This document provides a character sheet for a 7th level halfling rogue named Dagger. Key details include:
1) Dagger has 52 hit points, proficiency with light armor, simple weapons, thieves' tools, and expertise in burglary.
2) As a rogue, Dagger can use Cunning Action to take a bonus action like Dash or Hide each turn. Sneak Attack deals an extra 4d6 damage once per turn.
3) As a halfling, Dagger has advantage on saving throws against fear and can hide while lightly obscured. Lucky allows rerolls of 1s, and Nimbleness lets Dagger move through larger creatures' spaces
This document provides a character sheet for a 7th level halfling rogue named Dagger. Key details include:
1) Dagger has 52 hit points, proficiency with light armor, simple weapons, thieves' tools, and expertise in burglary.
2) As a rogue, Dagger can use Cunning Action to take a bonus action like Dash or Hide each turn. Sneak Attack deals an extra 4d6 damage once per turn.
3) As a halfling, Dagger has advantage on saving throws against fear and can hide while lightly obscured. Lucky allows rerolls of 1s, and Nimbleness lets Dagger move through larger creatures' spaces
This document provides a character sheet for a 7th level halfling rogue named Dagger. Key details include:
1) Dagger has 52 hit points, proficiency with light armor, simple weapons, thieves' tools, and expertise in burglary.
2) As a rogue, Dagger can use Cunning Action to take a bonus action like Dash or Hide each turn. Sneak Attack deals an extra 4d6 damage once per turn.
3) As a halfling, Dagger has advantage on saving throws against fear and can hide while lightly obscured. Lucky allows rerolls of 1s, and Nimbleness lets Dagger move through larger creatures' spaces
Attack: +7 to hit, reach 5 ft. or range Rogue 7 Small humanoid (lightfoot halfling), 20/60 ft., one target. “Could you keep the screaming Thief, neutral Hit: 1d4 + 4 piercing damage. down a bit? I’m kinda busy here.” Armor Class 16 (studded leather) Shortbow. Ranged Weapon Attack: +7 You’re completely self-sufficient. If you Hit Points 52 (Hit Dice 7d8) to hit, range 80/320 ft., one target. need something, you take it. If someone Speed 25 ft. Hit: 1d6 + 4 piercing damage. else has it, they don’t anymore. Necessity trumps silly laws of possession. You weren’t a desperate orphan, STR DEX CON Bonus Actions scratching out a living on the mean 10 (+0) 18 (+4) 14 (+2) Cunning Action. Rogue feature streets. Neither were you a noble INT WIS CHA poser, slumming for excitement. No, 14 (+2) 12 (+1) 9 (–1) Two-Weapon Fighting. When you take you are a master of adaptation to your the Attack action with a shortsword environment—be it urban, dungeon, Proficiencies (+3 proficiency bonus) in one hand, you can use a bonus or the wild. action to attack with a dagger in Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +2, the other hand. You don’t add your Background (Criminal) ability modifier to the damage of the Investigation +8, Perception +7, You are an experienced criminal with Sleight of Hand +7, Stealth +10 bonus attack. a history of breaking the law. You have You can instead throw the Tools thieves’ tools +6 spent a lot of time among other criminals dagger instead of making a melee and still have contacts within the Armor light armor Weapons simple weapons, hand attack with it. criminal underworld. You have survived up to this point by flouting the rules and crossbows, longswords, rapiers, Reactions regulations of society. shortswords Your expertise is burglary. You are Senses passive (Perception) 17 Uncanny Dodge. Rogue feature unmatched at getting into tight spaces Languages Common, Halfling, Options and locked rooms, and getting back out thieves’ cant again richer and none the worse. Evasion. Rogue feature Criminal Contact. You have a reliable Actions Halfling Nimbleness. Halfling trait and trustworthy contact who acts Attack. You can attack once when you as your liaison to a loose network of Lucky. Halfling trait take this action, using the following: other criminals. (This is not a formal Sneak Attack. Rogue feature organization like the Zhentarim.) You Shortsword. Melee Weapon Attack: +7 know how to get messages to and from to hit, reach 5 ft., one target. your contact, even over great distances, Hit: 1d6 + 4 piercing damage. using local messnegers, corrupt caravan masters, and seedy sailors. Faction. You are a member of the Brave. You have advantage on saving succeed on the saving throw, and only Harpers, a clandestine network of throws against being frightened. half damage if you fail. spellcasters and spies that seeks to tip Naturally Stealthy. You can attempt Second-Story Work. Climbing does not the scales in favor of the innocent, the to hide even when you are obscured cost you extra movement. In addition, weak, and the poor. by a creature that is at least one size when you make a running jump, the Personality Trait. You are always larger than you. distance you cover increases by a number calm, no matter what the situation. of feet equal to your Dexterity modifier. Ideal. Everyone should be free to Rogue Features Sneak Attack. Once per turn, you pursue his or her own livelihood. Cunning Action. You can take a bonus can deal an extra 4d6 damage to one Bond. You are loyal to your friends, not action on each of your turns in combat, creature you hit with an attack if you have to any ideals. only to take the Dash, Disengage, or advantage on the attack roll. The attack Flaw. When you see something Hide action. must use a finesse or a ranged weapon. valuable, you can’t think of anything but Fast Hands. You can use the bonus You don’t need advantage on the how to steal it. action granted by your Cunning Action attack roll if another enemy of the Halfling Traits to make a Dexterity (Sleight of Hand) target is within 5 feet of it, that enemy check, use your thieves’ tools to disarm isn’t incapacitated, and you don’t have Halfling Nimbleness. You can move disadvantage on the attack roll. a trap or open a lock, or take the Use an through the space of any creature that is Object action. Uncanny Dodge. When an attacker that of a size larger than yours. Evasion. When you are subjected to an you can see hits you with an attack, you Lucky. When you roll a 1 on an attack can use your reaction to halve the attack’s effect that allows you to make a Dexterity roll, ability check, or saving throw, damage against you. saving throw to take only half damage, you can reroll the die and must use you instead take no damage if you the new roll. Equipment Shortsword, shortbow, quiver with 20 arrows, daggers (2), studded leather, burglar’s pack (silk rope), thieves’ tools, caltrops, dice set, chalk (5), soap (2), steel mirror, dark common clothes with a hood, antitoxin, slippers of spider climbing, potion of healing (2), belt pouch.