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Rogue

Gryflore Xarskan
CHARACTER NAME

INSPIRATION

+2

12
DEXTERITY

+3

Chaotic Good
ALIGNMENT

+3

30ft

INITIATIVE

SPEED

CURRENT HIT POINTS

0 Wisdom
+2

Charisma

TEMPORARY HIT POINTS

+3 Acrobatics (Dex)

Total

1d8

SUCCESSES

0 Animal Handling (Wis)


+2
14

+4 Deception (Cha)
+1 History (Int)

NAME

WISDOM

CHARISMA

HIT DICE

0 Insight (Wis)
+2

Intimidation (Cha)
+1

Investigation (Int)

12

10

FAILURES

+1 Arcana (Int)

+3 Athletics (Str)

0 Medicine (Wis)

+1
+2



+2


+4



+1

ATK BONUS DAMAGE/TYPE

Rapier, F

+5

1d8 + 5, P

Shortbow, 80/320

+5

1d6 + 5, P

Dagger, 20/60

+5

1d4 + 5, P

Nature (Int)
Perception (Wis)
Performance (Cha)

Religion (Int)

+7 Sleight of Hand (Dex)

+7 Stealth (Dex)

0 Survival (Wis)
SKILLS

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)

20 arrows, Dungeoneer's pack,


Leather Armour, Thieves' tools,
Crowbar, Dark Hooded Common
Clothes

CP

SP

Armour: Light Armour

FLAWS

Draconic Ancestry (fire): You have draconic ancestry.


Resistance and Breath Weapon based on fire (5 x 30ft line)
Breath Weapon: When you use your breath weapon, each
creature in the area of the exhalation must make a saving
throw, the type of which is determined by your draconic
ancestry. The DC for this saving throw equals 8 + your
Constitution modifier + your proficiency bonus. A creature
takes 2d6 damage on a failed save, and half as much damage
on a successful one. The damage increases to 3d6 at 6th level,
4d6 at 11th level, and 5d6 at 16th level. After you use your
breath weapon, you cant use it again until you complete a
short or Long Rest.

GP

Thieves' Cant: During your rogue training you learned


thieves cant, a secret mix of dialect, jargon, and code that
allows you to hide messages in seemingly normal
conversation. Only another creature that knows thieves cant
understands such messages. It takes four times longer to
convey such a message than it does to speak the same idea
plainly. In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as
whether an area is dangerous or the territory of a thieves
guild, whether loot is nearby, or whether the people in an area
are easy marks or will provide a safe house for thieves on the
run.
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

EP

Weapons: Simple Weapons, Hand Crossbows,


Longswords, Rapiers, Shortswords

If there's a plan, I'll forget it.


If I don't forget it, I'll ignore it

Sneak Attack: You know how to strike subtly and exploit a


foes distraction. Once per turn, you can deal extra 1d6
damage to one creature you hit with an attack if you have
advantage on the attack roll. The attack must use a finesse or
a ranged weapon. As you gain levels, the amount of damage
increases, as shown on the level table. You don't need
advantage on the attack roll if another enemy of the target is
within 5 feet of it, the enemy isn't incapacitated, and you don't
have disadvantage on the attack roll.

Persuasion (Cha)

Languages: Common Draconic

BONDS

DEATH SAVES

IDEALS

My ill-gotten gains go to
support my family

SAVING THROWS

I am always calm, no matter what


the situation. I never raise my voice
or let my emotions control me

I'm loyal to my friends, not to any ideals, and


everyone else can take a trip down the Styx
for all I care

-1 Constitution
+3 Intelligence

-1

+1

EXPERIENCE POINTS

Hit Point Maximum 7

+1 Strength
+5 Dexterity

CONSTITUTION

INTELLIGENCE

Dylan
PLAYER NAME

PERSONALITY TRAITS

16

10

Brass Dragonborn

ARMOR
CLASS

PROFICIENCY BONUS

BACKGROUND

RACE

14

STRENGTH

+1

Criminal

CLASS & LEVEL

15

Tools: Thieves' tools, Dice Set


PP

OTHER PROFICIENCIES & LANGUAGES

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

FEATURES & TRAITS

Gryflore Xarskan
CHARACTER NAME

15
AGE

6'9"

237 lbs

HEIGHT

Cyan Blue

Brass

EYES

SKIN

WEIGHT

HAIR

NAME

SYMBOL

CHARACTER APPEARANCE

ALLIES & ORGANIZATIONS

ADDITIONAL FEATURES & TRAITS

CHARACTER BACKSTORY

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

SPELLCASTING
ABILITY

SPELLCASTING
CLASS

SPELL
LEVEL

CANTRIPS

SLOTS TOTAL

ED

PR

SLOTS EXPENDED

1
EPAR

SPELL SAVE DC

7
SPELL NAME

SPELLS KNOWN

5
9

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

SPELL ATTACK
BONUS

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