+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+8 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
+8 | Athletics | STR | |
+3 | Deception | CHA | |
+0 | History | INT | |
+4 | Insight | WIS | |
+0 | Intimidation | CHA | |
+0 | Investigation | INT |
+1 | Medicine | WIS | |
+3 | Nature | INT | |
+1 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+0 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+4 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longsword (flaming) | +8 | STR | 1d8+1d6+5 | Slashing, Fire | |
Longsword | +8 | STR | 1d8+5 | Slashing | |
6d6 temp. hitpoints, +2d6 Max health 1/2 temp health | |||||
Longsword 2h (flaming) | +8 | STR | 1d10+1d6+5 | Slashing, Fire | |
Dagger | +8 | STR | 1d4+5 | Piercing | |
Spear | +8 | STR | 1d6+5 | Piercing | |
Spear throw | +5 | DEX | 1d8+2 | Piercing | |
Handaxe | +8 | STR | 1d6+5 | Slashing | |
Longbow | +5 | DEX | 1d8+2 | Piercing | |
+1d6 electric damage |
The statblocks of your Weapons, armor and other important/magical equipment
Snakes & Saloons
Armor Common
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Heavy | 17 | 15 | YES |
Cost: 200gp Weight: 60lbs
DnD 5e SRD SRD
Shield Common
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | AC | STR Req. | Stealth Dis. | Properties |
---|---|---|---|---|
Shield | +2 |
Cost: 10 gp Weight: 6 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
DnD 5e SRD SRD
Melee Weapon Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d8 / 1d10 | Slashing | Versatile |
Cost: 15 gp Weight: 3 lb
DnD 5e SRD SRD
Melee Weapon Finesse, Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Piercing | 20/60 ft | Finesse, Light, Thrown |
Cost: 2 gp Weight: 1 lb
DnD 5e SRD SRD
Melee Weapon Thrown, Versatile Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 / 1d8 | Piercing | 20/60 ft | Thrown, Versatile |
Cost: 1 gp Weight: 3 lb
DnD 5e SRD SRD
Melee Weapon Light, Thrown Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d6 | Slashing | 20/60 ft | Light, Thrown |
Cost: 5 gp Weight: 2 lb
The statblocks of your class features
You start with the following equipment in addition to the equipment granted by your background (a) chain mail or (b) leather armour, longbow and 20 arrows (a) a martial weapon and shield or (b) two martial weapons (a) a light crossbow and 20 bolts or (b) two handaxes (a) a dungeoneers pack or (b) explorers pack
You master fighting with two weapons, gaining the following benefits:
Once per turn when you roll damage for a melee weapon attack, you can reroll the weapon's damage dice and use either total.
Statblocks for your familiars, mounts etc.
Beast of Burden. The mule is considered to be a Large Animal for the purpose of determinining its carrying capacity.
Sure-Footed. The Mule has Advantage on Strength and Dexterity Saving Throws made against effects that would knock it prone.
Hooves. Melee weapon attack: +2 to hit, reach of 5 ft, one target. Hit: 3-4-6 1d4+2 Bludgeoning Damage
Statblocks for race/species of the character.
Thanks to your elf blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
You gain proficiency in two skills of your choice.
Languages. Common, Elvish, and one extra language of your choice.
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're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Feature: 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. Specialty There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. d8|Specialty 1|Blackmailer 2|Burglar 3|Enforcer 4|Fence 5|Highway robber 6|Hired killer 7|Pickpocket 8|Smuggler
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
d8 | Personality Trait |
---|---|
1 | I always have a plan for when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
4 | I would rather make a new friend than a new enemy. |
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
6 | I don't pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can't do it. |
8 | I blow up at the slightest insult. |
d6 | Ideal |
---|---|
1 | Honor. I don't steal from others in the trade. (Lawful) |
2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
3 | Charity. I steal from the wealthy so that I can help people in need. (Good) |
4 | Greed. I will do whatever it takes to become wealthy. (Evil) |
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
6 | Redemption. There's a spark of good in everyone. (Good) |
d6 | Bond |
---|---|
1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | I will become the greatest thief that ever lived. |
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
d6 | Flaw |
---|---|
1 | When I see something valuable, I can't think about anything but how to steal it. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. |
4 | I have a 'tell' that reveals when I'm lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison for a crime that I committed. I'm okay with that. |
Source: PHB, page 129 |
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Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.