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Level 3 Lightfoot Halfling Rogue, Thief 900

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Merric Thorngage
Spy Player One
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Tool Expertise (Thieves’ Tools). Your proficiency


STRENGTH Leather 14 bonus is doubled for any Thieves’ Tools check you
make.
PROFICIENCY BONUS +2
8
SHIELD
AC
Sneak Attack. Once per turn, you can deal an extra
N
CIE C
2d6 damage to one creature you hit with an attack
-1 Strength if you have advantage on the attack roll. The attack
Y
PROFI

-1 must use a finesse or a ranged weapon.You don’t


✘ +5 Dexterity
need advantage on the attack roll if another enemy
+1 Constitution ARMOR CLASS of the target is within 5 feet of it, that enemy isn’t
DEXTERITY
✘ +3 Intelligence
incapacitated, and you don’t have disadvantage on
MAXIMUM HIT DICE TEMPORARY the attack roll.
16 +0 Wisdom

+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

16 +0 Survival (Wis) when you are obscured only by a creature that is


SKILLS at least one size larger than you.

+3 10 PASSIVE PERCEPTION

ADVANTAGE

INITIATIVE +3 1 Attack / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Shortsword 5 ft +5 vs AC 1d6+3 piercing
Finesse, Light
FEATURES & TRAITS
Shortbow 80/320 +5 vs AC 1d6+3 piercing
Ammunition, Two-Handed
Armor Proficiencies. Light Armor

Weapon Proficiencies. Simple Weapons, Crossbow,


Hand, Longsword, Rapier, Shortsword

Tool Proficiencies. Thieves’ tools

Languages. Common, Halfling, Thieves’ Cant

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 2'7" 35 lb.
GENDER AGE HEIGHT WEIGHT
Merric Thorngage
CHARACTER NAME EYES SKIN HAIR

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

Qelline Alderleaf, my aunt, has a farm in Phandalin. I


always give her some of my ill-gotten gains.

BOND

My aunt must never know the deeds I did as a


member of the Redbrands.

FLAW BACKGROUND STORY

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

A book that tells the story of a legendary hero’s rise


and fall, with the last chapter missing

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

ATTUNED MAGIC ITEMS 0 / 3


VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb

COPPER SILVER ELECTRUM GOLD PLATINUM

0 0 0 15 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

66.8 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Shortsword Shortbow Leather
Weapons Weapons Armor

The breastplate and shoulder protectors of this armor are


made of leather that has been stiffened by being boiled in
oil. The rest of the armor is made of softer and more
flexible materials.

2 lb. Player’s Handbook 2 lb. Player’s Handbook 10 lb. Player’s Handbook

Clothes, Common Arrow Thieves’ Tools


Adventuring Gear Ammunition Tools

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

Backpack Ball Bearings (bag of 1,000) String (10 feet)


Adventuring Gear Adventuring Gear Adventuring Gear

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.

5 lb. Player’s Handbook 2 lb. Player’s Handbook 0 lb. Player’s Handbook


Bell Candle Crowbar
Adventuring Gear Adventuring Gear Adventuring Gear

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.

— Player’s Handbook — Player’s Handbook 5 lb. Player’s Handbook

Hammer Piton Lantern, Hooded


Adventuring Gear Adventuring Gear Adventuring Gear

A hooded lantern casts bright light in a 30-foot radius and


dim light for an additional 30 feet. Once lit, it burns for 6
hours on a flask (1 pint) of oil. As an action, you can lower
the hood, reducing the light to dim light in a 5-foot radius.

3 lb. Player’s Handbook 1/4 lb. Player’s Handbook 2 lb. Player’s Handbook

Oil (flask) Rations (1 day) Tinderbox


Adventuring Gear Adventuring Gear Adventuring Gear

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.

1 lb. Player’s Handbook 2 lb. Player’s Handbook 1 lb. Player’s Handbook


Waterskin Rope, Hempen (50 feet)
Adventuring Gear Adventuring Gear

Rope, whether made of hemp or silk, has 2 hit points and


can be burst with a DC 17 Strength check.

5 lb. (full) Player’s Handbook 10 lb. Player’s Handbook

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