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Cain

You gain proficiency in the Deception and Stealth skills. Shadowy Dodge: When you are attacked by a creature within 5 feet of you that you can see, you can use your reaction to have your shadow interpose itself between you and the attacker, giving you half cover against the attack. You take no damage from the attack, but any effects that occur on a hit are suspended until the start of your next turn, at which point the effects occur against you if the attack is still successful. Once you use this feature, you can't use it again until you finish a short or long rest. Shadowy Presence: You gain a +1 bonus to AC and Dexterity saving throws

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0% found this document useful (0 votes)
2K views3 pages

Cain

You gain proficiency in the Deception and Stealth skills. Shadowy Dodge: When you are attacked by a creature within 5 feet of you that you can see, you can use your reaction to have your shadow interpose itself between you and the attacker, giving you half cover against the attack. You take no damage from the attack, but any effects that occur on a hit are suspended until the start of your next turn, at which point the effects occur against you if the attack is still successful. Once you use this feature, you can't use it again until you finish a short or long rest. Shadowy Presence: You gain a +1 bonus to AC and Dexterity saving throws

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mia diaz
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We take content rights seriously. If you suspect this is your content, claim it here.
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Rogue (1) Traveler

CLASS & LEVEL BACKGROUND PLAYER NAME

Human/Shou Chaotic Neutral 0


CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

INSPIRATION
STRENGTH
13 +2 30
12 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

+1 PERSONALITY TRAITS

Hit Point Maximum 9


+1 Strength
DEXTERITY ●
+4 Dexterity

15 ●
+1 Constitution
+3 Intelligence
CURRENT HIT POINTS IDEALS

+2 +1 Wisdom
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

13 ●
+4 Acrobatics (Dex) SUCCESSES

+1 +1 Animal Handling (Wis)


1x(1d8+1) FAILURES

+1 Arcana (Int) HIT DICE DEATH SAVES FLAWS


INTELLIGENCE ●
+3 Athletics (Str)

12 +1 Deception (Cha)
+1 History (Int)
NAME ATK BONUS DAMAGE/TYPE

+1 +1 Insight (Wis)
Dagger +4 1d4+2 piercing
Backpack
WISDOM
+1 Intimidation (Cha)
+1 Investigation (Int)
Shortsword +4 1d6+2 piercing
Crowbar
+1 Medicine (Wis) Hammer
12 +1 Nature (Int)
Leather

+3 Perception (Wis) Number of
+1
+1 Performance (Cha)
Attacks: 1 Piton x10
CHARISMA
+1 Persuasion (Cha)
+1 Religion (Int)
Rations (1 day)
12 ●
+6 Sleight of Hand (Dex) x10
+1

+4 Stealth (Dex) Rope, hempen
+1 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING


Thieves' Tools
Tinderbox
13 PASSIVE WISDOM (PERCEPTION)
CP Torch x10
SP
Waterskin
Tool Proficiencies: Thieves'
Tools
EP

Weapon Proficiencies:
Crossbow, hand; Longsword; GP
Rapier; Shortsword; Simple
PP
Armor Proficiencies: Light

Language Proficiencies:
Common; Elvish
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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

CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

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

-----------Other Traits------------
Dark Gift: Living Shadow. The shadow you cast is animate and ever-present, even when lighting conditions would otherwise
prevent it. Your shadow occasionally moves out of sync with you. Sometimes it appears to be undertaking random but mundane
tasks, while at other times it acts out your darker impulses, threatening or even attacking other shadows. With effort, you can
bend this shadow puppetry to your will.

Roll on or choose an option from the Shadow Quirk table to determine how your living shadow behaves. Additionally, you gain
the traits that follow.

Shadow Quirk
d6Quirk
1My shadow often holds weapons or bears wounds that don't exist.
2When I'm distracted, my shadow panics and tries to get other people's attention, as if it's desperate to escape me.
3When it's not being watched, my shadow makes threatening gestures or creeps toward people.
4My shadow's movements mirror mine incorrectly—when I raise my left hand, my shadow moves its right.
5My shadow fiddles with or occasionally breaks Tiny, nonmagical objects.
6There's a slight but noticeable delay between my movements and those of my shadow.

Grasping Shadow:
You learn the mage hand cantrip if you don't already know it, and require no components to cast it. The hand created by the
spell is shadowy but is not bound to your actual shadow. Your spellcasting ability for this spell is Intelligence, Wisdom, or
Charisma (your choice when you gain this Dark Gift).
_________________________

Mage Hand
Conjuration cantrip
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an
action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container,
stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each
time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.
_________________________

Shadow Strike:
When you make a melee attack roll, you can increase your reach for that attack by 10 feet. Your shadow stretches and delivers
the attack as if it were you. You can use this feature a number of times equal to your proficiency bonus, and you regain all
expended uses when you finish a long rest.

Ominous Will:
Immediately after you make an attack roll, an ability check, or a saving throw and roll a 1 on the d20, your shadow exerts a will of
its own and might assist or hinder you or those around you. The next time you or a creature within 30 feet of you that you can
see makes an attack roll, an ability check, or a saving throw, roll a d4. If the number is odd, reduce the total by the number
rolled. If the number is even, increase the total by the number rolled. Once this effect occurs, it can't happen again until you
finish a short or long rest.

Sneak Attack. 1d6 extra damage on attack where you have advantage or another enemy of creature is within 5 ft. (use
once/turn).

Thieves' Cant. Convey secret messages hidden in normal conversation.

Traveler. You come from somewhere else, a place others couldn't begin to understand. Perhaps your home is a unique corner of
the Land of the Mists or another world entirely. In any case, you and other travellers have shared experiences. You can find a
place to hide, rest, or recuperate among sympathetic trading caravans, itinerant families, or displaced groups, so long as you
don't present yourself as a danger. Such groups will hide you from the law or anyone searching for you, though they won't risk
their lives for you. Additionally, you can tell whether an object you can see and touch is from your homeland with near perfect
accuracy.

This is intended to replace the background feature of an existing background. As such you'll have to add any proficiencies
gained from your original background manually.

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