
These are miniatures, and while the supports detach quite cleanly, careful removal is advised With a little patience, the results are superb
Name: Zephyr Quickfoot (or a name of your choosing that evokes speed or stealth)
Race: Human (versatility for greater customization and a +1 to all characteristics, or an additional skill proficiency and a feat)
Class: Rogue
Background: Urchin (grants Deception and Performance skills, plus useful contacts in the underworld) or Outlander (grants Athletics and Survival skills, ideal for a life outside the law)
Abilities (Ability Scores): These are merely suggestions; adjust them to suit your character concept. Roll 4d6, dropping the lowest die, and assign the results to your abilities.
* Strength: 8 (Not a strong point; agility is preferred over brute force)
* Dexterity: 15 (+2 modifier) - Their primary attribute! For attacks, AC, skills such as Acrobatics and Stealth.
* Constitution: 12 (+1 modifier) - Requires some stamina for long nights and the occasional beating.
* Intelligence: 13 (+1 modifier) - A cunning rogue needs ingenuity to plan heists and disarm traps.
* Wisdom: 10 (+0 modifier) - Not particularly intuitive or perceptive, but neither clumsy.
* Charisma: 14 (+2 modifier) - A good rogue often needs charm to deceive or convince others.
Proficiencies:
* Skills: Acrobatics, Deception, Sleight of Hand, Intimidation, Investigation, Perception, Persuasion, Stealth (Choose those best suited to their background and play style).
* Weapons: Simple weapons, hand crossbows, long swords, rapiers, shortswords.
* Armor: Light armor.
* Tools: Thieves' tools (essential!).
Starting Equipment:
* Two daggers
* A set of thieves' tools
* Leather armor
* Two vials of oil
* A backpack
* A bedroll
* A tinderbox
* 10 feet of hempen rope
* A disguise (suitable for their Urchin or Outlander background)
* A pouch containing 15 gp (gold pieces)
Class Features (Level 1):
* Sneak Attack: Once per turn, inflict additional damage (1d6 at level 1) to a creature if you have advantage on the attack roll or an ally is within 5 feet of the creature.
* Thieves' Cant: You know a secret set of gestures, symbols, and vocabulary that allows you to communicate quickly and discreetly with other rogues.
Human Racial Traits (Level 1):
* Languages: You can speak, read, and write Common and one other language of your choice.
* Ability Score Increase: All your ability scores increase by 1. Or, if you choose the Human variant, you gain an additional skill proficiency and a feat.
Personality and Ideals (Examples):
* Personality Trait: "I'm always looking for an angle, even in the most trivial situations." or "I'm loyal to my friends, almost to a fault."
* Ideal: Greed (The accumulation of wealth is my primary goal in life.) or Freedom (No one will tell me what to do.) or Community (My bonds with my comrades are everything to me.)
* Bond: "I'm running from someone or something in my past." or "I've sworn vengeance on those who wronged me."
* Flaw: "I'm terribly greedy and will do almost anything for money." or "I tend to get into trouble because I'm too trusting."
Detailed Background (Optional):
Further develop your rogue's history. How did they become a rogue? Do they have any secret motivations? What are their long-term goals?
Thief for Dungeons and Dragons game DND (resin or FDM)
by Mysstra3dart · original on Printables ↗
Tabletop Miniatures / Characters & Monsters
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