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Rogue lv12 Urchin Raffo

CLASS & LEVEL BACKGROUND PLAYER NAME


Nax
Forest Gnome N.E
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I sleep with my back to a wall or
17 7 25ft tree, with everything I own
10 4 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED wrapped in a bundle in my arms.
0 PERSONALITY TRAITS

Hit Point Maximum 87


Strength
DEXTERITY
9
Dexterity
I want back my own body.
20 Constitution
CURRENT HIT POINTS IDEALS
6
Intelligence
5 Wisdom
No one else should have to endure
Charisma
the hardships Ive been through.
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS
15 12

9
Acrobatics (Dex) Total SUCCESSES
2
Id rather kill someone in their
Animal Handling (Wis) d8 FAILURES
sleep then fight fair.
Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE
Athletics (Str)

15
6
Deception (Cha)
NAME ATK BONUS DAMAGE/TYPE
History (Int)
-Darkvision 60ft.

Drow S.S 11 1d6+SA+7 -Gnome Cunning. You have advantage on all Intelligence, Wisdom,
2 Insight (Wis) and Charisma saving throws against magic.

Intimidation (Cha) -Natural Illusionist. You know the minor illusion cantrip. Intelligence
is your spellcasting ability for it.
WISDOM
10
Investigation (Int)
-Speak with Small Beasts. Through sounds and gestures, you can
Medicine (Wis) communicate simple ideas with Small or smaller beasts.
14 Nature (Int) -City Secrets. You know the secret patterns and flow to cities and
can find passages through the urban sprawl that others would miss.
When you are not in combat, you (and companions you lead) can
2

10
Perception (Wis) travel between any two locations in the city twice as fast as your
speed would normally allow.
Performance (Cha)
-Expertise:Investigation, Perception, Stealth Tools.
CHARISMA Persuasion (Cha)
-Thieves Cant: During your rogue training you learned thieves cant,
Religion (Int) a secret mix o f dialect, jargon, and code that allows you to hide

14
9
Sleight of Hand (Dex)
messages in seemingly normal conversation. Only another creature
that knows thieves cant understands such messages. It takes four
times longer to convey sucha message than it does to speak the
same idea plainly. In addition, you understand a set o f secret signs

13
Stealth (Dex) and symbols used to convey short, simple messages, suchas
2 whether an area is dangerous or the territory f a thieves guild,
Survival (Wis) whether loot is nearby, or whether the people in an area are easy
marks or w ill provide a safe house for thieves on the run.
SKILLS ATTACKS & SPELLCASTING
-Cunning Action You can take a bonus action on each o f your turns
in combat. This action can b e used only to take the Dash,
Disengage, or Hide action.

20 PASSIVE WISDOM (PERCEPTION) -Uncanny Dodge. You can use your reaction to halve the attacks
CP damage against you.

-Evasion. When you are subjected to an effect that allows you to


make a Dexterity saving throw to take only half damage, you instead
Languages: Common, Tabaxi, SP take no
damage if you succeed on the saving throw, and only half damage
Elvish. if you fail.

Armor: Light armor EP -Reliable Talent. Whenever you make an ability check that lets you
add your proficiency bonus, you can treat a d20 roll o f 9 or lower as
a 10.
Weapons: Simple weapons, hand crossbows,
longswords, rapiers, shortswords. GP
-Uncanny Dodge. Starting at 5th level, when an attacker that you
can see hits you with an attack, you can use your reaction to halve
the attacks damage against you.
Tools: Thieves.
-Evasion. When you are subjected to an effect that allows you to
PP make a Dexterity saving throw to take only half damage, you instead
take no damage if you succeed on the saving throw, and only half
damage if you fail.

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
25 105cm 35kg
AGE HEIGHT WEIGHT
Nax
Brown White Black
CHARACTER NAME EYES SKIN HAIR

The Zhentarim is an unscrupulous shadow network that seeks to


expand its influence and power throughout Faern. The
organization is ambitious, opportunistic, and meritocratic. Rogues NAME
and warlocks of neutral and/or evil alignments are commonly
drawn to the Zhentarim. Zhentarim
Goals
Amass wealth.
Look for opportunities to seize power.
Gain influence over important people and organizations.
Dominate Faern.

Beliefs
The Zhentarim is your family. You watch out for it, and it watches
out for you.
You are the master of your own destiny. Never be less than
what you deserve to be.
Everythingand everyonehas a price.

Member Traits
A member of the Zhentarim thinks of himself or herself as a
member of a large family, and relies on the Black Network for
resources and security. However, members are granted enough
autonomy to pursue their own interests and gain some measure
of personal power or influence. The Black Network is a SYMBOL
meritocracy. As a whole, it promises the best of the best,
although in truth, the Zhentarim is more interested in spreading its
own propaganda and influence than investing in the improvement
of its individual members.

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

-Reliable Talent
By 11th level, you have refined your chosen skills untilthey approach perfection. Whenever you make an ability check that lets you add your
proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

-FANCY FOOTWORK
When you choose this archetype at 3rd level, you learn how to land a s trike and then slip away without reprisal. During your turn, if you make a
melee attack against a creature, that creature can't make opportu nity attacks against you for the rest of your turn.

-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. All the other rules for the Sneak Attack class feature still apply to you.

-PANACHE
At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion)
check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you
succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets
other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks
the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn't hostile
to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your
companion

-Sentinel:
You have mastered techniques to take advantage of every drop in any enemys guard, gaining the following benefits:
When you hit a creature with an opportunity attack, the creatures speed becomes 0 for the rest of the turn.
Creatures within 5 feet o f you provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesnt have this feat), you can use your
reaction to make a melee weapon attack against the attacking creature.

Minor Illusion cantrip Feat Magic initiate: Protection from Evil and Good Green Flame Blade Booming blade

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY TREASURE

TM & 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

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.

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