Fast Character
 Jenuthun Thorsar 
CLASS & LEVEL
Rogue 10 (Thief)
EXPERIENCE POINTS
66,560
PLAYER NAME
RACE
Tiefling
BACKGROUND
Pirate
CAMPAIGN or PLAYER ID
SAVING THROWS
SKILLS
PASSIVE WISDOM
(PERCEPTION)
PROFICIENCIES & LANGUAGES
STR
+0
10
DEX
+4
19
CON
+2
14
INT
+2
14
WIS
-1
8
CHA
+2
14
+4
PROFICIENCY
BONUS
+0 Strength Saves 
+8 Dexterity Saves *
+2 Constitution Saves 
+6 Intelligence Saves *
-1 Wisdom Saves 
+2 Charisma Saves 
* Prof. bonus added
+4  Acrobatics (Dex)
-1  Animal Handling (Wis)
+2  Arcana (Int)
+4  Athletics (Str) *
+2  Deception (Cha)
+2  History (Int)
-1  Insight (Wis)
+2  Intimidation (Cha)
+6  Investigation (Int)
-1  Medicine (Wis)
+2  Nature (Int)
+3  Perception (Wis) *
+6  Performance (Cha) *
+2  Persuasion (Cha)
+2  Religion (Int)
+12  Sleight of Hand (Dex) **
+12  Stealth (Dex) **
-1  Survival (Wis)

* Prof. bonus added
13

Armor: light armor

Weapons: simple weapons, hand crossbow, longsword, rapier, shortsword

Tools: navigator's tools, vehicles (water), thieves tools

Saving Throws: Dexterity, Intelligence

Skills: Athletics, Investigation, Perception, Performance, Sleight of Hand, Stealth

Languages: Common, Thieves' Cant, Infernal

ARMOR
CLASS
(AC)
15
Armor Worn: Leather armor
INITIATIVE
+4
SPEED
30 ft.
HIT POINTS
73
HIT DICE
10d8
DEATH SAVES:   Success  O O O   Fail  O O O
WEAPON & UNARMED ATTACKS

Basic Attack. One target per Attack action.

Rapier. Melee Weapon Attack: +8 to hit, reach 5 ft. Hit: 1d8+4 piercing damage.

Shortbow. Ranged Weapon Attack: +8 to hit. Hit: 1d6+4 piercing damage. (Normal range to 80 ft.; disadvantage long range 81 to 320 ft. Must be used two-handed.)

Dagger. Melee or Ranged Weapon Attack: +8 to hit, reach 5 ft. 1d4+4 piercing damage. (If thrown, normal range to 20 ft.; disadvantage long range 21 to 60 ft.)

MAGIC & SPECIAL ATTACKS
Sneak Attack: Once per turn, you can deal an extra damage to one creature 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.
EQUIPMENT & TREASURE
Carried Gear: leather armor (AC 11), rapier, two (2) daggers, shortbow and 20 arrows, belt pouch, set of common clothes, rope (silk, 50 feet), belaying pin (club), a lucky charm (rabbit foot or small stone)

Lifting and Carrying: 150 lbs. max. carrying capacity; 300 lbs. pushing or dragging (speed -5 ft.); 300 lbs. max. lift.

Coins & Gems: 731 gold pieces (gp); 63 silver pieces (sp); 22 copper pieces (cp); 2 gems (worth 50 gp each)
FEATURES, TRAITS & MORE

Alignment: Chaotic Neutral. I follow my shifting whims with little concern about rules or later consequences.


Tiefling Traits [PHB p. 42]

• Age: 36-years-old

• Medium Size (5' 2", 135 lbs.)

• Darkvision (60 feet)

• Hellish Resistance (vs. fire)

• Infernal Legacy (Charisma-based; Thaumaturgy cantrip, Hellish Rebuke [as 2nd level] and Darkness spells each once per day)


Class Features [PHB p. 94]

• Expertise (prof. noted with **)

• Sneak Attack (+5d6)

• Thieves' Cant (slang speak in code)

• Cunning Action (Dash, Disengage or Hide)

• Fast Hands (Cunning Action Sleight Of Hand, thieve's tools, use object)

• Second-Story Work (fast climb, double jump distance)

• Uncanny Dodge (use reaction for half damage vs. attack you can see)

• Evasion (area effect half or no damage)

• Supreme Sneak (adv. on Stealth if half move)


Background Features [PHB p. 139]

• Bad Reputation