No One
No One
* INSPIRATION
STRENGTH I always have a plan for what to do
15 +8 30 when things go wrong.
10 +2 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED
I would rather make a new friend than
a new enemy.
0 PERSONALITY TRAITS
14 ● +2 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
22 1.70m 78kg
AGE HEIGHT WEIGHT
"No one"
Brown White Brown
CHARACTER NAME EYES SKIN HAIR
SYMBOL
Today It's tenth day of Marpenoth, the tenth month of the year
1382 and today fate will change his life...
TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS
Criminal Contact
You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You
know how to get messages to and from your contact, even over great distances; specifically, you know the
local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity
(Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object
action.
Roguish Archetype:"Thief"
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Thief, Assassin,
Arcane Trickster, Mastermind, or Swashbuckler, all detailed in their respective chapters. Your archetype
choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal-climbing no
longer costs you extra movement. In addition, when you make a running jump, the distance you cover
increases by a number of feet equal to your Dexterity modifier.
Sneak Attack
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can
deal an extra 1d6 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. The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak
Attack column of the Rogue table.
Steady Aim
3rd-level rogue feature. As a bonus action, you give yourself advantage on your next attack roll on the current
turn. You can use this bonus action only if you haven’t moved during this turn, and after you use the bonus
action, your speed is 0 until the end of the current turn.
Thieve's Cant
During your rogue training you learned 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.
Feat "Alert"
Always on the lookout for danger, you gain the following benefits:
*You gain a +5 bonus to initiative.
*You can't be surprised while you are conscious.
*Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.