Trick of The Light 1 J-Rule

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Rogue 1 Criminal ToeTruck

CLASS & LEVEL BACKGROUND PLAYER NAME


Trick Of The Light
Tabaxi Chaotic Neutral 900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH I am incredibly slow to trust.
16 +3 30 Those who seem the fairest often
-1 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
have the most to hide.

8 PERSONALITY TRAITS

Hit Point Maximum 9


-1 Strength Freedom. Chains are meant to be broken, as are those
DEXTERITY

9
who would forge them. (Chaotic)
● +7 Dexterity

+5 ●
+2

+1
Constitution
Intelligence
CURRENT HIT POINTS IDEALS

20 0 Wisdom
Someone I loved died because of a
+3 Charisma mistake I made. That will never
CONSTITUTION SAVING THROWS happen again.
TEMPORARY HIT POINTS BONDS

+1
● +7 Acrobatics (Dex) Total 1d8 SUCCESSES When I see something valuable, I cant think about
anything but how to steal it.
12 Animal Handling (Wis)
● +4
1d8 FAILURES I am terrified of large bodies of water.
-1 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE ● +1 Athletics (Str)

-1 ● +6

-1
Deception (Cha)
History (Int)
NAME ATK BONUS DAMAGE/TYPE
-Sneak Attack (Rogue):
Beginning at 1st level, you know how to strike subtly and
Insight (Wis)
Rapier +7 1d8+5 Prc. exploit a foe's distraction. Once per turn, you can deal an
9 +2
extra 1d6 damage to one creature you hit with an attack if
you have advantage on the attack roll. The attack must use
+4 Intimidation (Cha) Shortbow +7 1d6+5 Prc. a finesse or a ranged weapon. (1d6)
WISDOM ● +1 Investigation (Int) -60ft Darkvision (Tabaxi)
+2 Medicine (Wis)
Dagger +7 1d4+5 Prc.
+2 -1 Nature (Int) Dagger (offhand)
-Ability Score Increase (Tabaxi):
Your Dexterity score increases by 2, and your Charisma
score increases by 1.

15
● +6 Perception (Wis) Sneak attack 1d6 -Feline Agility (Tabaxi):
Your reflexes and agility allow you to move with a burst of
+4 Performance (Cha) speed. When you move on your turn in combat, you can
double your speed until the end of the turn. Once you use
● +6 Persuasion (Cha) this trait, you can't use it again until you move 0 feet on one
CHARISMA
of your turns.
-1 Religion (Int)
+4 ● +9 Sleight of Hand (Dex)
-Cat's Claws (Tabaxi):
Because of your claws, you have a climbing speed of 20
feet. In addition, your claws are natural weapons, which you
● +9 Stealth (Dex) can use to make unarmed strikes. If you hit with them, you
18 +2 Survival (Wis)
deal slashing damage equal to 1d4 + your Strength modifier,
instead of the bludgeoning damage normal for an unarmed
strike.
SKILLS ATTACKS & SPELLCASTING
-Criminal Specialty(Criminal):
Burglar

14 PASSIVE WISDOM (PERCEPTION) -Backpack -Criminal contact (Criminal):


You have a reliable and trustworthy contact who acts as
CP 0 -Bag of 1,000 Ball bearings your liaison to a network of other criminals. You know how to
-10 feet of string get messages to and from your contact, even over great
distances; specifically, you know the local messengers,
-Bell
Armor: Light armor SP 0 -5 candles
corrupt caravan masters, and seedy sailors who can deliver
messages for you.
Weapons: Simple weapons, -Crowbar -Skill Expert (Starting Feat):
hand crossbows, longswords, EP 0 -Hammer Increase one ability score of your choice by 1, to a maximum
of 20. (Wisdom)
-10 pitons You gain proficiency in one skill of your choice. (Animal
rapiers, shortswords -Hooded lantern Handling)
Tools: Thieves' tools GP 15 -2 flasks of oil
Choose one skill in which you have proficiency. You gain
expertise with that skill, which means your proficiency bonus
Languages: Theives cant, -5 days Rations is doubled for any ability check you make with it. The skill
you choose must be one that isn't already benefiting from a
PP 0 -Tinderbox feature, such as Expertise, that doubles your proficiency
Elvish, Common -Waterskin bonus. (Perception)

-50 feet of Hempen rope

OTHER PROFICIENCIES & LANGUAGES EQUIPMENT FEATURES & TRAITS

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
26 5'11 150 lbs
AGE HEIGHT WEIGHT
Trick Of The Light
Dark Blue Dark Brown fur Dark Brown fur
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Ambidexterous
Trick grew up with a tribe of
his kind in the wilds. Through
some strange twist of fate, his
tribe was attacked by bandits
on his 18th birthday, unable
to protect his 12 year old
brother he was cast out from
his tribe as he was then seen
as a weakling and a bad
omen. After a year of
wandering he came upon a
city and stayed there. He
learned how to steal, how to
pick pockets, and eventually
joined up with a small gang of ADDITIONAL FEATURES & TRAITS
thieves. All was well until 4
years later the group began
to fall apart, the leader diving
into madness and taking the
others with him. Trick was
betrayed by them and found
himself in a prison where he
escaped during a riot 2 years
later. Where he managed to
slip out unnoticed and has
been on the run from the law
ever since.
CHARACTER BACKSTORY TREASURE

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 6

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 7
EPAR
SPELL NAME
ED
PR

4
SPELLS KNOWN

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

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