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Rufus Kleiner

3 Level (0/2700 XP for level-up) Urchin Background Hill Dwarf Race / Species / Heritage Alignment
Rogue (Phantom)
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR 12

+1

DEX 16

+3

CON 16

+3

INT 10

+0

WIS 11

+0

CHA 13

+1

28
Hit Points
+3
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
25/50
Speed (walk/run/fly)
12
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+5 Dexterity
+3 Constitution
+2 Intelligence
+0 Wisdom
+1 Charisma
saving throws
+5 Acrobatics DEX
+0 Animal Handling WIS
+0 Arcana INT
+3 Athletics STR
+1 Deception CHA
+0 History INT
+0 Insight WIS
+3 Intimidation CHA
+0 Investigation INT
skills
+0 Medicine WIS
+0 Nature INT
+2 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+0 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Player's Handbook

Studded Leather

Armor (Light)

Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis.
Light 12 + Dex modifier No

Cost: 45 gp
Weight: 13 lbs

Light Crossbow

Weapon

Common

Ammunition, range (80/320), loading, two-handed

A cheap two-handed crossbow. Fires Crossbow Bolts (20).




Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320ft

Cost: 25gp
Weight: 5lb

Dungeon & Dragons Player's Handbook (2024)

Scimitar

Weapon

Common

Finesse, Light, Nick

This weapon has the following mastery property. To use this property, you must have a feature that lets you use it.

Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.

Proficiency with a Scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.




Type Damage Damage Range
Martial Melee 1d6 Slashing 5 ft

Cost: 25 gp
Weight: 3 lb

The statblocks of your class features

Rogue

“Always wearing a hijab or mask to hide from the world, Rogues seek to conceal their identities as they mainly serve as mercenaries or hired hitman.”

Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise, Sneak Attack, Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
4th +2 2d6 Ability Score Improvement
5th +3 3d6 Uncanny Dodge
6th +3 3d6 Expertise
7th +3 4d6 Evasion
8th +3 4d6 Ability Score Improvement
9th +4 5d6 Roguish Archetype Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype Feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
hit dice: 1d8 per level
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + Constitution Modifier per level
armor proficiencies: Light armor
weapon proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords
tools: Thieves’ tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:
  • (a) a rapier or (b) a shortsword

  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword

  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack

  • Leather armor, two daggers, and thieves’ tools
spellcasting:
class features:

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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.  

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 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

Starting at 2nd level, 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.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, detailed at the end of the class description, or one from another source. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Increase

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.
Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Uncanny Dodge

Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.  

Reliable Talent

By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.  

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
subclass options:

Roguish Archetypes

Arcane Trickster

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.  

Spellcasting

I am so tired and had to make this one manually. pls just visit dndbeyond's entry  

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.

You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.
In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

Versatile Trickster

At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.
Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can't cast that spell until the 8 hours have passed.
Once you use this feature, you can't use it again until you finish a long rest.
 
  Assassin

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  

Bonus Proficiencies

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.  

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.  

Infiltration Expertise

Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.  

Imposter

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.  

Death Strike

Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
 
  Inquisitive

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your sharp eye make you well equipped to expose and end hidden evils.  

Ear for Deceit

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  

Eye for Detail

Starting at 3rd level, you can use a bonus action to make a Wisdom (Perception) check to spot a hidden creature or object or to make an Intelligence (Investigation) check to uncover or decipher clues.  

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it.
This benefit lasts for 1 minute or until you successfully use this feature against a different target.  

Steady Eye

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.  

Unerring Eye

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren't blinded or deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature.
You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.
 
  Pirate

Pirate

You spent your youth under the sway of a dread pirate, a ruthless cutthroat who taught you how to survive in a world of sharks and savages. Now, you've become a feared pirate in your own right. You have indulged in larceny on the high seas and sent more than one deserving soul to a briny grave. Bloodshed and the pursuit of treasure are no strangers to you, and you've garnered a somewhat unsavory reputation in many a port town.  

Mariner

When you choose this archetype at 3rd level, you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  

Underhanded Strike

Also starting from when you choose this subclass at 3rd level, you don't need the Finesse property on a weapon to use your Sneak Attack if that weapon is being wielded in one hand. All other restrictions for that class feature still apply.  

Practiced Sailor

At 9th level, you gain proficiency with navigator's tools and water vehicles if you don't already have them. You double your proficiency bonus for any check that uses these proficiencies.  

Slippery as an Eel

Starting at 13th level, when you use your Uncanny Dodge to halve the damage of a melee attack against you, you can also move up to 15 feet away from the source of the damage as part of the same reaction. This movement does not provoke opportunity attacks.  

Dread Pirate

Starting at 17th level, you can use a bonus action on your turn to attempt to demoralize a number of humanoids equal to or less than your Charisma modifier. To be affected, a target must be within 30 feet of you and must be able to see or hear you. Make a Charisma (Intimidation) check contested by the target's Wisdom (Insight) check. If your check succeeds, that target becomes frightened by you until the end of your next turn. If your check fails, that target can't be frightened by you in this way for 1 hour. Once you use this feature, you can't use it again until after you next roll initiative.
 
  Bounty Hunter

Bounty Hunter

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically fear this archetype, as rarely any can escape the grasp of the mighty among them. The experience this job gives is not for the faint of heart, some say the years at this job have withered their emotions away, but some have their desires ignited by the thrill. Whatever your choice, be careful with the power you will hold, and always watch your back.  

Heart of Steel

At 3rd level your heart has hardened through your past experiences, fear is not normal for you, making you numb to some situations. You make fear saves and saves against being charmed with advantage.  

Marked for the Kill

At 3rd level you may mark a target as a bonus action, the mark lasts for 24 hours or until the target dies. While the target is marked this way you have advantage with attack rolls that target them. You may use this ability a number of times equal to your Wisdom modifier per long rest.  

The Wicked Can't Hide

At 9th level you succeed on any attempt to track any target you have marked, as well you know their exact location as long as they are within 30ft of you. While within 30ft of you, they don’t benefit from being hidden from you.  

Executioner

At 13th level, your critical range increases to 19-20. When you score a critical hit against a marked target you deal maximum damage.  

Bane of the Damned

At 17th level when attacking a marked target you may make extra attacks equal to your Wisdom modifier against the same target. You may use this ability again after the marked target dies or after a long rest.
 
  Phantom

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves' guilds value them as highly effective information gatherers and spies.
How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves' guild dedicated to a deity of death?
 

Whispers of the Dead

When you choose this archetype at 3rd level, echoes of those who have died cling to you. Whenever you finish a short or long rest, you can gain one skill or tool proficiency of your choice, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.  

Wails from the Grave

At 3rd level, as you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll’s total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.  

Tokens of the Departed

At 9th level, when a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.
You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can't create one while at your maximum. You can use soul trinkets in the following ways:
  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.
 

Ghost Walker

At 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.  

Death Knell

At 17th level, your association with death has become so close that you gain the following benefits:
  • When you use your Wails from the Grave, you can now deal the necrotic damage to both the first and the second creature.
  • At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.

 
  Swashbuckler

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Actors and performers excel at this role, and make great pairs for bards. A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.  

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.  

Rakish Audacity

Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature's Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.
If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can't make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.
If you succeed on the check and the creature isn't hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can't use this feature again until you finish a short or long rest.
 
  Scout

Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter – these are just a few of the roles that Scouts assume as they range the world.  

Skirmish

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.  

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.  

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.  

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight.
You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.  

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can't use your Sneak Attack against the same target more than once in a turn.
 

Urchin

Overview:
You grew up on the streets alone, orphaned, and poor. You had no one to watch over you or to provide for you, so you learned to provide for yourself. You fought fiercely over food and kept a constant watch out for other desperate souls who might steal from you. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You’ve survived despite all odds, and did so through cunning, strength, speed, or some combination of each.
  You begin your adventuring career with enough money to live modestly but securely for at least ten days. How did you come by that money? What allowed you to break free of your desperate circumstances and embark on a better life?
Skill Proficiencies: Slight of Hand, Stealth
Tool Proficiencies: Disguise kit, thieves’ tools
Equipment:
A small knife, a map of the city you grew up in, a pet mouse, a token to remember your parents by, a set of common clothes, and a belt pouch containing 10 gp  
Features:
City Streets
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
Suggested Characteristics: Urchins are shaped by lives of desperate poverty, for good and for ill. They tend to be driven either by a commitment to the people with whom they shared life on the street or by a burning desire to find a better life — and maybe get some payback on all the rich people who treated them badly.
Personality Trait:
Dice 1d8 Personality Trait
1 I hide scraps of food and trinkets away in my pockets.
2 I ask a lot of questions.
3 I like to squeeze into small places where no one else can get to me.
4 I sleep with my back to a wall or tree, with everything I own wrapped in a bundle in my arms.
5 I eat like a pig and have bad manners.
6 I think anyone who's nice to me is hiding evil intent.
7 I don't like to bathe.
8 I bluntly say what other people are hinting at or hiding.
Ideal:
Dice 1d6 Ideal
1 Respect. All people, rich or poor, deserve respect. (Good)
2 Community. We have to take care of each other, because no one else is going to do it. (Lawful)
3 Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
4 Retribution. The rich need to be shown what life and death are like in the gutters. (Evil)
5 People. I help the people who help me — that's what keeps us alive. (Neutral)
6 Aspiration. I'm going to prove that I'm worthy of a better life.
Bond:
Dice 1d6 Bond
1 My town or city is my home, and I'll fight to defend it.
2 I sponsor an orphanage to keep others from enduring what I was forced to endure.
3 I owe my survival to another urchin who taught me to live on the streets.
4 I owe a debt I can never repay to the person who took pity on me.
5 I escaped my life of poverty by robbing an important person, and I'm wanted for it.
6 No one else should have to endure the hardships I've been through.
Flaw:
Dice 1d6 Flaw
1 If I'm outnumbered, I will run away from a fight.
2 Gold seems like a lot of money to me, and I'll do just about anything for more of it.
3 I will never fully trust anyone other than myself.
4 I'd rather kill someone in their sleep then fight fair.
5 It's not stealing if I need it more than someone else.
6 People who can't take care of themselves get what they deserve.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dwarf

Kingdoms rich in ancient grandeur, halls carved into the roots of mountains, the echoing of picks and hammers in deep mines and blazing forges, a commitment to clan and tradition, and a burning hatred of goblins and orcs — these common threads unite all dwarves.  
ability score increase: Constitution +2
age: Dwarves mature at the same rate as humans, but they’re considered young until they reach the age of 50. On average, they live about 350-400 years.
Size: Medium
speed: 25ft speed is not reduced by wearing armour
Languages: Dwarven and common
sub races:



race features:
Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage   Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.   Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.   Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus
Description:

Short and Stout

  Bold and hardy, dwarves are known as skilled warriors, miners, and workers of stone and metal. Though they stand well under 5 feet tall, dwarves are so broad and compact that they can weigh as much as a human standing nearly two feet taller. Their courage and endurance are also easily a match for any of the larger folk. Dwarven skin ranges from deep brown to a paler hue tinged with red, but the most common shades are light brown or deep tan, like certain tones of earth. Their hair, worn long but in simple styles, is usually black, gray, or brown, though paler dwarves often have red hair. Male dwarves value their beards highly and groom them carefully.  

Long Memory, Long Grudges

  Dwarves can live to be more than 400 years old, so the oldest living dwarves often remember a very different world. For example, some of the oldest dwarves living in Citadel Felbarr (in the world of the Forgotten Realms) can recall the day, more than three centuries ago, when orcs conquered the fortress and drove them into an exile that lasted over 250 years. This longevity grants them a perspective on the world that shorter-lived races such as humans and halflings lack. Dwarves are solid and enduring like the mountains they love, weathering the passage of centuries with stoic endurance and little change. They respect the traditions of their clans, tracing their ancestry back to the founding of their most ancient strongholds in the youth of the world, and don’t abandon those traditions lightly. Part of those traditions is devotion to the gods of the dwarves, who uphold the dwarven ideals of industrious labor, skill in battle, and devotion to the forge.   Individual dwarves are determined and loyal, true to their word and decisive in action, sometimes to the point of stubbornness. Many dwarves have a strong sense of justice, and they are slow to forget wrongs they have suffered. A wrong done to one dwarf is a wrong done to the dwarf’s entire clan, so what begins as one dwarf’s hunt for vengeance can become a full-blown clan feud.  

Clans and Kingdoms

  Dwarven kingdoms stretch deep beneath the mountains where the dwarves mine gems and precious metals and forge items of wonder. They love the beauty and artistry of precious metals and fine jewelry, and in some dwarves this love festers into avarice. Whatever wealth they can’t find in their mountains, they gain through trade. They dislike boats, so enterprising humans and halflings frequently handle trade in dwarven goods along water routes. Trustworthy members of other races are welcome in dwarf settlements, though some areas are off limits even to them. The chief unit of dwarven society is the clan, and dwarves highly value social standing. Even dwarves who live far from their own kingdoms cherish their clan identities and affiliations, recognize related dwarves, and invoke their ancestors’ names in oaths and curses. To be clanless is the worst fate that can befall a dwarf.   Dwarves in other lands are typically artisans, especially weaponsmiths, armorers, and jewelers. Some become mercenaries or bodyguards, highly sought after for their courage and loyalty.  

Gods, Gold, and Clan

  Dwarves who take up the adventuring life might be motivated by a desire for treasure — for its own sake, for a specific purpose, or even out of an altruistic desire to help others. Other dwarves are driven by the command or inspiration of a deity, a direct calling or simply a desire to bring glory to one of the dwarf gods. Clan and ancestry are also important motivators. A dwarf might seek to restore a clan’s lost honor, avenge an ancient wrong the clan suffered, or earn a new place within the clan after having been exiled. Or a dwarf might search for the axe wielded by a mighty ancestor, lost on the field of battle centuries ago.

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