Lyle Leagallow
Lightfoot Halfling Rogue 6
small humanoid, chaotic neutral
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Armor Class 16 (leather armor)
Hit Points 10 (1d8+2)
Speed 25 ft.
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STR 10 (+0),
DEX 20 (+5),
CON 14 (+2),
INT 11 (+0),
WIS 14 (+2),
CHA 14 (+2)
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Racial and Class Abilities
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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. (I chose Stealth, Thieves' Tools, Deception, and Sleight of Hand)
Sneak Attack: Once per turn, you can deal an extra 3d6 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.
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 You can dash, disengage, or hide as a bonus 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.
Second Story Workclimbing 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.
Uncanny DodgeUse your reaction to to halve the damage from an attack you can see.
Evasion When you make a dex save for half damage, take no damage if you succeed and half if you fail
LuckyWhen you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.
BraveYou have advantage on saving throws against being frightened.
Halfling NimblenessYou can move through the space of any creature that is of a size larger than yours.
Naturally StealthyYou can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Feats none
Saving Throws Dex +8, Int +3
Skills Acrobatics +8, Deception +8, Investigation +3, Perception +5, Sleight of Hand +11, Stealth +11
Senses passive Perception 14
Tools Dice set, Jeweler's Kit, Thieves' Tools
Languages Common, Halfling
Actions
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Short bow. Ranged Weapon Attack: +8 to hit, range 80 ft./320 ft., one target.
Hit: 1d6+5 piercing damage.
Short sword. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 1d6+5 piercing damage. Light weapon
Dagger. Melee Weapon:
+8 to hit, reach 5 ft., one target.
Hit: 1d4+5 piercing damage. Light, Thrown.
Unarmed Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature.
Hit: 1 bludgeoning damage.
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Background: Criminal
Personality trait: The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden.
Ideal: Freedom. Chains are meant to be broken, as are those who would forge them.
Flaw: An innocent person is in prison for a crime that I committed. I'm okay with that.
Bond: I'm trying to pay off an old debt I owe to a generous benefactor.
Equipment Short sword 2 lb, short bow 2 lb, 20 arrows 1 lb, backpack 5 lb, 10 feet of string, bell, 5 candles, crowbar 5 lb, hammer 3 lb, 10 pitons 2.5 lb, hooded lantern 2 lb, 2 flasks of oil 2 lb, 5 days rations 10 lb, tinderbox 1 lb, water skin 5 lb, 50 feet of hempen rope 10 lb, leather armor 10 lb, 2 daggers 2 lb, and thieves' tools 1 lb, dark common clothes including a hood 3 lb, belt pouch with 7 gold, a donkey total 88.5
Note a lot of this stays on the donkey, I'll try to comment when he switches things out
Encumbered:50 lbs
Heavily encumbered 100 lbs
Maximum: 150 lbs
Short sword 2
short bow 2
20 arrows 1
backpack 5
hooded lantern 2
1 oil flask 1
rope 10
leather armor 10
2 daggers 2
thieves tools 1
clothes 3
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