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Verna Appleblossom

2 Level (300/900 XP for level-up) Criminal / Spy Background Lightfoot Halfling Race / Species / Heritage Neutral Alignment
Rogue
Level 2
Hit Dice: 2/2
1d8+1 Class 1

STR
13
+1
DEX
19
+4
CON
13
+1
INT
8
-1
WIS
10
+0
CHA
17
+3
17
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+6 Dexterity
+1 Constitution
+1 Intelligence
+0 Wisdom
+3 Charisma
saving throws
+6 Acrobatics DEX
+0 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+7 Deception CHA
-1 History INT
+0 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
+8 Thieve's Tools DEX
skills
+0 Medicine WIS
-1 Nature INT
+2 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
-1 Religion INT
+6 Sleight of Hand DEX
+6 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Dagger +6 DEX 1d4+4 Piercing
 Finesse, Light, Thrown
Unarmed Strike +3 STR 2+1 Bludgeoning
 Finesse, Light, Thrown
Shortbow +6 DEX 1d6+4 Piercing
 Ammunition, Range, Two-Handed
Rapier +6 DEX 1d8+4 Piercing
 Finesse
Attacks

Rogue Features


Proficiencies * PHB, pg. 95

Acrobatics
Deception
Stealth
Sleight of Hand

Expertise * PHB, pg. 96

Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.


Thieves' Tools
Deception

Sneak Attack1d6 * PHB, pg. 96

Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.


Sneak Attack: (No Action)

Thieves’ Cant * PHB, pg. 96

You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.


Racial Traits


Lucky * BR, pg. 28

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.


Brave * BR, pg. 28

You have advantage on saving throws against being frightened.


Halfling Nimbleness * BR, pg. 28

You can move through the space of any creature that is of a size larger than yours.


Naturally Stealthy * BR, pg. 28

You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.


Features & Traits
Leather, Dagger, Dagger, Shortbow, Rapier, Arrows, Backpack, Clothes Common, Crowbar, Thieves' Tools, Ball Bearings (bag of 1000), Bell, Candle, Crowbar, Hammer, Lantern Hooded, Oil (flask), Piton, Rations (1 day), Rope Hempen (50 feet), Tinderbox, Waterskin, String

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
Common, Halfling, Thieves’ Cant

Languages & Proficiencies
  • I am always calm, no matter what the situation. I never raise my voice or let my emotions control me.

  • I am incredibly slow to trust. Those who seem the fairest often have the most to hide.

Personality Traits
  • Im loyal to my friends, not to any ideals, and everyone else can take a trip down the Dagger river for all I care.

Ideals
  • I will become the greatest thief that ever lived.

Bonds
  • I turn tail and run when things look bad.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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