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No One

The document details a character named 'No one,' a human variant rogue with a criminal background, who is part of the Serpent and Sigil Guild in Berdusk. The character possesses various skills, traits, and equipment that highlight their abilities as a thief, including features like Cunning Action and Sneak Attack. Additionally, it provides a backstory of the character's upbringing and their rise within the criminal underworld, culminating in an invitation to join a notorious guild.

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Rave-n Gaul
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0% found this document useful (0 votes)
15 views

No One

The document details a character named 'No one,' a human variant rogue with a criminal background, who is part of the Serpent and Sigil Guild in Berdusk. The character possesses various skills, traits, and equipment that highlight their abilities as a thief, including features like Cunning Action and Sneak Attack. Additionally, it provides a backstory of the character's upbringing and their rise within the criminal underworld, culminating in an invitation to join a notorious guild.

Uploaded by

Rave-n Gaul
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rogue 3 Criminal Λάμπρος

CLASS & LEVEL BACKGROUND PLAYER NAME


"No one"
Human Variant Neutral 900
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

* 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

Hit Point Maximum 26


0 Strength
DEXTERITY People. I'm loyal to my friends, not to any
● +5 Dexterity ideals, and everyone else can take a trip
down the Styx for all I care. (Neutral)
16 +1 Constitution
CURRENT HIT POINTS IDEALS
● +4 Intelligence
+3 +2 Wisdom
0 Charisma I will become the greatest
CONSTITUTION SAVING THROWS
thief that ever lived.
TEMPORARY HIT POINTS BONDS
12
● +5 Acrobatics (Dex) SUCCESSES
+1 3 If there's a plan, I'll forget it. If
+2 Animal Handling (Wis) FAILURES
I don't forget it, I'll ignore it.
+2 Arcana (Int) HIT DICE DEATH SAVES FLAWS
INTELLIGENCE 0 Athletics (Str)

14 ● +2 Deception (Cha)
+2 History (Int)
NAME ATK BONUS DAMAGE/TYPE

Rapier +5 1d8+3 Equipped


+2 +2 Insight (Wis)
Studded Leather
0 Intimidation (Cha) Dagger (o.h) +5 1d4
Rapier
WISDOM ● +4 Investigation (Int)
+2 Medicine (Wis)
Light crossbow +5 1d8+3 Dagger
14 +2 Nature (Int)
Light Crossbow
Sneak Attack +2d6 Bolt Case (40 bolts)
● +6 Perception (Wis)
+2 Traveler's clothes
0 Performance (Cha)
● +2 Persuasion (Cha)
.......................................
CHARISMA
+2 Religion (Int)
Pouch with
10 ● +5 Sleight of Hand (Dex)
Ball Bearings (1000)
● +7 Stealth (Dex)
Caltrops (20)
0
+2 Survival (Wis)
Manacles
Potion of Healing (4)
SKILLS ATTACKS & SPELLCASTING
Theave's Tools
16 PASSIVE WISDOM (PERCEPTION)
CP 3

Alert: Can't be surprised SP 6


Languages EP
Common
Undercommon
Common Sign Language GP 674
Thieve's Cant
PP
Encumbrance
Max 150
Current 108
Lift/Push/Drag 300
OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

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

Serpent and Sigil Guild NAME


This Guild is in Berdusk and Serpent and Sigil Guild
hire 1%ers to do dirty jobs, what
normal people and militia of the
city can't do with absolute
secrecy.

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Backpack with Rel ls born sometime in 1350. Abandoned in a room of an Inn


Bell some days after his birth, found by a young woman named Lia
Blanket who was working there, she took him and raised him. He grow up
Candle (5) in the streets of Berdusk with very few this she could provide.
Crowbar When his age was 11 his stepmother died by a plague.
Dice Set
Hammer The only one close to him was her uncle Veram, he is a
Lantern, Hooded respected fence of the underworld of Berdusk. He kept him close
Oil flask (2) to him and In some years he taught him the ways of criminals, the
Piton (10) best accouterments to survive in this hole.
Rations / Day (5)
Rope Hempen (60ft) "No one" is the new name of Rel now and his mark, only Veram
String (10ft) know his real name and the person who can find him, he become
Tinderbox a local legend of the city for his deeds among thieves and other
Torch (3) criminals.
Waterskin
An invitation arrived through his uncle from the most notorious
guild of the city, the Serpent and Sigil. This kind of invitation is a
very big privilege for every criminal or any other mercenary of the
region. He took the opportunity to try to join this Guild. After some
years he become a member of the guild with a lot of contracts on
his back.

Today It's tenth day of Marpenoth, the tenth month of the year
1382 and today fate will change his life...

TREASURE CHARACTER BACKSTORY

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.

Double Proficiency Bonus:


Perception
Stealth

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