Gnome/Rock Gnome,Rogue/Arcane Trickster 4
Urchin,Neutral Good
Armor Class
Hit Points
25 ft.
10 (0)
15 (+2)
13 (+1)
13 (+1)
12 (+1)
14 (+2)
Proficiency Bonus
Saving Throws
Dex +4, Int +3
Acrobatics +4, Intimidation +4, Investigation +3, Persuasion +4, Sleight of Hand +4, Stealth +4
passive Perception 11

Gnome Cunning.You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Artificer's Lore.Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.

Tinker.You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options: Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents. Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action. Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Sneak Attack.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.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.


An orphan child at the age of 5, Gamble was cast off to fend on his own by his parents who thrown in jail for a crime they did not commit. As an Urchin of the streets, Gimble became well versed in the art of trickery - sometimes to get a bite to eat, others to secure lodging or swindle a member of the wealth elite. At age 30, he was arrested for larceny of a famous cleric. Due to his youth, he was given a chance by the authorities, either spend decades in jail, or work for good, putting his skills to a better purpose. Gamble choose the second option and began working with authorities to helps break into ruins and keeps in order to help the local guilds learn of these places secrets. Since the arrest, he's always been preoccupied with finding the person who framed who his parents.


Dagger.Melee or Ranged Weapon Attack: +2 (STR) or +4 (DEX - finesse) to hit, reach 5 ft. and range 20/60 ft. Hit: 1d4 (STR) or 1d4 +2 (DEX - finesse) piercing damage.

Shortsword.Melee Weapon Attack: +2 (STR) or +4 (DEX - finesse) to hit, reach 5 ft. Hit: 1d6 (STR) or 1d6 +2 (DEX - finesse) piercing damage.

Crossbow, light.Ranged Weapon Attack: +4 to hit, range 80/320 ft. Hit: 1d8 +2 piercing damage.

Shortbow.Ranged Weapon Attack: +4 to hit, range 80/320 ft. Hit: 1d6 +2 piercing damage.