Leeroy Grassdrifter

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Rogue 4 Charlatan

CLASS & LEVEL BACKGROUND PLAYER NAME


Leeroy Grassdrifter
Standard Human Chaotic Neutral 10
RACE ALIGNMENT EXPERIENCE POINTS
CHARACTER NAME

INSPIRATION
STRENGTH I lie about almost everything, even when there's no
14 3 30
0
reason to.

2 PROFICIENCY BONUS

Flattery is my preferred trick for getting what I


10
want.
Hit Point Maximum 19
DEXTERITY 0 Strength PERSONALITY TRAITS

3
5 Dexterity
CURRENT HIT POINTS
-1 Constitution
3 Intelligence Independence. I am a free spirit—no one tells me
16
3 Wisdom what to do.

3 Charisma
CONSTITUTION
TEMPORARY HIT POINTS
SAVING THROWS

-1
IDEALS

9 3 Acrobatics (Dex) I owe everything to my mentor—a horrible person


3 Animal Handling (Wis)
who's probably rotting in jail somewhere.
INTELLIGENCE 1 Arcana (Int)
0 Athletics (Str)

1 7 Deception (Cha)
NAME ATK DAMAGE/TYPE
BONDS

1 History (Int)
12 5 Insight (Wis) Dagger +5 1d4+3 Piercing
3 Intimidation (Cha) I can't resist a pretty face.
WISDOM
1 Investigation (Int) Shortbow +5 1d6+3 Piercing

3 3

1
Medicine (Wis)

Nature (Int) Rapier +5 1d8+3 Piercing


FLAWS
3 Perception (Wis)
16
3 Performance (Cha) ATTACKS & SPELLCASTING

7 Persuasion (Cha)
CHARISMA
1 Cunning Action
Religion (Int)
10 10 10 15 10
3 5

3
Sleight of Hand (Dex)

Stealth (Dex)
CP SP EP GP PP Thieves' Cant

Ability Score Improvement

16 3 Survival (Wis) 1 Backpack False Identity


5 Piton
SKILLS Eye For Detail
1 Hammer
Ear For Deceit
1 string
Sneak Attack
13 PASSIVE WISDOM (PERCEPTION) 20 Arrows
1 Leather Armor Insightful Fighting
1 Tinderbox
FEATURES & TRAITS
TOOL: Disguise Kit, Forgery Kit, Thieves' Tools EQUIPMENT
LANGUAGE: Common, Thieves' Cant, Undercommon
ARMOR: Light Armor
WEAPON: Hand Crossbow, Longsword, Rapier,
Shortsword, Simple weapons

OTHER PROFICIENCIES & LANGUAGES


NAME ATK DAMAGE/TYPE CP SP EP GP PP
Total: Total:
10 20
1 Burglar's Pack ARROWS

100 ball bearing


1 Shortbow
Total: Total:
1 Rapier
2 Dagger
ATTACKS & SPELLCASTING 1 Quiver
1 Waterskin
1 Crowbar
Total: Total:
1 Thieves' Tools
1 Hooded lantern
2 flask of oil
1 Pouch
5 Rations
1 Disguise Kit
5 Candle
1 Fine Clothes
1 signet ring of an imaginary duke
1 Hempen rope

EQUIPMENT
NONE 0 0

SPELLCASTING SPELL SAVE DC SPELL ATTACK


SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 0 6 0

4 0 7 0
1 0

5 0 8 0
2 0

9 0
FEATURES & TRAITS
Cunning Action False Identity Sneak Attack
Starting at 2nd level, your quick thinking and agility allow You have created a second identity that includes Beginning at 1st level, you know how to strike subtly and
you to move and act quickly. You can take a bonus action documentation, established acquaintances, and disguises exploit a foe’s distraction. Once per turn, you can deal an
on each of your turns in combat. This action can be used that allow you to assume that persona. Additionally, you extra 1d6 damage to one creature you hit with an attack if
only to take the Dash, Disengage, or Hide action. can forge documents including official papers and personal you have advantage on the attack roll. The attack must use
letters, as long as you have seen an example of the kind of a finesse or a ranged weapon.
Thieves' Cant document or the handwriting you are trying to copy. You don’t need advantage on the attack roll if another
During your rogue training you learned thieves’ cant, a enemy of the target is within 5 feet of it, that enemy isn’t
secret mix of dialect, jargon, and code that allows you to Eye For Detail incapacitated, and you don’t have disadvantage on the
hide messages in seemingly normal conversation. Only Starting at 3rd level, you can use a bonus action to make a attack roll.
another creature that knows thieves’ cant understands such Wisdom (Perception) check to spot a hidden creature or The amount of the extra damage increases as you gain
messages. It takes four times longer to convey such a object or to make an Intelligence (Investigation) check to levels in this class, as shown in the Sneak Attack column
message than it does to speak the same idea plainly. uncover or decipher clues. of the Rogue table.
In addition, you understand a set of secret signs and
symbols used to convey short, simple messages, such as Ear For Deceit Insightful Fighting
whether an area is dangerous or the territory of a thieves’ When you choose this archetype at 3rd level, you develop a At 3rd level, you gain the ability to decipher an opponent's
guild, whether loot is nearby, or whether the people in an talent for picking out lies. Whenever you make a Wisdom tactics and develop a counter to them. As a bonus action,
area are easy marks or will provide a safe house for thieves (Insight) check to determine whether a creature is lying, you can make a Wisdom (Insight) check against a creature
on the run. treat a roll of 7 or lower on the d20 as an 8. you can see that isn't incapacitated, contested by the
target's Charisma (Deception) check. If you succeed, you
Ability Score Improvement can use your Sneak Attack against that target even if you
When you reach 4th level, you can increase one ability don't have advantage on the attack roll, but not if you have
score of your choice by 2, or you can increase two ability disadvantage on it.
scores of your choice by 1. As normal, you can't increase
an ability score above 20 using this feature. This benefit lasts for 1 minute or until you successfully use
this feature against a different target.
SPELLS

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