Piper "Sticks" CopperpottRace:
Chaotic neutralHit Points:
• Sleight of Hand (+5)
• Stealth (+5)
• Insight (+2)
• Perception (+4) [Doubled proficiency via Expertise
• Deception (+5)
• Persuasion (+5)Saving Throws:
• Dexterity (+5)
• Intelligence (+4)Equipment
• Light Armor
• Simple weapons, hand crossbows, longswords, rapiers, shortswords
• Thieves' Tools
• Disguise Kit
• Forgery KitLanguages:
Common, Halfling, Thieves' cantFeatures and Traits
• Ability Scores: +2 Dexterity, +1 Charisma
• Size: Small
• Speed: 25'
• Lucky: When you roll a 1 on an attack, ability check, or saving throw, you can re-roll 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 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.
• 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 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 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, as show 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 st 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 the area are easy marks or will provide a safe house for thieves on the run.
• Flattery is my preferred trick for getting what I want.
• I have a joke for every occasion, especially occasions where humor is inappropriate.
• Material goods come and go. Bonds of friendship last forever.
• I fleeced the wrong person and must work to ensure that this individual never crosses paths with me or those I care about.
• I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. I also can't resist a pretty face.
• False identity: You have created a second identity that includes documentation, established acquaintances, and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.
Rapier (+5 | Finesse | 1d8+3)
Shortbow (+5 | (80 / 320) | 1d6+3)
Dagger x2 (+5 | Finesse, Light, (20/60) | 1d4+3)
Quiver w/ 20 arrows
belt pouch with 15 GP
• a backpack
• a bag of 1,000 ball bearings
• 10' of string
• a bell
• candles (5)
• a crowbar
• pitons (10)
• a hooded lantern and 2 flasks of oil
• five day's rations and waterskin
• 50' of hemp rope.