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Merric Thorngage
Merric Thorngage
STEALTH DISADVANTAGE
+3 Charisma
17 3d8
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,
12 N
CIE C
+5 Acrobatics (Dex)
SPEED
25ft.
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
+0 Animal Handling (Wis)
will provide a safe house for thieves on the run.
+1 +1 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 ✘ +5 Deception (Cha) used only to take the Dash, Disengage, or Hide
action.
13 +1 History (Int)
+0 Insight (Wis) Fast Hands (Bonus Action). You can make a Sleight
of Hand check, use your thieves’ tools to disarm a
+3 Intimidation (Cha) SPEED, SENSES, & CONDITIONS trap or open a lock, or take the Use an Object
+1 ✘ +3 Investigation (Int) action.
+0 Medicine (Wis) Lucky. When you roll a 1 on an attack roll, ability
check, or saving throw, you can reroll the die and Second-Story Work. Climbing no longer costs you
WISDOM +1 Nature (Int) extra movement. When you make a running jump,
must use the new roll.
the distance you cover increases by 3 feet.
10 ✘
+0 Perception (Wis)
+5 Performance (Cha)
Brave. You have advantage on saving throws
against being frightened.
+3 Persuasion (Cha)
+0 +1 Religion (Int)
Halfling Nimbleness. You can move through the
space of any creature that is of a size larger than
✘ +5 Sleight of Hand (Dex) yours.
CHARISMA ✘✘ +7 Stealth (Dex) Naturally Stealthy. You can attempt to hide even
+3 10 PASSIVE PERCEPTION
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
The town of Phandalin is built on the ruins of an older settlement, vacant for five centuries until some hardy settlers set
about rebuilding it some years back. Drawn by stories of gold and platinum in the nearby foothills, you came to
Phandalin as well, not to earn a living, but to prey on those who struck it rich. You joined a gang calling itself the
I always have a plan for what to do when things go Redbrands and made some decent coin as a burglar, enforcer, or fence.
wrong.
The best way to get me to do something is to tell me But you must have made an enemy among your fellow Redbrands. Someone set you up. On that person’s word, the
I can’t do it.
head of the Redbrands—a wizard called Glasstaff—tried to have you killed. You escaped, barely alive and thanking
Tymora, the goddess of good fortune, for your luck. You fled Phandalin, almost penniless and with only the tools of your
trade to your name.
PERSONALITY TRAITS
Someone in the Redbrands nearly got you killed, and you sure would like to know who it was. And then you’d like to
People. I’m loyal to my friends, not to any ideals, and take your revenge—on that person, on Glasstaff, maybe on all the Redbrands. And you just got a tip that might help
everyone else can take a trip down the Styx for all I you: someone named Halia Thornton also has it out for the Redbrands. She lives in Phandalin, which means showing
care. (Neutral) your face to the Redbrands who still want you dead.
IDEAL
BOND
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.
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
Shortsword 1 2
[Shortbow] 1 2
[Leather] 1 10
Clothes, Common 1 3
Arrow 20 1
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
Rope, Hempen (50 feet) 1 10
0 0 0 15 0
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Shortsword Shortbow Leather
Weapons Weapons Armor
Arrows are used with a bow to make a ranged attack. Perhaps the most common tools used by adventurers, thieves’
tools are designed for picking locks and foiling traps.
Proficiency with the tools also grants you a general knowledge
of traps and locks.
Components. Thieves’ tools include a small file, a set Of lock
picks, a small mirror mounted on a metal handle, a set of
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
3 lb. Player’s Handbook 1/20 lb. Player’s Handbook 1 lbs. Player’s Handbook
A backpack is a leather pack carried on the back, typically As an action, you can spill these tiny metal balls from their
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.
30 pounds of gear. A creature moving across the covered area must succeed
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
rope, to the outside of a backpack. moving through the area at half speed doesn’t need to
make the save.
For 1 hour, a candle sheds bright light in a 5-foot radius and Using a crowbar grants advantage to Strength checks
dim light for an additional 5 feet. where the crowbar’s leverage can be applied.
3 lb. Player’s Handbook 1/4 lb. Player’s Handbook 2 lb. Player’s Handbook
Oil usually comes in a clay flask that holds 1 pint. As an Rations consist of dry foods suitable for extended travel, This small container holds flint, fire steel, and tinder
action, you can splash the oil in this flask onto a creature including jerky, dried fruit, hardtack, and nuts. (usually dry cloth soaked in light oil) used to kindle a fire.
within 5 feet of you or throw it up to 20 feet, shattering it Using it to light a torch—or anything else with abundant,
on impact. Make a ranged attack against a target creature exposed fuel—takes an action. Lighting any other fire takes
or object, treating the oil as an improvised weapon. On a 1 minute.
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.