Halfling Rogue 8: Character Name
Halfling Rogue 8: Character Name
Halfling Rogue 8: Character Name
Rogue 8
Character Name
Bonus Actions
Background (Criminal)
You are an experienced criminal with
a history of breaking the law. You have
spent a lot of time among other criminals
and still have contacts within the
criminal underworld. You have survived
up to this point by flouting the rules and
regulations of society.
Your expertise is burglary. You are
unmatched at getting into tight spaces
and locked rooms, and getting back out
again richer and none the worse.
Criminal Contact. You have a reliable
and trustworthy contact who acts
as your liaison to a loose network of
other criminals. (This is not a formal
organization like the Zhentarim.) You
know how to get messages to and from
your contact, even over great distances,
using local messnegers, corrupt caravan
masters, and seedy sailors.
Faction. You are a member of the
Harpers, a clandestine network of
spellcasters and spies that seeks to tip
the scales in favor of the innocent, the
weak, and the poor.
Personality Trait. You are always
calm, no matter what the situation.
Ideal. Everyone should be free to
pursue his or her own livelihood.
Bond. You are loyal to your friends, not
to any ideals.
Flaw. When you see something
valuable, you cant think of anything but
how to steal it.
Halfling Traits
Halfling Nimbleness. You can move
through the space of any creature that is
of a size larger than yours.
Lucky. When you roll a 1 on an attack
roll, ability check, or saving throw,
you can reroll the die and must use
the new roll.
Actions
Attack. You can attack once when you
take this action, using the following:
Shortsword. Melee Weapon Attack: +8
to hit, reach 5 ft., one target.
Hit: 1d6 + 5 piercing damage.
Reactions
Uncanny Dodge. Rogue feature
Options
Evasion. Rogue feature
Halfling Nimbleness. Halfling trait
Lucky. Halfling trait
Sneak Attack. Rogue feature
Rogue Features
Cunning Action. You can take a bonus
action on each of your turns in combat,
only to take the Dash, Disengage, or
Hide action.
Fast Hands. 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.
Evasion. When you are subjected to an
effect that allows you to make a Dexterity
saving throw to take only half damage,
you instead take no damage if you
Equipment
Shortsword, shortbow, quiver with 20
arrows, daggers (2), studded leather,
burglars pack (silk rope), thieves tools,
caltrops, dice set, chalk (5), soap (2),
steel mirror, dark common clothes with
a hood, antitoxin, slippers of spider
climbing, potion of healing (3), belt pouch.