5th Edition Character Sheet
Skills
[+] | Name | Bonus | Damage / Type | Range |
---|---|---|---|---|
Natural Weapon | dex | 1d4 / Slashing, Piercing | 5 ft. | |
Shortsword | 5 | 1d6 Piercing, Slashing | 5 ft. | |
Dagger | 5 | 1d4 | %3% |
[spell]Friends[/spell]
[spell]Charm Person[/spell]
Racial Features
Animal Skills: Nature proficiency
Innate SpellcastingYou know the Friends cantrip. When you reach 3rd level, you can cast Charm Person once per day. When you reach 5th level, you can cast Suggestion once per day. Charisma is your spellcasting modifier for these spells. You start with the cantrip Druidcraft.
Keen Hearing and SmellYou have advantage on Perception checks involving hearing or smell.
Lucky3 times per day, when you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
Natural WeaponYou can make a 1d4 bludgeoning, piercing or slashing attack using your teeth/claws/tail etc.
Savage AttackWhen you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
Speak With Small BeastsThrough sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
Background Features (Spy)
Proficiencies: Deception, Stealth
Criminal ContactYou 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.
Rogue Features
Hit Points: [1d8+]Con ModProficiencies: Acrobatics, Investigation, Perception, Persuasion
Expertise: Thieves' Tools, Stealth
Sneak AttackOnce per turn, you can deal an extra 2d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
Thieves' CantDuring 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.
Cunning ActionStarting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
Roguish Archetype
Animal Skills: Nature proficiency
[b]Innate Spellcasting[/b]
You know the [spell]Friends[/spell] cantrip. When you reach 3rd level, you can cast [spell]Charm Person[/spell] once per day. When you reach 5th level, you can cast [spell]Suggestion[/spell] once per day. Charisma is your spellcasting modifier for these spells. You start with the cantrip [spell]Druidcraft[/spell].
[b]Keen Hearing and Smell[/b]
You have advantage on Perception checks involving hearing or smell.
[b]Lucky[/b]
3 times per day, when you roll a 1 on the [d20] for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
[b]Natural Weapon[/b]
You can make a [1d4] bludgeoning, piercing or slashing attack using your teeth/claws/tail etc.
[b]Savage Attack[/b]
When you score a critical hit with a melee weapon attack, you can roll one of the weapon’s damage dice one additional time and add it to the extra damage of the critical hit.
[b]Speak With Small Beasts[/b]
Through sounds and gestures, you can communicate simple ideas with Small or smaller beasts.
[title]Background Features (Spy)[/title]
Proficiencies: Deception, Stealth
[b]Criminal Contact[/b]
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.
[title]Rogue Features[/title] Hit Points: [1d8+]Con Mod
Proficiencies: Acrobatics, Investigation, Perception, Persuasion
Expertise: Thieves' Tools, Stealth
[b]Sneak Attack[/b]
Once per turn, you can deal an extra [2d6] damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
[b]Thieves' Cant[/b]
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.
[b]Cunning Action[/b]
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
[b]Roguish Archetype[/b]
-Shortsword (2)
Martial, Finesse, Light
[+5] [1d6]+Dex Piercing, Slashing
-Dagger (4)
Finesse, Light, Thrown (20/60)
[+5] [1d4]+Dex Piercing, Slashing
-Explosive Seed (4)
Improvised, Thrown (20/60)
[+3] [1d8] Bludgeoning
Each creature within 5 feet of the exploding seed must make a DC 10 Dexterity saving throw, taking [1d8] bludgeoning damage on a failed save, or half as much damage on a successful one.
-Leather Armor
AC 11
-Thieves' Tools
-Playing Cards
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools, Tinker's Tools, Playing Card Set
Languages: Common, Thieves' Cant, Sylvan
I would rather make a new friend than a new enemy.
After getting kicked out I was a street performer for a couple of years, just barely scraping by. I got my adrenaline fix from the risky acts I performed and somehow, I never got seriously wounded from these. Eventually, I found better gigs as a decoy at the Thieve's Guild. Whether by sweet-talking the guards, stealing their shit, or blowing up things in their faces, I always found a way to fulfill my job... Even if I did it a little louder than I should have. My trail of chaos got me caught many times, so my criminal record is nice and extensive. Thankfully, my contacts were always there to break me out and through this work, I met my patron Goddess, who saw potential in me.
She's hot as hell and a hell of a sweet-talker, so I couldn't resist joining her family. I don't think she's a bad person but I sure as hell don't think she's all that angelic either, despite what my foot-kissing worship may look like. Thanks to her training, I was able to finally become a full-fledged spy of my own, working my own jobs and making enough money to stop living amongst vermin and scum.
I've distanced myself from my blood family, but I continue to check up on them and try to sneak a few extra coins into their wallets. I'm not enough of a criminal to earn myself a modest living, but it's sure as hell better than the disease-ridden slums I grew up in. Speaking of which, my name has become a sort of taboo amongst good-intended people and a bit of a myth or legend within the little aspiring criminals. It's a bittersweet feeling, being famous for being a criminal who discovered rock bottom's basement and clawed her way out. I'm surprised I never had to sell my body, actually. Surprised, but a little glad. I'd die if I had to sleep with smelly old men!
Shout outs: Stacey, Mario Pizzamiglio, Eric Schreeck, Ben-Jam-in, Phil Mehl, Wesley Muncy, elijah D. maben, R., bruschkin, Vincent Drone, thea musing, Brian Nunziato, Matt Yates, Elisa Martinez, Ryan Flagg, Jade Arrowood, Angelo Anderson, Syn21, Dave Walker, Rhonda Seiter, Jonathan Lekse, Katie White, JollyGamer, Tiernan Greenman, Burlyfighter, Gillian Tolbert, David R Abbott, Rick Marsh, Brittany DeNicholas, Phillip Hash, Amanda Kettles, Lou Bliss, Pythor Sen, Bryson Waits, Desedent, Michael Isberg, Nat, Thomas Wilhelm, Krueger82, Irate The Pirate, Mark L, Cam Largent, Siren, AstroLass, Lizzie, Michael Hamilton, Vedie V, Mylon Schroder, Nathan, Jordan Florez, Robert Rich, Rodney O'Dell, Robin Ellis-Foster, Jess, Lars Yell, Zee Livezey, Kevin, Kerry Melton, Mary Kieser, SallySparrow132, Naomi B, J, Millergendraft, Federica Frezza, Nick Soucy, Ellen Mitchell, Melanie Warga, Jeremiah Walker, Bryan Sheairs, Bryan Kempka, chris wilson, Max Hops, Sarah Holland, Joshua David Maddox, Jennifer Smith, Liz Fontain, Ray Bissonnette, Joe Dalby, Joline Tran, Matt Price, Nicholas Zamora, ShortyMcgibble, Mr. Vinclair, mtnman1979@aol.com, KFB_Patreon, eric sun, Kayleigh Sulin, Dani, Gundar Wez, Nahellion, Nicholas Hanke, bilbens baggo, Stuart, Brysen Packer, Maxwell Mayer, Gannon Dubay, Thobek, Aaron Teupe, Mage1X, XMrMonkyx ., Miss Zilla M, Jordan Brazeal, Kyle Clark, Jake Lane, Adam Ruiz, Phillip P Torchia, Stefan Gottschalk's, Remora Jewel, Alex Harford (VA7OMM), jeremy baisch, Daniel Edwards, Zealot23, Shane Andrews, Brandon Mußiq, CJMAXP, Lisa Tucker, KingHavok1217, Mx Charlie, Justin Snyder, Zachary Burgess-Hicks, Shazear, Steve Rosenlund, Ezzela1891, John Nazario, Gordon Alexander Fallon, Jason Clark, Trey Vickory
Their contribution stands as a beacon of hope for all adventurers!