Kwon
Kwon
Kwon
STEALTH DISADVANTAGE
ARMOR Sneak Attack. Once per turn, you can deal an extra
STRENGTH Armored Casing (17) 17 1d6 damage to one creature you hit with an attack
if you have advantage on the attack roll. The attack
PROFICIENCY BONUS +2
9
SHIELD
AC must use a finesse or a ranged weapon.You don’t
need advantage on the attack roll if another enemy
N
CIE C
of the target is within 5 feet of it, that enemy isn’t
-1 Strength incapacitated, and you don’t have disadvantage on
Y
PROFI
+1 Constitution ARMOR CLASS Thieves’ Cant. A secret mix of dialect, jargon, and
DEXTERITY
✘ +2 Intelligence
code that allows you to hide messages in seemingly
MAXIMUM HIT DICE TEMPORARY normal conversation. Only another creature that
18 +2 Wisdom
+2 Charisma
9 1d8 knows thieves’ cant understands such messages. It
takes four times longer to convey such a message
CONDITIONAL
than it does to speak the same idea plainly.In
addition, you understand a set of secret signs and
+4 symbols used to convey short, simple messages,
such as whether an area is dangerous or the
CURRENT HIT POINTS territory of a thieves’ guild, whether loot is nearby,
CONSTITUTION DEATH SAVING THROWS
or whether the people in an area are easy marks or
SAVING THROWS
will provide a safe house for thieves on the run.
12 N
CIE C
+6 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Y
PROFI
✘
RT
EXPE
11 +0 History (Int)
+2 Insight (Wis)
✘ +4 Intimidation (Cha) SPEED, SENSES, & CONDITIONS
+0 ✘ +2 Investigation (Int)
+2 Medicine (Wis)
Creature Type. Construct.
WISDOM +0 Nature (Int) Armored Casing. While you aren’t wearing armor, your base
Armor Class is 17.
14 ✘✘ +6 Perception (Wis)
+2 Performance (Cha)
Built for Success (2/Long Rest). You can add a d4 to one
attack roll, ability check, or saving throw you make, and you
can do so after seeing the d20 but before the effects of the
+2 Persuasion (Cha) roll are resolved.
+2 +0 Religion (Int) Healing Machine. If the mending spell is cast on you, you can
✘ +6 Sleight of Hand (Dex) expend a Hit Die, roll it, and regain a number of hit points
equal to the roll plus 1 (minimum of 1 hit point).
CHARISMA ✘✘ +8 Stealth (Dex) In addition, you're able to gain benefit from cure wounds,
healing word, and spare the dying spells.
14 +2 Survival (Wis)
SKILLS
Mechanical Nature. You have immunity to disease, and you
have advantage on saving throws against being paralyzed or
poisoned. You don’t need to eat, drink, or breathe.
+2 16 PASSIVE PERCEPTION
Sentry’s Rest. When you take a long rest, you spend at least 6
hours in an inactive, motionless state, instead of sleeping. In
this state, you appear inert, but you aren’t unconscious.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
fcfsf
PERSONALITY TRAITS
IDEAL
BOND
Clothing:
Official Inquiry Has a metal 'mask', similar to a knight's helmet. The eyeslits are covered by a black, reflective material, obscuring the eyes
You’re experienced at gaining access to people and from the outside.
places to get the information you need. Through a Wears a simple, dark leather outfit with lots of pockets. Most of this outfit is usually covered by a long cloak. The hood is
combination of fast-talking, determination, and almost always pulled over the head.
official-looking documentation, you can gain access The only body parts not covered by clothing besides the head are the hands. These show metal gloves.
to a place or an individual related to a crime you’re
investigating. Those who aren’t involved in your
investigation avoid impeding you or pass along your
requests. Additionally, local law enforcement has
firm opinions about you, viewing you as either a
nuisance or one of their own.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
Magnifying Glass 1 —
Clothes, Common 1 3
Rapier 1 2
Thieves’ Tools 1 1
Disguise Kit 1 3
[Crossbow, Light] 1 5
Crossbow Bolt 20 1
Oil (flask) 5 5
Lamp 1 1
Piton 5 1.25
Pole (10—foot) 1 7
Backpack 1 5
Grappling Hook 1 4
Case, Crossbow Bolt 1 1
Rope, Hempen (50 feet) 1 10
Basic Fishing Equipment 1 —
Ink Pen 1 —
Waterskin 1 5
Mess Kit 1 1
Bucket 1 2
Signal Whistle 1 —
ATTUNED MAGIC ITEMS 0 / 3
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb
8 0 0 0 0
Evidence from a past case: A blank book whose pages refuse to hold ink, chalk, graphite, or any other
substance or marking
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Subclasses:
http://dnd5e.wikidot.com/rogue:arcane-trickster
http://dnd5e.wikidot.com/rogue:mastermind
http://dnd5e.wikidot.com/rogue:scout
http://dnd5e.wikidot.com/rogue:swashbuckler
http://dnd5e.wikidot.com/rogue:phantom
http://dnd5e.wikidot.com/rogue:soulknife
NOTES NOTES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Magnifying Glass Clothes, Common Rapier
Adventuring Gear Adventuring Gear Weapons
Perhaps the most common tools used by adventurers, thieves’ The perfect tool for anyone who wants to engage in trickery, a disguise
tools are designed for picking locks and foiling traps. kit enables its owner to adopt a false identity.
Proficiency with the tools also grants you a general knowledge Components. A disguise kit includes cosmetics, hair dye, small props,
and a few pieces of clothing.
of traps and locks. Deception. In certain cases, a disguise can improve your ability to
Components. Thieves’ tools include a small file, a set Of lock weave convincing lies.
picks, a small mirror mounted on a metal handle, a set of Intimidation. The right disguise can make you look more fearsome,
narrow—bladed scissors, and a pair of pliers. whether you want to scare someone away by posing as a plague victim
History. Your knowledge of traps grants you insight when or intimidate a gang of thugs by taking the appearance of a bully.
answering questions about locations that are renowned for Performance. A cunning disguise can enhance an audience’s
enjoyment of a performance, provided the disguise is properly designed
their traps. to evoke the desired reaction.
Investigation and Perception. You gain additional insight Persuasion. Folk tend to trust a person in uniform. If you disguise
when looking for traps, because you have learned a variety of yourself as an authority figure, your efforts to persuade others are often
common signs that betray their presence. more effective.
Set a Trap. Just as you can disable traps, you can also set Create Disguise. As part of a long rest, you can create a disguise. It
them. As part of a short rest, you can create a trap using items takes you 1 minute to don such a disguise once you have created it. You
you have on hand. The total of your check becomes the DC for can carry only one such disguise on you at a time without drawing undue
attention, unless you have a bag of holding or a similar method to keep
someone else’s attempt to discover or disable the trap. The them hidden. Each disguise weighs 1 pound.
trap deals damage appropriate to the materials used in At other times, it takes 10 minutes to craft a disguise that involves
crafting it (such as poison or a weapon) or damage equal to moderate changes to your appearance, and 30 minutes for one that
half the total of your check, whichever the DM deems requires more extensive changes.
appropriate. DISGUISE KIT
THIEVES’ TOOLS Activity DC
Cover injuries or distinguishing marks 10
Activity DC Spot a disguise being used by someone else 15
Pick a lock Varies Copy a humanoid’s appearance 20
Disable a trap Varies
Crossbow bolts are used with a crossbow to make a ranged Oil usually comes in a clay flask that holds 1 pint. As an A lamp casts bright light in a 15-foot radius and dim light
attack. action, you can splash the oil in this flask onto a creature for an additional 30 feet. Once lit, it burns for 6 hours on a
within 5 feet of you or throw it up to 20 feet, shattering it flask (1 pint) of oil.
on impact. Make a ranged attack against a target creature
or object, treating the oil as an improvised weapon. On a
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.
1/20 lb. Player’s Handbook 1 lb. Player’s Handbook 1 lb. Player’s Handbook
Piton Pole (10—foot) Backpack
Adventuring Gear Adventuring Gear Adventuring Gear
1/4 lb. Player’s Handbook 7 lb. Player’s Handbook 5 lb. Player’s Handbook
This wooden case can hold up to twenty crossbow bolts. Rope, whether made of hemp or silk, has 2 hit points and
can be burst with a DC 17 Strength check.
0 lb. Astral Adventurer's Guide — Player’s Handbook 5 lb. (full) Player’s Handbook
Mess Kit Bucket Signal Whistle
Adventuring Gear Adventuring Gear Adventuring Gear
This tin box contains a cup and simple cutlery. The box
clamps together, and one side can be used as a cooking pan
and the other as a plate or shallow bowl.