Remove these ads. Join the Worldbuilders Guild

felix

5 Level (0/14000 XP for level-up) Urchin Background Tibbit Race / Species / Heritage chaotic neutral Alignment
rogue
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
10
+0
DEX
19
+4
CON
14
+2
INT
8
-1
WIS
12
+1
CHA
14
+2
38
Hit Points
+4
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
14
Passive Perception
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+7 Dexterity
+2 Constitution
+2 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+7 Acrobatics DEX
+1 Animal Handling WIS
-1 Arcana INT
+3 Athletics STR
+8 Deception CHA
-1 History INT
+1 Insight WIS
+5 Intimidation CHA
-1 Investigation INT
skills
+1 Medicine WIS
-1 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
-1 Religion INT
+10 Sleight of Hand DEX
+7 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
short sword +7 DEX 1d6+4 piercing
 finesse, light
short sword +7 DEX 1d6+4 piercing
 finesse, light
dagger +7 DEX 1d4+4 piercing
 finesse, light, thrown (range 20/60)
dagger +7 DEX 1d4+4 piercing
 finesse, light, thrown (range 20/60)
Attacks

Race(Tibbit)



Darkvision.



You have a cat's keen senses, especially in the dark. 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.

Tibbit Transformation.


You can use a bonus action to change into the form of a tiny housecat, or back into your humanoid form. You revert to your true form when you die. While in cat form, the following rules apply:

Your size changes to tiny, your walking speed increases by 10 feet, and you have a climbing speed equal to your walking speed. Your statistics, other than your speed and size, are the same in each form.

You choose whether your equipment merges into your cat form, or is worn by it. Worn equipment functions as normal, and shifts to adopt a form suitable to a cat, such as a collar or anklet and continue to provide their benefits.

You can't interact with objects, speak, or cast spells. Transforming does not break your concentration on, or prevent you from taking actions that are part of, a spell you've already cast.

Subrace(Alley Cat)


Free Spirit.


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

Naturally Stealthy.


You gain proficiency with the Stealth skill, and you can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.

Class(Rogue)


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.

Thieves' 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.

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.

Steady Aim


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.

Uncanny Dodge


Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

Subclass(Thief)


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.

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.

Feats


Sharpshooter


You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:

Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.

Features & Traits
backpack
bedroll
mess kit
tinderbox
10 torches
10 days of rations
waterskin
50 feet of hempen rope
small knife
a set of common clothes
pet mouse
token to remember parents by (liontooth neckless)
new Aeroel map
leather armor
thieves tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Languages: common, feline, elvish, thieves' cant

Armor Proficiencies: Light armor

Weapon Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Thieves' tools, disguise kit

Languages & Proficiencies
hides scraps of food,
hides trinkets,
i like to squeeze into small places

Personality Traits
i live by stealing and am wanted

Bonds


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

SRD, TCE, Homebrew

Rogue

In the enigmatic world of Farsae, where the air thrums with ancient magic and the land whispers secrets of ages past, Rogues are the silent movers, the unseen hands that tilt the scales. Amid the towering spires of the Crystaline Bastion, a Miski Rogue navigates the labyrinth of corridors with a nimble grace, her shadow merging with the flickering lights, her mission known only to her and the night.   Within the verdant expanse of the Emerald Wilds, a Pommo Rogue scurries through the dense foliage, his small stature and cunning mind his greatest assets. With a keen sense for danger and an arsenal of gadgets at his disposal, he disentangles the mysteries of the wild, leaving no trace but the whisper of leaves in his wake.   Hovering silently over the dunes of the Whispering Sands, a Telpid Rogue surveys the caravan below. Beneath the cloak of darkness, he descends, his movements a dance with the desert wind, his intentions as shifting and inscrutable as the sands themselves.   In Farsae, Rogues embody the essence of adaptability, their lives a testament to the power of wit over brute force, of strategy over straightforward assault. They are the unseen influencers, the shadow brokers, and the keepers of balance, moving through the world with a purpose that is theirs alone to define.  

Weavers of Shadows

In the world of Farsae, Rogues are not mere practitioners of stealth and thievery; they are artisans of the intangible, masters of the elements that elude the naked eye. Their expertise spans a broad spectrum, from the delicate art of diplomacy to the intricate knowledge of arcane traps, making them as versatile as they are mysterious.   For a Rogue, combat is an art form, a delicate ballet of deadly strikes aimed with surgical precision. They know that the true strength lies not in the might of a blow, but in its placement, timing, and the ability to anticipate an opponent's move. Their survival hinges on agility, cunning, and the occasional foray into the mystical arts that lend them an edge in their endeavors.  

Shadows Amongst Legends

Rogues are woven into the fabric of Farsae, their presence felt in every echelon of society, from the bustling marketplaces to the shadowed back alleys, from the hallowed halls of power to the forgotten ruins that dot the landscape. Some Rogues tread the path of fortune hunters, delving into ancient ruins in search of lost artifacts, while others serve as spies or assassins, their allegiances as fluid as their morals.   The path of a Rogue is one of constant balance, navigating the grey areas of morality and law. They are the unexpected elements, the variables in the equation of Farsae's destiny that can shift the outcome of events with a single, decisive act. Their motivations are as varied as their methods, driven by desire, necessity, or a thirst for adventure.   In the grand tapestry of Farsae's history, Rogues are the subtle threads that, though often overlooked, hold the weave together, shaping the course of events from the shadows, their true impact known only to those who look closely enough.  

Creating a Rogue

As you create your rogue character, consider the character's relationship to the law. Do you have a criminal past—or present? Are you on the run from the law or from an angry thieves' guild master? Or did you leave your guild in search of bigger risks and bigger rewards? Is it greed that drives you in your adventures, or some other desire or ideal?   What was the trigger that led you away from your previous life? Did a great con or heist gone terribly wrong cause you to reevaluate your career? Maybe you were lucky and a successful robbery gave you the coin you needed to escape the squalor of your life. Did wanderlust finally call you away from your home? Perhaps you suddenly found yourself cut off from your family or your mentor, and you had to find a new means of support. Or maybe you made a new friend—another member of your adventuring party—who showed you new possibilities for earning a living and employing your particular talents.

Quick Build

  You can make a rogue quickly by following these suggestions. First, Dexterity should be your highest ability score. Make Intelligence your next-highest if you want to excel at Investigation or plan to take up the Arcane Trickster archetype. Choose Charisma instead if you plan to emphasize deception and social interaction. Second, choose the charlatan background.

The Rogue Table

LevelProf. BonusFeaturesSneak Attack
1st +2 Expertise, Sneak Attack, Thieves' Cant 1d6
2nd +2 Cunning Action 1d6
3rd +2 Roguish Archetype, Steady Aim 2d6
4th +2 Ability Score Improvement 2d6
5th +3 Uncanny Dodge 3d6
6th +3 Expertise 3d6
7th +3 Evasion 4d6
8th +3 Ability Score Improvement 4d6
9th +4 Roguish Archetype feature 5d6
10th +4 Ability Score Improvement 5d6
11th +4 Reliable Talent 6d6
12th +4 Ability Score Improvement 6d6
13th +5 Roguish Archetype feature 7d6
14th +5 Blindsense 7d6
15th +5 Slippery Mind 8d6
16th +5 Ability Score Improvement 8d6
17th +6 Roguish Archetype feature 9d6
18th +6 Elusive 9d6
19th +6 Ability Score Improvement 10d6
20th +6 Stroke of Luck 10d6

Multiclassing

Ability Score Minimum: Dexterity 13   When you gain a level in a class other than your first, you gain only some of that class's starting proficiencies:
Armor: light armor
Tools: thieves' tools
Skills: Choose 1 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Rogue level after 1st
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose 4 from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
You start with the following items, plus anything provided by your background:
  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar's pack, (b) a dungeoneer's pack, or (c) an explorer's pack
  • Leather armor, two daggers, and thieves' tools
  • spellcasting:
    N/A
    class features:

    Expertise

    At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.  

    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.  

    Thieves' 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.  

    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.  

    Roguish Archetype

    At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.

    Steady Aim (TCE)

    3rd-level rogue optional 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.

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 10th, 12th, 16th and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature.  

    Uncanny Dodge

    Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.  

    Expertise

    At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.  

    Evasion

    Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. 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 succeed on the saving throw, and only half damage if you fail.  

    Reliable Talent

    By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

    Blindsense

    Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

    Slippery Mind

    By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

    Elusive

    Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.  

    Stroke of Luck

    At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.   Once you use this feature, you can't use it again until you finish a short or long rest.
    subclass options:

    Roguish Archetypes

    Thief

    Thief

    You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.  

    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.  

    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.  

    Supreme Sneak

    Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

    Use Magic Device

    By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.  

    Thief's Reflexes

    When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.
    Assassin

    Assassin

    You focus your training on the grim art of death. Those who adhere to this archetype are diverse—hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.   Your archetype grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

    Assassinate

    Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  

    Bonus Proficiencies

    When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.  

    Infiltration Expertise

    Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official-looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.   Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.  

    Impostor

    At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerism.   Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  

    Death Strike

    Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
    Arcane Trickster

    Arcane Trickster

    Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.  

    Spellcasting

    When you reach 3rd level, you gain the ability to cast spells. See chapter 10 for the general rules of spellcasting and chapter 11 for the wizard spell list.   Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level. Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot. Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.   Spellcasting Ability. Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.
    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Mage Hand Legerdemain

    Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.
  • You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
  • In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

    Magical Ambush

    Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

    Versatile Trickster

    At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

    Spell Thief

    At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.   Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.   Once you use this feature, you can't use it again until you finish a long rest.
    X
    X

    Urchin

    You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each.
      You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?

    Skill Proficiencies Slight of Hand, Stealth
    Tool Proficiencies Disguise kit, thieves’ tools
    Equipment A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp  

    Features

    City Streets
    You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.

    Suggested Characteristics

    Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life — and maybe get some payback on all the rich people who treated them badly.

    Traits

    Dice 1d8 Personality Trait
    1I hide scraps of food and trinkets away in my pockets.
    2I ask a lot of questions.
    3I like to squeeze into small places where no one else can get to me.
    4I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
    5I eat like a pig and have bad manners.
    6I think anyone who's nice to me is hiding evil intent.
    7I don't like to bathe.
    8I bluntly say what other people are hinting at or hiding.

    Ideal

    Dice 1d6 Ideal
    1Respect. All people, rich or poor, deserve respect. (Good)
    2Community. We have to take care of each other, because no one else is going to do it. (Lawful)
    3Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
    4Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
    5People. I help the people who help me — that's what keeps us alive. (Neutral)
    6Aspiration. I'm going to prove that I'm worthy of a better life.

    Bond

    Dice 1d6 Bond
    1My town or city is my home, and I'll fight to defend it.
    2I sponsor an orphanage to keep others from enduring what I was forced to endure.
    3I owe my survival to another urchin who taught me to live on the streets.
    4I owe a debt I can never repay to the person who took pity on me.
    5I escaped my life of poverty by robbing an important person, and I'm wanted for it.
    6No one else should have to endure the hardships I've been through.

    Flaw

    Dice 1d6 Flaw
    1If I'm outnumbered, I will run away from a fight.
    2Gold seems like a lot of money to me, and I'll do just about anything for more of it.
    3I will never fully trust anyone other than myself.
    4I'd rather kill someone in their sleep then fight fair.
    5It's not stealing if I need it more than someone else.
    6People who can't take care of themselves get what they deserve.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Statblocks for your Trinkets, businesses, building, castles, empires.


    Created by

    Undead rabbit.

    Statblock Type

    Character Sheet (latest)

    Link/Embed