Halfling/Lightfoot,Rogue/Thief 1
Criminal,True Neutral
Armor Class
Hit Points
25 ft.
8 (-1)
16 (+3)
12 (+1)
13 (+1)
10 (0)
16 (+3)
Proficiency Bonus
Saving Throws
Dex +5, Int +3
Deception +5, Investigation +3, Perception +2, Persuasion +5, Sleight of Hand +5, Stealth +7
passive Perception 12

Criminal Contact.You have a 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; you know the local messengers, corrupt caravan masters, and seedy sailors who can carry messages for you. You can move secret information or stolen goods through your contact in exchange for money or other information you seek.

Lucky.When you roll a 1 on the d20 for 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.

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

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.

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.



Dagger.Melee or Ranged Weapon Attack: +1 (STR) or +5 (DEX - finesse) to hit, reach 5 ft. and range 20/60 ft. Hit: 1d4 -1 (STR) or 1d4 +3 (DEX - finesse) piercing damage.

Shortsword.Melee Weapon Attack: +1 (STR) or +5 (DEX - finesse) to hit, reach 5 ft. Hit: 1d6 -1 (STR) or 1d6 +3 (DEX - finesse) piercing damage.

Dart.Ranged Weapon Attack: +5 (DEX) or +1 (STR - finesse) to hit, range 20/60 ft. Hit: 1d4 +3 (DEX) or 1d4 -1 (STR - finesse) piercing damage.

Shortbow.Ranged Weapon Attack: +5 to hit, range 80/320 ft. Hit: 1d6 +3 piercing damage.