level 2 HALFLING ROGUE

PUCK


STATS

Hit Points 15

Armor Class 14 (leather armor)

  • STR 8 (-1)

  • DEX 16 (+3)

  • CON 12 (+1)

  • INT 10 (+0)

  • WIS 15 (+2)

  • CHA 14 (+2)

Saving Throws: DEX +5, INT +2

features

Expertise

Your proficiency bonus is doubled for Stealth and Thieves’ Tool checks.

Sneak Attack

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.

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

As a bonus action you can Dash, Disengage or Hide (use once/turn).

PROFICIENCIES (+2)

Skills:

  • Acrobatics +5

  • Deception +4

  • Investigation +3

  • Perception +4

  • Sleight of Hand +5

  • Stealth +7 (expertise)

Proficiencies: Simple weapons, hand crossbows, longswords, rapiers, shortswords, light armor, disguise kit, thieves' tools

RACIAL TRAITS

Lucky

When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can reroll the die and must use the new roll.

Brave

You have advantage on saving throws against being frightened.

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.

OTHER ACTIONS

Attacks

Shortsword +5 vs. AC, 1d6+3 bludgeoning or piercing damage

Shortbow (20 arrows) +5 vs. AC, 1d6+3 piercing damage

Dagger +5 vs. AC, 1d4+3 piercing or slashing damage

Abilities

Sneak Attack (use with an attack above when conditions are met)

puck.jpg

INVENTORY

Wealth

25 gp

Equipment

shortsword, shortbow and quiver of 20 arrows, burglar's pack, leather armor, two daggers, thieves' tools, small knife, home-town map, pet mouse (Munchie), belt pouch

BACKGROUND

Profession

Urchin

Backstory

The group’s mischievous young scout, saved from the mean streets of Neverwinter by Garix. Puck’s favorite uncle runs a curio shop in Phandalin.

 

tips and tricks

 

combat

Your character is made for hit-and-run tactics to avoid damage and get your sneak attack bonus damage. Since you can use your bonus action to hide, dash, or disengage, you can get in, get out, and set up again.

Hide and Sneak Attack

To get sneak attack you need to have advantage or one of your allies needs to be adjacent to an enemy target. One of the easiest ways to get advantage is if you hide, which you can do before combat or during combat with a bonus action thanks to your Cunning Action feature. Also, since you’re a halfling, you can hide next to your Medium sized allies (read: all of them), simply by ending your turn next to an ally and using a bonus action to hide. On your next turn you’ll have advantage against enemies that can’t see you, which means you’ll get sneak attack damage against them. This applies to your shortbow and your melee weapons, so you can do this at range, too.

Getting out of trouble with Disengage and Dash

If you get engaged or go in to use your dual-wielded weapons, you can use your bonus action to Disengage. Normally if you try to move away from an attacker, they can attempt to make an attack of opportunity against you, but when you Disengage, your movement can’t provoke attacks against you for the rest of the turn. You can make an attack, disengage and move out of harm’s way. If you finish off an opponent, you can use Dash as a bonus action to move double your move speed away from any large threats and get out of range.

Attacking with both weapons

Since you have a shortsword and dagger (and yet another dagger in your inventory), you can attack using both weapons. Your main hand takes an action and your off-hand takes a bonus action — if you miss with your main hand, you can still hit with your off-hand and get Sneak Attack damage! So consider doing that if you miss with an opener or an attack that you think would finish something off. You can even throw one of your daggers and retrieve it later for some extra ranged damage without switching to your bow.

 

exploration

You’re kind of the main person when it comes to scouting, looking for traps, infiltrating security (picking locks), pickpocketing important items from NPCs, sneaking around, and lying your way out of situations. These are what your skills are for. You also have some ways of finding other thieves and underworld contacts from your Rogue and Urchin backgrounds. Bottom line, you’re the sneakiest person.

 

social