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Brice Eaton: Character Level, Race, & Class Experience
Brice Eaton: Character Level, Race, & Class Experience
Brice Eaton: Character Level, Race, & Class Experience
STEALTH DISADVANTAGE
+3 Charisma
38 5d8
Thieves’ Cant. A secret mix of dialect, jargon, and
CONDITIONAL
code that allows you to hide messages in seemingly
normal conversation. Only another creature that
+3 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CURRENT HIT POINTS than it does to speak the same idea plainly.In
CONSTITUTION DEATH SAVING THROWS
addition, you understand a set of secret signs and
SAVING THROWS
symbols used to convey short, simple messages,
14 N
CIE C
+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
such as whether an area is dangerous or the
territory of a thieves’ guild, whether loot is nearby,
Y
PROFI
✘
RT
EXPE
VISION INSPIRATION EXHAUSTION or whether the people in an area are easy marks or
+1 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+2 +2 Arcana (Int)
Cunning Action. You can take a bonus action on
-1 Athletics (Str)
each of your turns in combat. This action can be
INTELLIGENCE ✘✘ +9 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
14 ✘
+2 History (Int)
17 +1 Survival (Wis) stay in the new form until you use an action to
SKILLS revert to your true form or until you die.
+3 14 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
N/A
PERSONALITY TRAITS
IDEAL
BOND
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Smuggler's Blanket. A well worn burlap square, 6ft to a
[Rapier] 1 2 side. 1/day anything completely wrapped in the blanket
Shortbow 1 2 is affected by the ‘reduce’ version of the Enlarge/Reduce
Quiver 1 1 spell. Only works on inanimate objects.
Arrow 20 1 Reduce. The wrapped object is halved in all dimensions,
Dagger 2 2 and its weight is reduced to one-eighth of normal.
Thieves’ Tools 1 1
Backpack 1 5
Ball Bearings (bag of 1,000) 1 2
String (10 feet) 1 —
Bell 1 —
Candle 5 —
Crowbar 1 5
Hammer 1 3
Piton 10 2.5
Lantern, Hooded 1 2
Oil (flask) 2 2
Rations (1 day) 5 10
Tinderbox 1 1
Waterskin 1 5
Clothes, Common 1 3
[Studded Leather] 1 13
Disguise Kit 1 3
ATTUNED MAGIC ITEMS 0 / 3
Forgery Kit 1 5 VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
Playing Card Set 1 —
Chalk 1 —
Clothes, Fine 1 6
Potion of Healing 2 1
Grappling Hook 1 4
Caltrops (bag of 20) 1 2
Manacles 1 6
Smuggler's Blanket 1 3
9 9 0 11 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Rapier Shortbow Quiver
Weapons Weapons Adventuring Gear
1/20 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
Perhaps the most common tools used by adventurers, thieves’ A backpack is a leather pack carried on the back, typically As an action, you can spill these tiny metal balls from their
tools are designed for picking locks and foiling traps. with straps to secure it. A backpack can hold 1 cubic foot/ pouch to cover a level, square area that is 10 feet on a side.
Proficiency with the tools also grants you a general knowledge 30 pounds of gear. A creature moving across the covered area must succeed
of traps and locks. You can also strap items, such as a bedroll or a coil of on a DC 10 Dexterity saving throw or fall prone. A creature
Components. Thieves’ tools include a small file, a set Of lock rope, to the outside of a backpack. moving through the area at half speed doesn’t need to
picks, a small mirror mounted on a metal handle, a set of make the save.
narrow—bladed scissors, and a pair of pliers.
History. Your knowledge of traps grants you insight when
answering questions about locations that are renowned for
their traps.
Investigation and Perception. You gain additional insight
when looking for traps, because you have learned a variety of
common signs that betray their presence.
Set a Trap. Just as you can disable traps, you can also set
them. As part of a short rest, you can create a trap using items
you have on hand. The total of your check becomes the DC for
someone else’s attempt to discover or disable the trap. The
trap deals damage appropriate to the materials used in
crafting it (such as poison or a weapon) or damage equal to
half the total of your check, whichever the DM deems
appropriate.
THIEVES’ TOOLS
Activity DC
Pick a lock Varies
Disable a trap Varies
5 lb. Player’s Handbook 3 lb. Player’s Handbook 1/4 lb. Player’s Handbook
A hooded lantern casts bright light in a 30-foot radius and Oil usually comes in a clay flask that holds 1 pint. As an Rations consist of dry foods suitable for extended travel,
dim light for an additional 30 feet. Once lit, it burns for 6 action, you can splash the oil in this flask onto a creature including jerky, dried fruit, hardtack, and nuts.
hours on a flask (1 pint) of oil. As an action, you can lower within 5 feet of you or throw it up to 20 feet, shattering it
the hood, reducing the light to dim light in a 5-foot radius. on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
hit, the target is covered in oil. If the target takes any fire
damage before the oil dries (after 1 minute), the target
takes an additional 5 fire damage from the burning oil. You
can also pour a flask of oil on the ground to cover a 5-foot-
square area, provided that the surface is level. If lit, the oil
burns for 2 rounds and deals 5 fire damage to any creature
that enters the area or ends its turn in the area. A creature
can take this damage only once per turn.
1 lb. Player’s Handbook 5 lb. (full) Player’s Handbook 3 lb. Player’s Handbook
Made from tough but flexible leather, studded leather is The perfect tool for anyone who wants to engage in trickery, a disguise A forgery kit is designed to duplicate documents and to make it easier to
kit enables its owner to adopt a false identity. copy a person’s seal or signature.
reinforced with close-set rivets or spikes. Components. A disguise kit includes cosmetics, hair dye, small props, Components. A forgery kit includes several different types of ink, a variety
and a few pieces of clothing. of parchments and papers, several quills, seals and sealing wax, gold and
Deception. In certain cases, a disguise can improve your ability to silver leaf, and small tools to sculpt melted wax to mimic a seal.
weave convincing lies. Arcana. A forgery kit can be used in conjunction with the Arcana skill to
Intimidation. The right disguise can make you look more fearsome, determine if a magic item is real or fake.
whether you want to scare someone away by posing as a plague victim Deception. A well crafted forgery, such as papers proclaiming you to be a
or intimidate a gang of thugs by taking the appearance of a bully. noble or a writ that grants you safe passage, can lend credence to a lie.
Performance. A cunning disguise can enhance an audience’s History. A forgery kit combined with your knowledge of history improves
your ability to create fake historical documents or to tell if an old document
enjoyment of a performance, provided the disguise is properly designed is authentic.
to evoke the desired reaction. Investigation. When you examine objects, proficiency with a forgery kit is
Persuasion. Folk tend to trust a person in uniform. If you disguise useful for determining how an object was made and whether it is genuine.
yourself as an authority figure, your efforts to persuade others are often Other Tools. Knowledge of other tools makes your forgeries that much
more effective. more believable. For example, you could combine proficiency with a forgery
Create Disguise. As part of a long rest, you can create a disguise. It kit and proficiency with cartographer’s tools to make a fake map.
takes you 1 minute to don such a disguise once you have created it. You Quick Fake. As part of a short rest, you can produce a forged document
can carry only one such disguise on you at a time without drawing undue no more than one page in length. As part of a long rest, you can produce a
attention, unless you have a bag of holding or a similar method to keep document that is up to four pages long. Your Intelligence check using a
them hidden. Each disguise weighs 1 pound. forgery kit determines the DC for someone else’s Intelligence (Investigation)
At other times, it takes 10 minutes to craft a disguise that involves check to spot the fake.
moderate changes to your appearance, and 30 minutes for one that FORGERY KIT
requires more extensive changes. Activity DC
DISGUISE KIT Mimic handwriting 15
Activity DC Duplicate a wax seal 20
Cover injuries or distinguishing marks 10
Spot a disguise being used by someone else 15
Copy a humanoid’s appearance 20
If you are proficient with the Playing Card Set, you can add
your proficiency bonus to ability checks you make to play a
game.
A character who drinks the magical red fluid in this vial As an action, you can spread a bag of caltrops to cover a
regains 2d4 + 2 hit points. Drinking or administering a square area that is 5 feet on a side. Any creature that
potion takes an action. enters the area must succeed on a DC 15 Dexterity saving
throw or stop moving this turn and take 1 piercing damage.
Taking this damage reduces the creature’s walking speed
by 10 feet until the creature regains at least 1 hit point. A
creature moving through the area at half speed doesn’t
need to make the save.