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Halfling Rogue Character Sheet

The document outlines a character sheet for a Halfling Rogue named Lightfoot Halfling, detailing their attributes, skills, and abilities. The character is neutral-aligned with a focus on deception and stealth, possessing unique traits such as Sneak Attack and Lucky. Additionally, it includes information about gaining experience points and leveling up, along with a brief description of Halfling culture.

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0% found this document useful (0 votes)
42 views2 pages

Halfling Rogue Character Sheet

The document outlines a character sheet for a Halfling Rogue named Lightfoot Halfling, detailing their attributes, skills, and abilities. The character is neutral-aligned with a focus on deception and stealth, possessing unique traits such as Sneak Attack and Lucky. Additionally, it includes information about gaining experience points and leveling up, along with a brief description of Halfling culture.

Uploaded by

Sr. N
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Rogue 1 Criminal

class & level BackgrouNd Player Name

Lightoot haling Neutral


character Name race aligNmeNt exPerieNce PoiNts

insPiration
strength I never have a plan, but I’m great at
14 +3 25 feet making things up as I go along. Also, the
−1 +2 Proficiency bonus
Armor
cLASS InItIAtIvE SpEEd
best way to get me to do something is to
tell me I can’t do it.

8 PsN s

Hit Point Maximum 9


−1 Strength People. I’m loyal to my friends, not to any
dexterity
+5 Dexterity ideals. Everyone else can take a trip on the
River Styx for all I care.
+3 +1 Constitution
currEnt hIt poIntS Ds
+3 Intelligence
16 +0 Wisdom
Qelline Alderlead, my aunt, has a farm in
+3 Charisma Phandalin. I always give her some of my
constitution ill-gotten gains.
saving throws
tEmporAry hIt poIntS BNDs
+1
+5 Acrobatics (Dex) otal 1d8 sCCsss My aunt must never know the deeds I did
12 +0 Animal Handling (Wis) as a member of the Redbrands.
Fs
+1 Arcana (Int)
H DC DH svs Fws
intelligence −1 Athletics (Str)
+5 Deception (Cha)
+1 +1 History (Int)
NM k BNs DMg/P Thieves’ Cant. You know thieves’ cant, a
Shortsword +5 1d6 + 3 piercing secret mix of dialect, jargon, and code that
13 +0 Insight (Wis) allows you to hide messages in seemingly
+3 Intimidation (Cha) Shortbow* +5 1d6 + 3 piercing normal conversation. You also understand a
+3 Investigation (Int) set of secret signs and symbols used to convey
wisdom
short, simple messages, such as whether an area
+0 Medicine (Wis) is dangerous, whether loot is nearby, or whether
+0 +1 Nature (Int) *You can shoot your shortbow 80 feet, or up to the people in an area are easy marks or will
320 eet with disadvantage on the attack roll. provide a safe house for thieves on the run.
+0 Perception (Wis)
10 Sneak Attack. Once per turn, when you hit a Lucky. When you roll a natural 1 on an attack
+5 Performance (Cha) roll, ability check, or saving throw, you can
creature with a Dexterity-based attack (such
+3 Persuasion (Cha) as with your shortsword or shortbow) and you reroll the die and must use the new roll.
charisma Brave. You have advantage on saving throws
+1 Religion (Int) have advantage on the attack roll, you can deal
an extra 1d6 damage to your target. You don’t against being frightened.
+3 +5 Sleight of Hand (Dex)
need advantage if another enemy of the target Halfing Nimbleness. You can move through
+7 Stealth (Dex) is within 5 feet of it and isn’t incapacitated. You the space o any creature that is o a size larger
16 can’t deal the extra damage, however, if you than yours.
+0 Survival (Wis)
have disadvantage on the attack roll. Naturally Stealthy. You can attempt to hide
*see your equipment. when you are obscured by a creature that is at
SKILLS AttAcKS & SpELLcAStIng
least one size larger than you.
Criminal Contact. You have a contact who
10 Passive wisdom (PercePtion) Shortsword, shortbow, 20 acts as your liaison to a network o other
CP
arrows, leather armor, thieves’ criminals. You know how to get messages
tools, backpack, bell, 5 candles, to and from your contact, even over great
Prociencies. Light armor, simple weapons, crowbar, hammer, 10 pitons, 50 distances; you know the local messengers,
sP
hand crossbows, longswords, rapiers, feet of hempen rope, hooded corrupt caravan masters, and seedy sailors
shortswords, thieves’ tools, playing cards, lantern, 2 asks o oil, 5 days who can carry messages for you. You can move
carpenter’s tools P rations, tinderbox, waterskin, secret information or stolen goods through
Languages. Common, Haling crowbar, set o dark common your contact in exchange for money or other
Expertise. When you make a Dexterity clothes including a hood, pouch inormation you seek.
gP 15
(Stealth) check or a check using thieves’
tools, your prociency bonus is doubled. This
benet is included in your Stealth skill bonus. PP

Other prOficiencies & languages EquIpmEnt FEAturES & trAItS


Haling rogue (criminal), page 1 o 2 TM & © 2014 Wizards o the Coast LLC. Permission is granted to photocopy this document or personal use.
Halfing Gaining Levels
Th cmt  hm  th l  mt hli’ liv:  plc t As you adventure and overcome challenges, you gain experience
settle in peace and quiet, far from marauding monsters and clashing points (XP), as explained in the rulebook.
mi;  blzi  d   ml; d  dik d  With each level you gain, you gain one additional Hit Die and add
cvti. Thh m hli liv t thi dy i mt 1d8 + 1 t y hit pit mximm.
agricultural communities, others form nomadic bands that travel
constantly, lured by the open road and the wide horizon to discover 2nd Level: 300 XP
the wonders of new lands and peoples. But even these wanderers love Cunning Action. Y qick thiki d ility llw y t mv
peace, food, hearth, and home, though home might be a wagon jostling and act quickly, so you can take a bonus action on each of your turns in
along an old dirt road. combat. This action can be used only to take the Dash, Disengage, or
Th dimitiv hli viv i  wld ll  l ct by Hide action.
vidi tic , bi tht, vidi . Stdi bt 3 t
tall, they appear relatively harmless and so have managed to survive 3rd Level: 900 XP
for centuries in the shadow of empires and on the edges of wars Second-Story Work. Y i th bility t climb t th
d pliticl ti. Thy’ ccd with bic d d impl normal, so climbing no longer costs you extra movement. In addition,
pleasures and have little use for ostentation. when you make a running jump, the distance you can cover increases
Hli   bl d chl ppl. Thy chih th by  mb  t ql t y Dxtity mdi.
bonds of family and friendship, as well as the comforts of hearth and Fast Hands. Y c  th b cti td by y Ci
home, harboring few dreams of glory. Even adventurers among them Acti t mk  Dxtity (Sliht  Hd) chck, tk th U 
usually venture into the world for reasons of community, friendship, Objct cti,   y thiv’ tl t ty t dim  tp  p
wanderlust, or curiosity. a lock.
Sneak Attack. Y dl 2d6 dm with y Sk Attck
t, itd  1d6.
A hli h  iv m,  mily m, d pibly 
nickname. Family names are often nicknames that stuck so
4th Level: 2,700 XP
tenaciously they have been passed down through the generations.
Ability Score Improvement. Y Dxtity ic t 18, which
Male Names: Alton, Ander, Cade, Corrin, Eldon, Errich, Finnan, h th llwi ct:
Garret, Lindal, Lyle, Merric, Milo, Osborn, Perrin, Reed, Roscoe, • Y Dxtity mdi bcm +4.
Wellby • Y ttck b d y dm  Dxtity-bd ttck,
such as your shortsword and shortbow, increase by 1.
Female Names: Andry, Bree, Callie, Cora, Euphemia, Jillian, • Y mdi t Dxtity vi thw ic by 1.
Kithri, Lavinia, Lidda, Merla, Nedda, Paela, Portia, Seraphina, • Y mdi t Dxtity-bd kill ic by 1.
Shaena, Trym, Vani, Verna • While you wear light or no armor, your Armor Class increases by 1.
• Y iititiv ic by 1.
Family Names: Brushgather, Goodbarrel, Greenbottle,
High-hill, Hilltopple, Leagallow, Tealeaf, Thorngage, Tosscobble, 5th Level: 6,500 XP
Udbh Prociency Bonus. Y pcicy b ic t +3, which
h th llwi ct:

Rogue
• Y ttck b ic by 1  wp y’ pcit with.
• Y mdi  vi thw d kill y’ pcit i (idi-
R ly  kill, tlth, d thi ’ vlbiliti t t th cated by a ) ic by 1. Y Expti t m y
pp hd i y itti. Thy hv  kck  di th lti b  Stlth d th   thiv’ tl itd ch ic
to just about any problem. by 2.
Sneak Attack. Y dl 3d6 dm with y Sk Attck

Background t, itd  2d6.


Uncanny Dodge. When an attacker you can see hits you with an
The town of Phandalin is built on the ruins of an older settlement, ttck ll, y c  y cti t hlv th ttck’ dm
vct  v cti til m hdy ttl t bt bildi against you.
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 Improving Your Armor
py  th wh tck it ich. Y jid   clli itl th As you acquire treasure, you can buy better armor to improve your
Redbrands and made some decent coin as a burglar, enforcer, or fence. Armor Class. The rulebook contains equipment, including armor.
But you must have made an enemy among your fellow Redbrands.
Sm t y p. O tht p’ wd, th hd  th
Rdbd— wizd clld Glt—tid t hv y killd. Y
escaped, barely alive and thanking Tymora, the goddess of good
t,  y lck. Y d Phdli, lmt pil d with
only the tools of your trade to your name.
Personal Goal: Get Your Revenge. Someone in the Redbrands
nearly got you killed, and you sure would like to know who it was. And
th y’d lik t tk y v— tht p,  Glt,
maybe on all the Redbrands. And you just got a tip that might help you:
someone named Halia Thornton also has it out for the Redbrands. She
lives in Phandalin, which means showing your face to the Redbrands
who still want you dead.
Alignment: Neutral. Y td t d whtv m bt t th
tim. S, y’v d m thi y’ t pd , d y’
not personally committed to making the world a better place. But you
hv  itt i ci i  mki thi w th thy
already are.

Haling rogue (criminal), page 2 o 2 TM & © 2014 Wizards o the Coast LLC. Permission is granted to photocopy this document or personal use.

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