you
Faction. You are a member of the throws against being frightened. can deal an extra 3d6 damage to one
Harpers, a clandestine network of creature you hit with an attack if you have
Naturally Stealthy. You can attempt
spellcasters and spies that seeks to tip advantage on the attack roll. The attack
to hide even when you are obscured
the scales in favor of the innocent, the must use a finesse or a ranged weapon.
by a creature that is at least one size
weak, and the poor. You don’t need advantage on the
larger than you.
Personality Trait. You are always attack roll if another enemy of the
calm, no matter what the situation. Rogue Features target is within 5 feet of it, that enemy
Ideal. Everyone should be free to isn’t incapacitated, and you don’t have
Cunning Action. You can take a bonus disadvantage on the attack roll.
pursue his or her own livelihood.
action on each of your turns in combat,
Bond. You are loyal to your friends, not Uncanny Dodge. When an attacker that
only to take the Dash, Disengage, or
to any ideals. you can see hits you with an attack, you
Hide action.
Flaw. When you see something can use your reaction to halve the attack’s
valuable, you can’t think of anything but Fast Hands. You can use the bonus damage against you.
how to steal it. action granted by your Cunning Action
to make a Dexterity (Sleight of Hand) Equipment
Halfling Traits check, use your thieves’ tools to disarm
Shortsword, shortbow, quiver with 20
Halfling Nimbleness. You can move a trap or open a lock, or take the Use an
arrows, daggers (2), studded leather,
through the space of any creature that is Object action.
burglar’s pack (silk rope), thieves’ tools,
of a size larger than yours. Second-Story Work. Climbing does not caltrops, dice set, chalk (5), soap (2),
Lucky. When you roll a 1 on an attack cost you extra movement. In addition, steel mirror, dark common clothes with a
roll, ability check, or saving throw, when you make a running jump, the hood, slippers of spider climbing, potion
you can reroll the die and must use distance you cover increases by a number of healing, belt pouch.
the new roll. of feet equal to your Dexterity modifier.

You might also like