grant danasty .pdf




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Rogue 1

Grant DaNasty
CHARACTER NAME

STRENGTH

8

-

Criminal

CLASS & LEVEL

BACKGROUND

Lightfoot Halfling

Chaotic Neutral

0

RACE

ALIGNMENT

EXPERIENCE POINTS

INSPIRATION

15
2

ARMOR
CLASS

PROFICIENCY BONUS

+4

25

INITIATIVE

SPEED

I always have a plan for what
to do when things go wrong.
PERSONALITY TRAITS

-1
DEXTERITY



19


+4



-1

Strength



+6

Dexterity



+0

Constitution



+5

Intelligence



+2

Wisdom



-1

Charisma

CONSTITUTION

Hit Point Maximum 8

SAVING THROWS

INTELLIGENCE

16

I'm trying to pay off an old debt I
owe to a generous benefactor.

TEMPORARY HIT POINTS

BONDS

1d8



+2

Animal Handling (Wis)

1d8



+3

Arcana (Int)

HIT DICE





+1

Athletics (Str)





+1

Deception (Cha)



+3

History (Int)



+2

Insight (Wis)



-1

Intimidation (Cha)



+5

Investigation (Int)



+2

Medicine (Wis)



+3

Nature (Int)



+2

Perception (Wis)



-1

Performance (Cha)



-1

Persuasion (Cha)



+3

Religion (Int)



+8

Sleight of Hand (Dex)



+8

Stealth (Dex)



+2

Survival (Wis)



+2
CHARISMA



FAILURES

I turn tail and run when things
turn bad.

DEATH SAVES

FLAWS

ATK BONUS DAMAGE/TYPE

Sh.Sword

+6

1d6+4 prc

Dagger

+6

1d4+4 prc

Dagger range 20/60
Ball bearings: 10ft. DC10 dex
save or fall prone

*SNEAK ATTACK:
Once per turn, add 1d6
damage on attacks w/
advantage. Don't need
advantage if capable ally within
5 feet of enemy + not
disadvantaged
*LUCKY: Can reroll a 1 on
attacks/checks/saves
*BRAVE: Advantage to save vs
frightening

ATTACKS & SPELLCASTING

PASSIVE WISDOM (PERCEPTION)

COMBAT:
*Light armour
*Simple, hand crossbows, longswords,
rapiers, shortswords
LANGUAGES:
*Common, Halfling
MISC:
*Thieves' tools
*Playing cards

OTHER PROFICIENCIES & LANGUAGES

SUCCESSES

NAME

SKILLS

12

0

Acrobatics (Dex)

15

8

IDEALS

+6

+3
WISDOM

Total

CURRENT HIT POINTS





+0

Chains are meant to be broken, as
are those who would forge them.

8

11

-1

"Big" Papa Bear
PLAYER NAME

CP

0

SP

0

EP

0

GP

15

PP

0

WEAPONS:
Shortsword x2, Dagger x2
ARMOUR:
Leather armour, dark hooded
clothes
MISC:
Thieves' tools, burglar's pack
(backpack, bag of 1,000
ball bearings, 10 feel of string,
bell, 5 candles, crowbar,
hammer, 10 pitons, hooded
lantern, 2 flasks of oil, 5 days
rations, tinderbox, waterskin,
50ft. rope)

*NATURALLY STEALTHY:
Can attempt to hide behind a
larger creature
*HALFLING NIMBLENESS:
Can move through larger
creature's space
*Thieves' cant
*Criminal contacts
*Specialty: pickpocket
*EXPERTISE: x2 prof. bonus
for [stealth+s.o.h.]

EQUIPMENT
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.

FEATURES & TRAITS


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