BACKGROUND CHARACTER LEVEL, RACE, & CLASS CHARACTER NAME EXPERIENCE PLAYER NAME ALIGNMENT DEITY This character sheet was generated by the Aurora Builder. FEATURES & TRAITS STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA PROFICIENCY BONUS ARMOR CLASS ARMOR STEALTH DISADVANTAGE SHIELD AC CURRENT HIT POINTS MAXIMUM HIT DICE TEMPORARY SPEED FLY CLIMB SWIM VISION INSPIRATION EXHAUSTION DEATH SAVING THROWS SPEED, SENSES, & CONDITIONS RACIAL TRAITS PROFICIENCIES & LANGUAGES SAVING THROWS Dexterity Strength Constitution Intelligence Wisdom Charisma CONDITIONAL P R O F I C I E N C Y SKILLS Acrobatics (Dex) P R O F I C I E N C Y Animal Handling (Wis) Arcana (Int) Athletics (Str) Deception (Cha) History (Int) Insight (Wis) Intimidation (Cha) Investigation (Int) Medicine (Wis) Nature ( Int ) Perception (Wis) Performance (Cha) Persuasion (Cha) Religion (Int) Sleight of Hand (Dex) Survival (Wis) Stealth (Dex) E X P E R T PASSIVE PERCEPTION ATTACKS & SPELLCASTING NAME ATTACK DAMAGE / TYPE RANGE INITIATIVE ADVANTAGE Armor Proficiencies. Light Armor Weapon Proficiencies. Simple Weapons, Crossbow, Hand, Longsword, Rapier, Shortsword Tool Proficiencies. Navigator’s tools, Vehicles water, Thieves’ tools Languages. Common, Elvish, Thieves’ Cant Darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Sneak Attack. Once per turn, you can deal an extra 2d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. 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 Action. 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. Fast Hands (Bonus Action). You can make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action. Second-Story Work. Climbing no longer costs you extra movement. When you make a running jump, the distance you cover increases by 4 feet. Feline Agility. When you move on your turm in combat, you can double your speed until the end of the turn. Once you use this trait, you can’t use it again until you move 0 feet on one of your turns. Cat’s Claws. Because of your claws, you have a climbing speed of 20 feet. In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4+1, instead of the bludgeoning damage normal for an unarmed strike. Level 3 Tabaxi Rogue, Thief 900 Misted Mirror (Mist) Sailor Andrew Unarmored (14) 14 12 +2 +1 18 8 8 +1 +6 +0 +4 +3 22 3d8 +3 +4 10 +6 30ft. 0ft. 20ft. 0ft. +0 Darkvision 14 +2 +3 +2 +3 +3 +2 +5 +3 +4 +3 +2 +5 +3 +3 +3 +2 8 8 8 8 8 8 8 17 8 8 +8 16 +8 +3 +3 15 +4 1 Attack / Attack Action Shortsword 5 ft +6 vs AC 1d6+4 piercing Finesse, Light Dagger 20/60 +6 vs AC 1d4+4 piercing Finesse, Light, Thrown Dart 20/60 +6 vs AC 1d4+4 piercing Finesse, Thrown BACKGROUND STORY IDEAL BOND TRINKET FLAW PERSONALITY TRAITS BACKGROUND FEATURE CHARACTER PORTRAIT ADDITIONAL FEATURES ALLIES & ORGANIZATIONS NAME SYMBOL CHARACTER NAME EYES GENDER AGE WEIGHT HEIGHT HAIR SKIN This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition. When you need to, you can secure free passage on a sailing 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. A vial of dragon blood Female 4’8" 100 lb. Misted Mirror (Mist) Before you became an adventurer, your life was already full of conflict and excitement, because you made a living tracking down people for pay. Unlike some people who collect bounties, though, you aren’t a savage who follows quarry into or through the wilderness. You’re involved in a lucrative trade, in the place where you live, that routinely tests your skills and survival instincts. What’s more, you aren’t alone, as a bounty hunter in the wild would be: you routinely interact with both the criminal subculture and other bounty hunters, maintaining contacts in both areas to help you succeed. You might be a cunning thief-catcher, prowling the rooftops to catch one of the myriad burglars of the city. Perhaps you are someone who has your ear to the street, aware of the doings of thieves’ gui lds and street gangs. You might be a "velvet mask" bounty hunter, one who blends in with high society and noble circles in order to catch the criminals that prey on the rich, whether pickpockets or con artists. The community where you plied your trade might have been one of Faen1n’s great metropolises, such as Waterdeep or Baldur’s Gate, or a less populous location, perhaps Luskan or Yartar- any place that’s large enough to have a steady supply of potential quarries. As a member of an adventuring party, you might find it more difficult to pursue a personal agenda that doesn’t fit with the group’s objectives- but on the other hand, you can take down much more formidable targets with the help of your companions. Ship’s Passage INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT lb # ADVENTURING GEAR lb # MAGIC ITEMS / CARRY CAPACITY WEIGHT CARRIED PUSH, DRAG, LIFT ENCUMBRANCE — LIFTING AND CARRYING / lb # VALUABLES — GEMS, ART OBJECTS, TRADE GOODS COPPER SILVER ELECTRUM GOLD PLATINUM ATTUNED MAGIC ITEMS QUEST ITEMS & TRINKETS ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES STORED ITEMS lb. # STORED ITEM lb. # STORED ITEM This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition. Shortsword 1 2 Dart [Dagger] 1 1 .25 1 0 3 0 0 0 0 0 3.3 lb 180 lb 360 lb #1 #2 Shortsword Weapons 2 lb. Player’s Handbook Dart Weapons 1/4 lb. Player’s Handbook Dagger Weapons 1 lb. Player’s Handbook