Nord - Level 1 CG Half-Elf Rogue
Attributes
Strength |
8 (-1)
|
Dexterity |
16 (+3)
|
Constitution |
15 (+2)
|
Intelligence |
10 (0)
|
Wisdom |
10 (0)
|
Charisma |
16 (+3)
|
Secondary Attributes
Hit Points |
10
|
Armor Class |
15 (light)
|
Proficiency Bonus |
+2
|
Passive Perception |
14
|
Initiative |
+3
|
Base Speed |
30 Feet
|
STR Save |
-1
|
DEX Save |
+5 (class)
|
CON Save |
+2
|
INT Save |
+2 (class)
|
WIS Save |
0
|
CHA Save |
+3
|
Languages
- Ubrekti (common)
- Wydmoor background language
Background
Traits
- I stretch the truth for the sake of a good story
- When I'm not smuggling, I gamble.
Ideals
- Curious: I want to learn as much as I can about the people and places I encounter.
Bonds
- I love the city of Wydmoor and my fellow Wydmoorians, despite the recent problems.
Flaws
- I can't help but pocket loose coins and other trinkets I come across
Class and Background Abilities
- Sneak attack (1d6)
- thieves cant
- Ship's Passage: When you need to, you can secure free passage on a ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
- thieves tool proficiency
- Navigator’s tools, vehicles (water) proficiency
Race Abilities (half-elf)
- fey ancestry - advantage on saving throws against charm, magic can't put you to sleep
Skills
Skill |
Ability |
Score |
Bonus
|
Acrobatics |
DEX |
5 |
class
|
Animal Handling |
WIS |
0 |
|
Arcana |
INT |
0 |
|
Athletics |
STR |
1 |
background
|
Deception |
CHA |
5 |
class
|
History |
INT |
0 |
|
Insight |
WIS |
0 |
|
Intimidation |
CHA |
3 |
|
Investigation |
INT |
2 |
class
|
Medicine |
WIS |
0 |
|
Nature |
INT |
0 |
|
Perception |
WIS |
4 |
background, expertise
|
Performance |
CHA |
3 |
|
Persuasion |
CHA |
7 |
class, expertise
|
Religion |
INT |
0 |
|
Sleight of Hand |
DEX |
5 |
class
|
Stealth |
DEX |
5 |
class
|
Survival |
WIS |
0 |
|
Armor/Clothing
Weapons
Melee Weapons
Ranged Weapons
- shortbow with quiver of 20 arrows
Inventory of items
- secret item
- thieves' tools
- Equipment: A belaying pin (club), 50 feet of silk rope, a lucky charm such as a rabbit foot or a small stone with a hole in the center (or you may roll for a random trinket on the Trinkets table in chapter 5), a set of common clothes, and a belt pouch containing 10 gp
- Burglar's Pack:
**Backpack (2 gp)
**1000 x ball bearings (1 gp)
**10 feet of string (0.1 gp)
**Bell (1 gp)
**5 x Candles (0.05 gp)
**Crowbar (2 gp)
**Hammer (1 gp)
**10 x Pitons (0.5 gp)
**Hooded Lantern (5 gp)
**2 x Oil Flasks (0.2 gp)
**5 Days Rations (2.5 gp)
**Tinderbox (0.5 gp)
**Waterskin (0.2 gp)
**50 feet of Hempen Rope (1