Halfling Rogue Pre-Gen
Halfling Rogue Pre-Gen
Halfling Rogue Pre-Gen
Halfling
Rogue
Chaotic
Good
Lightfoot
Halfling
Rogue
1
Class:
Rogue
AC
14
Hit
Points
8
Expertise
(1d4):
You
gain
a
single
expertise
Speed
25
ft.
Hit
Dice
1d6
die,
a
d4.
As
long
as
you
are
able
to
take
actions,
you
can
spend
expertise
dice
to
use
a
Initiative
+7
maneuver
that
you
know.
At
the
end
of
each
of
your
turns,
you
regain
all
of
your
spent
expertise
dice.
Strength
8
(–1)
Rogue
Scheme
(Thief):
You
are
a
burglar,
Dexterity
16
(+3)
granting
training
in
Disable
Device,
Listen,
Constitution
14
(+2)
Sleight
of
Hand,
Sneak,
and
one
maneuver
Intelligence
14
(+2)
(included).
Wisdom
10
(+0)
Thieves’
Tools:
You
are
proficient
with
the
Charisma
12
(+1)
use
of
thieves’
tools.
Armor
and
Weapon
Proficiencies:
You
are
Attacks
proficient
with
light
armor,
basic
weapons,
Dagger
+5
(range
20/80);
1d6
+
3
piercing
finesse
weapons,
and
simple
and
martial
damage
missile
weapons.
Short
Sword
+5;
1d8
+
3
piercing
damage
Background:
Artisan
(Cook)
Skills:
Gather
Rumors,
Knowledge
(Folklore),
Skills
(+3
to
checks
relating
to
a
skill)
Persuade,
and
Profession.
Disable
Device
Guild
Membership:
You
are
a
member
of
a
Gather
Rumors
guild.
You
have
the
support
of
fellow
guild
Knowledge
(Folklore)
members,
possibly
including
politically
Listen
powerful
ones,
and
access
to
the
guild’s
Persuade
property.
You
must
pay
dues
of
5
gp
per
month
Profession
(Cook)
to
the
guild,
and
any
aid
the
guild
provides
you
Sleight
of
Hand
might
come
at
a
cost.
Sneak
Specialty:
Ambush
Specialist
Race:
Lightfoot
Halfling
Improved
Initiative:
You
gain
a
+4
bonus
to
Halfling
Nimbleness:
You
can
move
initiative
(included).
If
your
initiative
result
is
through
the
spaces
of
hostile
creatures
that
are
lower
than
10,
treat
it
as
a
10.
larger
than
you.
Halfling
Weapon
Training:
In
your
hands,
Maneuvers
the
damage
die
for
a
dagger,
short
sword,
or
Skill
Mastery:
When
you
make
a
check
and
sling
with
which
you
are
proficient
increases
one
of
your
trained
skills
applies,
you
can
by
one
step
(included).
spend
expertise
dice
to
add
to
the
check.
Roll
Languages:
Common,
Halfling.
all
the
expertise
dice
you
spend,
but
add
only
Lucky:
Twice
per
day,
when
you
make
an
the
highest
die
result
to
your
check.
attack
roll,
check,
or
saving
throw,
you
can
Sneak
Attack:
When
you
hit
a
creature
with
reroll
one
die
and
use
either
result.
a
weapon
attack,
you
can
spend
expertise
dice
Naturally
Stealthy:
You
can
attempt
to
hide
to
increase
the
attack’s
damage
against
that
if
a
creature
that
is
one
size
category
larger
target,
provided
you
have
advantage
against
than
you
obscures
you.
the
target
or
it
is
in
the
reach
of
a
creature
friendly
to
you.
Roll
all
the
expertise
dice
you
D&D
Next
Playtest
©2012
Wizards
1
Confidential
information
of
Wizards
of
the
Coast
LLC.
Do
not
distribute.
spend,
and
add
up
their
results.
The
damage
gains
a
bonus
equal
to
that
total.
Equipment
Leather
armor,
traveler’s
clothes
(secret
pockets),
short
sword,
five
daggers,
thieves’
tools,
healer’s
kit,
mirror,
belt
pouch,
cooking
utensils,
95
gp