Name: Garret Underbough
Sex: Male
Race: Halfing
Type (Subtype): Humanoid (Lightfoot)
Class: Rogue
Level: 1
Alignment: Chaotic Neutral
Size: Small
Sense: -
Init:+3
Passive Perception: 14
DEFENSE
AC: 14 (+11 armor, +3 dex)
Hit Points: 10/10 (1d8 +2 Con)
Saves: Dexterity, Intelligence
Special Defenses:
- Brave. Garret has advantage on saving throws against being frightened.
- 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.
OFFENSE
Speed: 25ft
Melee (Rapier, finesse) +5 (1d8+3, 20/x2)
Melee (Dagger, finesse, light) +5 (1d4+3, 20/x2)
Ranged (Shortbow, range 80/320, two-handed) +5 (1d6+3, 20/x2)
Ranged (Dagger, finesse, light, thrown 20/60) +5 (1d4+3, 20/x2)
Special Attacks:
-
Sneak Attack. +1d6 per turn if have advantage or target have an enemy within 5 feet of it.
-
A bag of 1,000 ball bearings. As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw.
-
Flask of Oil (2). As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
STATISTICS
Str 10 (+0)
Dex 17 (+3)
Con 14 (+2)
Int 12 (+1)
Wis 10 (+0)
Cha 12 (+1)
Traits: The first thing I do in a new place is note the locations of everything valuable - or where such things could be hidden.
Ideal: 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.
Bond: I will become the greatest thief that ever lived.
Flaw: When I see something valuable, I can't think about anything but how to steal it.
Skills Mark Proficient either by bolding or changing 0 to @
Mod Attribute Name of Skill
+5 @ (dex) Acrobatics
+# 0 (wis) Animal Handling
+# 0 (int) Arcana
+# 0 (str) Athletics
+3 @ (cha) Deception
+# 0 (int) History
+2 @ (wis) Insight
+# 0 (cha) Intimidation
+3 @ (int) Investigation
+# 0 (wis) Medicine
+# 0 (int) Nature
+4 @ (wis) Perception (Expertise: Proficiency bonus is doubled.)
+# 0 (cha) Performance
+# 0 (cha) Persuasion
+# 0 (int) Religion
+# 0 (dex) Sleight of Hand
+7 @ (dex) Stealth(Expertise: Proficiency bonus is doubled.)
+# 0 (wis) Survival
Languages: Common, and Halfling
Racial Abilities:
-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.
-Brave. You have advantage on saving throws against being frightened.
-Naturally Stealthy. You can attempt to hide even when you are obscured only by a creature that is at least one size larger than you.
Background Abilities:
Criminal (Burglar)
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.
Class features:
-
Expertise. At 1st level, choose two of your skill proficiencies, or on of your skill proficiency and your proficiency with the thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of those chosen proficiencies. (
Perception and Stealth)
-
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 finesse or a range weapon. You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, the enemy isn't incapacitated, and you don't have disadvantage on the attack roll. The amount of extra damage increases as you gain level in this class.
-
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 time longer to convey such a message that 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 thieve's guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves' on the run.
Combat Gear:
A rapier (sheathed horizontally behind his back, waist level)
A shortbow and a quiver of 20 arrows (Shortbow usually in left hand, quiver is attached to the right side of the backpack)
A leather armor (equipped with the set of dark common clothes that has a hood, hood will normally be down unless Garret wants to be sneaky)
Two daggers (with ring pommel, both hanging on the right side of belt, secured by strips of leather tied in the way where a firm tug will cause the leather strip to unravel)
Other Gear:
a backpack
a bag of 1,000 ball bearings
10 feet of string
a bell
5 candles
2 crowbars
a hammer
10 pitons
a hooded lantern
2 flasks of oil
5 days of rations
a tinderbox
a waterskin
50 feet of hempen rope
a set of dark common clothes including a hood
a belt pouch
a set of thieves' tools
a set of playing cards
a healer's kit (10/10 uses)
2 hunting traps
a sheet of parchment upon which is drawn a complex mechanical contraption (trinket)
Money: 0 gp
Description: Standing at 3 feet tall and weighting around 35 pounds, Garret looks slimmer than your average halflings. With a pale complexion, dark brown hair and hazel colored eyes. Has a clean shaven face and lacking a distinctive sideburns where majority of the halflings have. Even though Garret wears a smile on his face always, he keeps a low profile and tends to not speak much.
History:
Garret is actually an exile. Due to his inability to keep his hands of things that doesn't belong to him, a repeat offender of stealing and burglaring, Garret was chased out of his village and has since been wandering from town to town, city to city, burglaring anywhere he could and running before the authorities could find out who is behind the acts.
Over the years, he has managed to get into contact with the underground criminal network where he could get information on his next hit, fence his ill-gotten goods and many times, a refuge from pursuers.
All thanks to his skills, he has managed to evade recognition so far so there's no bounty on his head (thankfully).
Now he is just loitering in town, gathering information so to plan on what to do in this town. He will also be paying attention to adventurers looking for additional hands. Usually because he could either steal from the other adventurers, the employers of those adventurers, the location where they will be heading to might be filled with precious loot or maybe the reward is good.
Now, there we go.

Please do advise if there are mistakes or whatever you need me to add in.