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Rogue 3 Acknowledgements

CLASS & LEVEL PLAYER NAME


Acknowledgements's Character
Lightfoot Halfling Criminal / Spy 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

-2 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +6 Dexterity
-1 Constitution +4 15 15 --
-2 • +2 Intelligence
CLASS
+2 Wisdom INITIATIVE HIT POINTS
6
+2 Charisma
Total 3d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES
Advantage against
+4 being frightened DEFENSES HIT DICE DEATH SAVES

19 SAVING THROWS INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION P +6 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
-1 +2

+0
Animal Handling WIS
Arcana INT
Crossbow, Hand, Longsword, Rapier,
Shortsword, Simple Weapons

9 -2 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Disguise Kit, Thieves' Tools
P +4 Deception CHA
+0 History INT === LANGUAGES ===
INTELLIGENCE
+2 Insight WIS Common, Halfling
25 ft. (Walking)
+0 +2 Intimidation CHA
P +2 Investigation INT
10 +2 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & LANGUAGES

WISDOM +2 Perception WIS


+2 Performance CHA === ACTIONS === take the Use an Object action.
+2 P +4 Persuasion CHA
Standard Actions
Attack, Cast a Spell, Dash, Disengage, Dodge, === SPECIAL ===
Help, Hide, Ready, Search, Use an Object, Sneak Attack
+0 Religion INT
14 Opportunity Attack, Grapple, Shove, Improvise, Once per turn, you can deal an extra 2d6 damage
E +8 Sleight of Hand DEX Two-Weapon Fighting, Interact with an Object to one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack
E +8 Stealth DEX === BONUS ACTIONS === roll. You don’t need advantage on the attack roll if
CHARISMA Cunning Action another enemy of the target is within 5 ft. of it, that
+2 Survival WIS
You can take a bonus action on each of your turns enemy isn’t incapacitated, and you don’t have
disadvantage on the attack roll.
+2 to take the Dash, Disengage, or Hide action.

Fast Hands
You can use the bonus action granted by your
15 Cunning Action to make a Sleight of Hand check, use
your thieves’ tools to disarm a trap or open a lock, or
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE WISDOM (PERCEPTION)


Dagger +6 1d4+4 Piercing Simple, Finesse, Light, Thrown, Range (20/60)

Dagger +6 1d4+4 Piercing Simple, Finesse, Light, Thrown, Range (20/60)


12 PASSIVE WISDOM (INSIGHT)

Unarmed Strike +0 0 Bludgeoning


12 PASSIVE INTELLIGENCE (INVESTIGATION)

SENSES WEAPON ATTACKS & CANTRIPS

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Rogue 3 Acknowledgements
CLASS & LEVEL PLAYER NAME
Acknowledgements's Character
Lightfoot Halfling Criminal / Spy 900
CHARACTER NAME RACE BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === Cunning Action to make a Sleight of Hand check, use
your thieves’ tools to disarm a trap or open a lock, or
* Hit Points • PHB 95 take the Use an Object action.

* Proficiencies • PHB 95 | 1 Bonus Action

* Expertise • PHB 96 * Second-Story Work • PHB 97


Your proficiency bonus is doubled for any ability check Climbing no longer costs you extra movement, and
you make for two chosen proficiencies. [6th] Choose when you make a running jump, the distance you
two additional proficiencies. cover increases by +4 feet.

* Sneak Attack • PHB 96


Once per turn, you can deal an extra 2d6 damage to === LIGHTFOOT HALFLING RACIAL TRAITS ===
one creature you hit with an attack with a finesse or
ranged weapon if you have advantage on the attack * Lucky • PHB 28
roll. You don’t need advantage on the attack roll if When you roll a 1 on the d20 for an attack roll, ability
another enemy of the target is within 5 ft. of it, that check, or saving throw, you can reroll the die and must
enemy isn’t incapacitated, and you don’t have use the new roll.
disadvantage on the attack roll.
* Brave • PHB 28
| Special You have advantage on saving throws against being
frightened.
* Thieves’ Cant • PHB 96
You have learned thieves’ cant, a secret mix of dialect, * Halfling Nimbleness • PHB 28
jargon, and code that allows you to hide messages in You can move through the space of any creature that
seemingly normal conversation. It takes four times is of a size larger than yours.
longer to convey such a message than it does to
speak the same idea plainly. * Naturally Stealthy • PHB 28
You can attempt to hide even when you are obscured
* Cunning Action • PHB 96 only by a creature that is at least one size larger than
You can take a bonus action on each of your turns to you.
take the Dash, Disengage, or Hide action.

| 1 Bonus Action

* Roguish Archetype • PHB 96

| Thief

* Fast Hands • PHB 97


You can use the bonus action granted by your

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb. Piton 10 2.5 lb.

Dagger 1 1 lb. Rations (1 day) 5 10 lb.

SP 0 Dagger 1 1 lb. Rope, Hempen (50 feet) 1 10 lb.

Shortbow 1 2 lb. Tinderbox 1 1 lb.


EP 0 Rapier 1 2 lb. Waterskin 1 5 lb.

Arrows 20 1 lb. Thieves' Tools 1 1 lb.


GP 15 Backpack 1 5 lb. String 10 --

Ball Bearings (bag of 1,000) 1,000 2 lb.


PP 0 Bell 1 --

Candle 1 --
WEIGHT CARRIED

73.5 lb. Clothes, Common 1 3 lb.

ENCUMBERED Crowbar 2 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

90 lb. Hammer 1 3 lb.

PUSH/DRAG/LIFT Lantern, Hooded 1 2 lb.

180 lb. Oil (flask) 2 2 lb.

EQUIPMENT

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Small
GENDER AGE SIZE HEIGHT WEIGHT
Acknowledgements's Character
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

The first thing I do in a new place is


note the locations of everything
valuable—or where such things could
be hidden.
PERSONALITY TRAITS

People. I’m loyal to my friends, not to


any ideals, and everyone else can
take a trip down the Styx for all I
IDEALS

Someone I loved died because of a


mistake I made. That will never
happen again.
BONDS

When faced with a choice between


money and my friends, I usually
choose the money.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

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