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Rogue [Swashbuckler] (7) Criminal

CLASS & LEVEL BACKGROUND PLAYER NAME


Kimber Gnome/Forest Gnome Chaotic Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
16 +4 25
-1 +3 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

8 PERSONALITY TRAITS

Hit Point Maximum 38


-1 Strength
DEXTERITY

+4


+7 Dexterity
0 Constitution
+4 Intelligence
38
CURRENT HIT POINTS IDEALS

18 +2 Wisdom
+2 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

0 +4 Acrobatics (Dex) SUCCESSES

10 +2 Animal Handling (Wis)


7x(1d8+0)
FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE Athletics (Str)
-1

+1 ●
+5 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+5 Insight (Wis)
Dagger +7 1d4+4 piercing Arrow x20
12 ●

+2 Intimidation (Cha) Shortbow +7 1d6+4 piercing Backpack


WISDOM +1 Investigation (Int) Ball bearings
+2 Medicine (Wis) Rapier +7 1d8+4 piercing
Bell
+2 +1 Nature (Int)
Boots Of Speed
14

+8 Perception (Wis) Number of Candle x5

+2 Performance (Cha)
+8 Persuasion (Cha)
Attacks: 1 Cloak Of Elvenkind
CHARISMA
+1 Religion (Int) Clothes, common
+2 ●
+7 Sleight of Hand (Dex) Crowbar
14

+10 Stealth (Dex) Hammer
+2 Survival (Wis)
Lantern, hooded
SKILLS ATTACKS & SPELLCASTING
Oil x2
Piton x10
18 PASSIVE WISDOM (PERCEPTION)
CP
Pouch
SP
Quiver
Tool Proficiencies: Playing Card Rations (1 day) x5
Set; Thieves' Tools
EP Rope, hempen
Weapon Proficiencies: String
Crossbow, hand; Longsword;
Rapier; Shortsword; Simple
GP
15 Studded
PP
Thieves' Tools
Armor Proficiencies: Light
Tinderbox
Language Proficiencies: Waterskin
Common; Gnomish
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
Kimber
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Jovem, elegante e flertando o tempo


inteiro, Kimber já foi assim, mas
depois de anos nesse serviço e dos
amigos perdidos, as pessoas tendem
a ficar como Kimber, em suas pelavras
"cansei de fingir que to feliz o tempo
todo", apesar disso, kimber ainda sabe
sorrir quando precisa.

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Forest Gnome
Intelligence 12 +4
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6
Minor Illusion

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

Darkvision: 60 ft.

----------Bonus Actions----------
Boots of Speed. Activate Boots of Speed and double your walking speed and opportunity
attacks against you have disadvantage (lasts 10 minutes, use once/long rest).

Cunning Action. As a bonus action you can Dash, Disengage or Hide (use once/turn).

---------------Actions--------------
Cloak of Elvenkind. Pull hood up and gain advantage on Stealth and others have
disadvantage on Perception checks to see you.

-------------Reactions-------------
Uncanny Dodge. Halve the damage from an attacker you can see that hits you.

-----------Other Traits------------
Criminal Contact. You have a reliable and trustworthy contact who acts as your liaison to a
network of other criminals. You know how to get messages to and from your contact, even
over great distances; specifically, you know the local messengers, corrupt caravan masters,
and seedy sailors who can deliver messages for you. .

Evasion. When you succeed on a DEX save to take half damage, you take none, if you fail,
you take half.

Fancy Footwork. When you choose this archetype at 3rd level, you learn how to land a
strike and then slip away without reprisal. During your turn, if you make a melee attack
against a creature, that creature can't make opportunity attacks against you for the rest of
your turn.

Gnome Cunning. Advantage on INT, WIS, and CHA saves against magic.

Natural Illusionist. You know the minor illusion cantrip. lntelligence is your spellcasting
ability for it.

Rakish Audacity. Starting at 3rd level, your unmistakable confidence propels you into battle.
You can add your Charisma modifier to your initiative rolls. In addition, you don't need
advantage on your attack roll to use your Sneak Attack if no creature other than your target
is within 5 feet of you and you don't have disadvantage. All the other rules for the Sneak
Attack class feature still apply to you.

Sneak Attack. 4d6 extra damage on attack where you have advantage or another enemy of
creature is within 5 ft. (use once/turn).

Speak with Small Beasts. Through sounds and gestures, you can communicate simple
ideas with Small or smaller beasts. Forest gnomes love animals and often keep squirrels,
badgers, rabbits, moles, woodpeckers, and other creatures as beloved pets.

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


Page 1

Minor Illusion
Forest Gnome Cantrip Illusion DC 12 Spell Mod +4
1 Act. 30 ft S,M 1 min
A bit of fleece

You create a sound or an image of an object


within range that lasts for the duration. The
illusion also ends if you dismiss it as an action
or cast this spell again. If you create a sound,
its volume can range from a whisper to a
scream. It can be your voice, someone else's
voice, a lion's roar, a beating of drums, or any
other sound you choose. The sound continues
unabated throughout the duration, or you can
make discrete sounds at different times before
the spell ends. If you create an image of an
object—such as a chair, muddy footprints, or a
small chest—it must be no larger than a 5-foot
cube. The image can't create sound, light,
smell, or any other sensory effect. Physical
interaction with the image reveals it to be an
illusion, because things can pass through it. If
a creature uses its action to examine the sound
or image, the creature can determine that it is
Page 1 (reverse)

Minor Illusion (reverse)


an illusion with a successful Intelligence
(Investigation) check against your spell save
DC. If a creature discerns the illusion for what
it is, the illusion becomes faint to the creature.

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