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Rogue (Assasin) (4) Criminal Kenku Neutral: Strength
Rogue (Assasin) (4) Criminal Kenku Neutral: Strength
INSPIRATION
STRENGTH
14 +3 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
10 PERSONALITY TRAITS
+3 +1 Constitution
+3 Intelligence CURRENT HIT POINTS IDEALS
17 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
+1 +5 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Leather
Dagger +5 1d4 + 3 piercing Thieves' Tools
12 +1 Insight (Wis)
+1 Intimidation (Cha) Sickle +2 1d4 slashing
WISDOM +1 Investigation (Int)
+1 Medicine (Wis)
Shortsword +5 1d6 + 3 piercing
SP
Tool Proficiencies: Forgery Kit; Thieves'
Tools
EP
Weapon Proficiencies: Crossbow, hand;
Longsword; Rapier; Shortsword; Simple
GP
Armor Proficiencies: Light
PP
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
NAME
SYMBOL
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
----------Bonus Actions----------
Cunning Action. Dash, Disengage or Hide (use once/turn).
-----------Other Traits------------
. Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't
taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Sneak Attack. 2d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use once/turn).