This document summarizes the character details of a 6th level halfling rogue named Dagger. Key details include:
1) Dagger has 45 hit points, an AC of 16, and is proficient with thieves' tools, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
2) As a rogue, Dagger has features like Cunning Action, Sneak Attack, and Uncanny Dodge. He can deal an extra 3d6 damage with Sneak Attack once per turn.
3) As a halfling, Dagger benefits from traits like Lucky, which lets him reroll 1s, and Nimb
This document summarizes the character details of a 6th level halfling rogue named Dagger. Key details include:
1) Dagger has 45 hit points, an AC of 16, and is proficient with thieves' tools, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
2) As a rogue, Dagger has features like Cunning Action, Sneak Attack, and Uncanny Dodge. He can deal an extra 3d6 damage with Sneak Attack once per turn.
3) As a halfling, Dagger benefits from traits like Lucky, which lets him reroll 1s, and Nimb
This document summarizes the character details of a 6th level halfling rogue named Dagger. Key details include:
1) Dagger has 45 hit points, an AC of 16, and is proficient with thieves' tools, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
2) As a rogue, Dagger has features like Cunning Action, Sneak Attack, and Uncanny Dodge. He can deal an extra 3d6 damage with Sneak Attack once per turn.
3) As a halfling, Dagger benefits from traits like Lucky, which lets him reroll 1s, and Nimb
This document summarizes the character details of a 6th level halfling rogue named Dagger. Key details include:
1) Dagger has 45 hit points, an AC of 16, and is proficient with thieves' tools, simple weapons, hand crossbows, longswords, rapiers, and shortswords.
2) As a rogue, Dagger has features like Cunning Action, Sneak Attack, and Uncanny Dodge. He can deal an extra 3d6 damage with Sneak Attack once per turn.
3) As a halfling, Dagger benefits from traits like Lucky, which lets him reroll 1s, and Nimb
Attack: +7 to hit, reach 5 ft. or range Rogue 6 Small humanoid (lightfoot halfling), 20/60 ft., one target. “Could you keep the screaming Thief, neutral Hit: 1d4 + 4 piercing damage. down a bit? I’m kinda busy here.” Armor Class 16 (studded leather) Shortbow. Ranged Weapon Attack: +7 You’re completely self-sufficient. If you Hit Points 45 (Hit Dice 6d8) to hit, range 80/320 ft., one target. need something, you take it. If someone Speed 25 ft. Hit: 1d6 + 4 piercing damage. else has it, they don’t anymore. Necessity trumps silly laws of possession. You weren’t a desperate orphan, STR DEX CON Bonus Actions scratching out a living on the mean 10 (+0) 18 (+4) 14 (+2) Cunning Action. Rogue feature streets. Neither were you a noble INT WIS CHA poser, slumming for excitement. No, 14 (+2) 12 (+1) 9 (–1) Two-Weapon Fighting. When you take you are a master of adaptation to your the Attack action with a shortsword environment—be it urban, dungeon, Proficiencies (+3 proficiency bonus) in one hand, you can use a bonus or the wild. action to attack with a dagger in Saving Throws Dex +7, Int +5 Skills Acrobatics +7, Deception +2, the other hand. You don’t add your Background (Criminal) ability modifier to the damage of the Investigation +8, Perception +7, You are an experienced criminal with Sleight of Hand +7, Stealth +10 bonus attack. a history of breaking the law. You have You can instead throw the Tools thieves’ tools +6 spent a lot of time among other criminals dagger instead of making a melee and still have contacts within the Armor light armor Weapons simple weapons, hand attack with it. criminal underworld. You have survived up to this point by flouting the rules and crossbows, longswords, rapiers, Reactions regulations of society. shortswords Your expertise is burglary. You are Senses passive (Perception) 17 Uncanny Dodge. Rogue feature unmatched at getting into tight spaces Languages Common, Halfling, Options and locked rooms, and getting back out thieves’ cant again richer and none the worse. Evasion. Rogue feature Criminal Contact. You have a reliable Actions Halfling Nimbleness. Halfling trait and trustworthy contact who acts Attack. You can attack once when you as your liaison to a loose network of Lucky. Halfling trait take this action, using the following: other criminals. (This is not a formal Sneak Attack. Rogue feature organization like the Zhentarim.) You Shortsword. Melee Weapon Attack: +7 know how to get messages to and from to hit, reach 5 ft., one target. your contact, even over great distances, Hit: 1d6 + 4 piercing damage. using local messnegers, corrupt caravan masters, and seedy sailors. Brave. You have advantage on saving Sneak Attack. Once per turn, you Faction. You are a member of the throws against being frightened. can deal an extra 3d6 damage to one Harpers, a clandestine network of creature you hit with an attack if you have spellcasters and spies that seeks to tip Naturally Stealthy. You can attempt advantage on the attack roll. The attack the scales in favor of the innocent, the to hide even when you are obscured must use a finesse or a ranged weapon. weak, and the poor. by a creature that is at least one size You don’t need advantage on the Personality Trait. You are always larger than you. attack roll if another enemy of the calm, no matter what the situation. target is within 5 feet of it, that enemy Ideal. Everyone should be free to Rogue Features isn’t incapacitated, and you don’t have pursue his or her own livelihood. Cunning Action. You can take a bonus disadvantage on the attack roll. Bond. You are loyal to your friends, not action on each of your turns in combat, to any ideals. only to take the Dash, Disengage, or Uncanny Dodge. When an attacker that Flaw. When you see something Hide action. you can see hits you with an attack, you valuable, you can’t think of anything but can use your reaction to halve the attack’s Fast Hands. You can use the bonus damage against you. how to steal it. action granted by your Cunning Action Halfling Traits to make a Dexterity (Sleight of Hand) Equipment check, use your thieves’ tools to disarm Halfling Nimbleness. You can move Shortsword, shortbow, quiver with 20 a trap or open a lock, or take the Use an through the space of any creature that is arrows, daggers (2), studded leather, Object action. of a size larger than yours. burglar’s pack (silk rope), thieves’ tools, Second-Story Work. Climbing does not caltrops, dice set, chalk (5), soap (2), Lucky. When you roll a 1 on an attack cost you extra movement. In addition, steel mirror, dark common clothes with a roll, ability check, or saving throw, when you make a running jump, the hood, slippers of spider climbing, potion you can reroll the die and must use distance you cover increases by a number of healing (2), belt pouch. the new roll. of feet equal to your Dexterity modifier.