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Rogue [Assasin] Criminal

CLASS & LEVEL BACKGROUND PLAYER NAME


(4)
Kenku Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
14 +3 30
0 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

10 PERSONALITY TRAITS

Hit Point Maximum 27


0 Strength
DEXTERITY
+5 Dexterity

+3 +1 Constitution
+3 Intelligence CURRENT HIT POINTS IDEALS

17 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+1 +5 Acrobatics (Dex) SUCCESSES


12 +1 Animal Handling (Wis)
4x(1d8+1)
FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE 0 Athletics (Str)

+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

+1 +1 Nature (Int) Number of Attacks: 1


+5 Perception (Wis)
12
+3 Performance (Cha)
+1 Persuasion (Cha)
CHARISMA
+1 Religion (Int)
+1 +5 Sleight of Hand (Dex)
+5 Stealth (Dex)
12 +1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

15 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Forgery Kit; Thieves'
Tools
EP
Weapon Proficiencies: Crossbow, hand;
Longsword; Rapier; Shortsword; Simple
GP
Armor Proficiencies: Light

PP

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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.

Alert. • You gain a +5 bonus to initiative.


• You can’t be surprised while you are conscious.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you. .

Sneak Attack. 2d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use once/turn).

Thieves' Cant. Convey secret messages hidden in normal conversation.

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