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Kara

Kara - a rogue for 5th edition D&D

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Curtis Bennett
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0% found this document useful (0 votes)
11 views4 pages

Kara

Kara - a rogue for 5th edition D&D

Uploaded by

Curtis Bennett
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Rogue 1 der_kluge

CLASS & LEVEL PLAYER NAME


Kara
Human Wayfarer 0
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

-1 Strength
ARMOR Max HP Current HP Temp HP
STRENGTH • +5 Dexterity
+1 Constitution +5 14 9 --
8 • +2 Intelligence
CLASS
+0 Wisdom INITIATIVE HIT POINTS
-1
+2 Charisma
Total 1d8 SUCCESSES
Saving Throw Modifiers
DEXTERITY FAILURES

17 DEFENSES HIT DICE DEATH SAVES

+3 SAVING THROWS HEROIC INSPIRATION


=== ARMOR ===
Light Armor
CONSTITUTION +3 Acrobatics DEX
PROFICIENCY BONUS
=== WEAPONS ===
+2
12 +0

+0
Animal Handling WIS
Arcana INT
Crossbow, Hand, Rapier, Scimitar,
Shortsword, Simple Weapons, Whip

+1 -1 Athletics STR === TOOLS ===


ABILITY SAVE DC Dice Set, Thieves' Tools
P +4 Deception CHA
+0 History INT === LANGUAGES ===
INTELLIGENCE
P +2 Insight WIS Common, Dwarvish, Halfling, Thieves’ Cant
30 ft. (Walking)
11 +2 Intimidation CHA
P +2 Investigation INT
+0 +0 Medicine WIS SPEED

+0 Nature INT PROFICIENCIES & TRAINING

WISDOM P +2 Perception WIS


+2 Performance CHA === ACTIONS ===
10 P +4 Persuasion CHA
Standard Actions
Attack, Magic, Dash, Disengage, Dodge, Help,
Disadvantage. When a creature rolls a d20 for an
attack roll against you, you can spend 1 Luck Point to
Hide, Ready, Search, Utilize, Opportunity Attack, impose Disadvantage on that roll.
+0 Religion INT
+0 Grapple, Shove, Improvise, Two-Weapon Fighting,
E +7 Sleight of Hand DEX Interact with an Object, Study, Influence

E +7 Stealth DEX === SPECIAL ===


CHARISMA Luck Points • 2 / Long Rest
+0 Survival WIS
You have 2 Luck Points that you can spend on the

14 benefits below. You regain expended Luck Points after


a Long Rest.

Advantage. When you roll a d20 for a D20 Test, you


+2 can spend 1 Luck Point to give yourself Advantage on
the roll.
SKILLS ACTIONS

NAME HIT DAMAGE/TYPE NOTES

12 PASSIVE PERCEPTION
Dagger +5 1d4+3 Piercing Simple, Finesse, Light, Thrown, Nick, Range (20/60)

Shortbow +5 1d6+3 Piercing Simple, Ammunition, Range, Two-Handed, Vex, Range (80/320)
12 PASSIVE INSIGHT

Shortsword +5 1d6+3 Piercing Martial, Finesse, Light, Vex


12 PASSIVE INVESTIGATION
Unarmed Strike +1 0 Bludgeoning

SENSES WEAPON ATTACKS & CANTRIPS

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
Rogue 1 der_kluge
CLASS & LEVEL PLAYER NAME
Kara
Human Wayfarer 0
CHARACTER NAME SPECIES BACKGROUND EXPERIENCE POINTS

=== ROGUE FEATURES === * Wayfarer Ability Score Improvements • PHB-2024


* Skillful • free-rules 193 185
* Core Rogue Traits • free-rules 129 You gain proficiency in one skill of your choice.
| Increase two scores (+2 / +1) •
* Expertise • free-rules 129 * Versatile • free-rules 194
You gain Expertise in two of your skill proficiencies of You gain an Origin feat of your choice. * Weapon Mastery • PHB-2024 129
your choice.
* Languages • free-rules 37 | Dagger (Nick) •
* Sneak Attack • free-rules 129 Your character knows at least three languages: Nick. When you make the extra attack of the Light
Once per turn you can deal an extra 1d6 damage to Common plus two languages you roll or choose from property, you can make it as part of the Attack action
one creature you hit with an attack if you have the Standard Languages table. Knowledge of a instead of as a Bonus Action. This extra attack can
Advantage on the roll and the attack uses a Finesse or language means your character can communicate in it, only be made once per turn.
Ranged weapon. The extra damage’s type is the same read it, and write it.
as the weapon’s type. | Shortsword (Vex) •
Vex. If you hit a creature with a Shortsword and deal
You don’t need Advantage on the attack if at least one === FEATS === damage to it, you have Advantage on your next attack
of your allies is within 5 ft. of the target, the ally doesn’t roll against that creature before the end of your next
have the Incapacitated condition, and you don’t have * Alert • free-rules 200 turn.
Disadvantage on the attack roll. Initiative Proficiency. When you roll Initiative, add +2 to
the roll. | Nick (Dagger): 1 Action
| 1 Action
Initiative Swap. Immediately after you roll Initiative, you | Vex (Shortsword): 1 Action
* Thieves’ Cant • free-rules 129 can swap your Initiative with the Initiative of one willing
You know Thieves’ Cant and one other language of ally in the same combat. You can’t make this swap if
your choice. you or the ally has the Incapacitated condition.

* Weapon Mastery • free-rules 129 * Lucky • PHB-2024 201


Luck Points. You have 2 Luck Points that you can
spend on the benefits below. You regain expended
=== HUMAN SPECIES TRAITS === Luck Points after a Long Rest.

* Size • free-rules 194 Advantage. When you roll a d20 for a D20 Test, you
Your Size is Medium or Small, chosen when you select can spend 1 Luck Point to give yourself Advantage on
this species. the roll.

* Speed • free-rules 194 Disadvantage. When a creature rolls a d20 for an


Your Speed is 30 ft. attack roll against you, you can spend 1 Luck Point to
impose Disadvantage on that roll.
* Resourceful • free-rules 194
You gain Heroic Inspiration whenever you finish a | Luck Points: 2 / Long Rest • Special
Long Rest.

FEATURES & TRAITS

NAME QTY WEIGHT NAME QTY WEIGHT

CP 0 Leather 1 10 lb. Waterskin 1 5 lb.

Dagger 1 1 lb. Hooded Lantern 1 2 lb.

SP 0 Dagger 1 1 lb. Candle 10 --

Shortbow 1 2 lb. Crowbar 1 5 lb.


EP 0 Shortsword 1 2 lb. Arrows 20 1 lb.

Backpack 1 5 lb. Sewing Kit


GP 58 Quiver 1 1 lb.

Thieves' Tools 1 1 lb.


PP 0 Arrows 20 1 lb.

Oil 7 7 lb.
WEIGHT CARRIED

62 lb. Ball Bearings 1,000 2 lb.

ENCUMBERED Rations 5 10 lb. ATTUNED MAGIC ITEMS QTY WEIGHT

120 lb. Rope 1 5 lb.

PUSH/DRAG/LIFT Bell 1 --

240 lb. Tinderbox 1 1 lb.

EQUIPMENT

TM & © 2018 Wizards of the Coast LLC. ©2018 D&D Beyond | All Rights Reserved. Permission is granted to photo copy this document for personal use.
F 18 Small 3'11" 65
GENDER AGE SIZE HEIGHT WEIGHT
Kara Neutral None dark olive green brown
CHARACTER NAME ALIGNMENT FAITH SKIN EYES HAIR

Kara has terrible manners,


no social grace and no filter

PERSONALITY TRAITS

Kara values money and a way to escape


her life of poverty

IDEALS

Kara has a soft spot for children. She doesn't


want anyone to go through the hardships
she has had to go through.
BONDS

Kara does not like bathing and has no sense


of personal hygiene. She lacks decorum, or
tact, and steals compulsively.
FLAWS
CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

Kara's mother, a half-elven woman Kara never Getting out of the barrel in the destination was Kara is tiny by human standards. She’s all of 3’11” –
knew, died at birth, at least according to her father. always a bit of an awkward affair, however. Often the a byproduct of being malnourished as a child. She’s
The only token she has of her is a heart-shaped lid would open while she was asleep, much to the often mistaken for a halfling, and sometimes even a
locket that her father said belonged to her. It’s her surprise of a teamster or merchant who was handling dwarf – a fact that she finds both puzzling and
most prized possession. Kara always felt like her the cargo. In these occasions, her silver-tongue has insulting. She’s specifically learned the languages of
life would have been better if her mother had lived, served her well. She once convinced a merchant that both halflings and dwarves so that she can cuss
and her father had died. And she resented him for she was being delivered in a barrel to someone who them out in their native tongue for confusing her for
it. But she didn’t have to do that for long, since he had purchased her, and that it was just the normal one of their kind. Maybe if she wore boots instead of
died when she was just 7 years old. She was too way of transporting human cargo. Some people are going barefoot all the time…
young to really understand what happened. Later, just naturally gullible.
she learned that he was killed for failing to pay off Kara’s also unsure of her own age. Absent birthday
some debts. At least, that’s what she was told. Recently, Kara found herself the target of much ire parties, she doesn’t know when her actual birthday
When he was alive, he wasn’t much of a father from the city guard. She learned from some is, let alone how old she is. Her mother’s half-elven
figure. Kara mostly raised herself once she was homeless people that she had several nicknames. lineage might have adjusted her normal aging
old enough to walk. In fact, some of her earliest “Shitstain” and “The Little Shit” were her favorites. process to some extent. But Kara tends to think
memories are of her begging in the streets on cold Apparently, it was the natural thing to say when she she’s probably somewhere around 17 or 18. But she
winter mornings. would dart through a crowd to escape a city guard, doesn’t really dwell on it.
that they would yell out, “Stop that Little Shit!”, or
Kara doesn’t know her last name. Or, she blocked something like that. It happened so frequently, in Appearance-wise, Kara is a mess. You couldn’t get a
it out. It would have been her father’s, anyway. He fact, that the name just kind of stuck. It got bad comb through her dreadlocks if you tried. She’s worn
certainly didn’t deserve for it to continue to exist in enough that Kara exclusively had to sleep on the the same clothing for years and just patches it up as
the world. Kara is enough. She’d have changed roofs of buildings, because they started searching for needed. She is filthy, and absolutely reeks as well.
that, too, were it not for the possibility that her her around the clock. “Time to leave”, she thought to Kara’s odor could be described as a dizzying cocktail
mother might have given it to her. herself. of urine, body odor, dirt, and probably pickles and
sardines as well. This doesn’t bother her. She
Eventually Kara stopped begging. Sure, it was Kara had learned about a city across the ocean that considers it a failing of other people not to accept her
nice to be handed stuff and not have to work for it, was looking to start anew. Some sort of nobleman for who she is. She doesn’t need anyone else’s
but she found far greater satisfaction (and far who was trying to build an outpost in a new frontier. validation.
greater rewards) for taking what she needed. This There would be merchants – and likely lots of them,
wasn’t without its risks, of course. But for her, the who would have plenty of money. With the ships Kara is the most uncivilized, uncouth individual one
rewards outweighed the risks. The laws never routinely heading there with supplies in tow, it wasn’t is likely to meet. She has no social grace or aplomb
really benefited her anyway, so she didn’t feel any hard to sneak into one in the middle of the night. She and is generally likely to just say whatever enters her
strong compulsion to follow them. just had to dump the sardines overboard. Sure, the brain at any given moment. She is woefully naïve
barrel smelled like fish, but Kara’s smelled like worse about the world, has never had any lasting
But eventually her actions would catch up to her. things. It didn’t really bother her. All she had to do friendships or relationships (no surprise there!),
She enjoyed the cat and mouse game. But was hide in the hold until she made landfall. though she certainly does fancy the idea that some
eventually, the heat would get unbearable, and young handsome lad might whisk her away to some
she’d leave the city. Often this involved hiding in a A few years ago, Kara stole a bag from a hag and better life someday.
barrel on a merchant caravan. If the barrel was full was cursed by the hag - forced to give up most of
of pickles, she’d have something to eat on he way her wealth to those less fortunate. This frustrates Kara’s weakness is food and money. She’d might
to her new destination. And Kara didn’t really mind Kara to no end, and doesn't know how to remove the commit murder for a fancy dinner or a sack of gold.
being cramped inside a barrel for extended curse. But it has made her somewhat of a local But that doesn’t mean she isn’t without scruples.
periods of time. She often found it to be rather legend among beggars. Kara does have a soft spot for the less fortunate.
cozy.

CHARACTER BACKSTORY ADDITIONAL NOTES

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SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

PREP SPELL NAME SOURCE SAVE/ATK TIME RANGE COMP DURATION PAGE REF NOTES

SPELLS

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