Human, Charlatan, Rogue [4- Swashbuckler] Sorcerer [1-Wild Magic]

Strength Dexterity Constitution Intelligence Wisdom Charisma
11 [0] 16 [+3] 14 [+2] 9 [-1] 14 [+2] 16 [+3]

Age: 17 (23)
Experience: 2380
Wounds: 22
Saving Throws: Dexterity, Intelligence
AC: 14/15 (Leather [11] + Dex [3] /+feat)
Passive Perception: 14
Initiative: +6

Proficiencies: [+3]
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Armour: Light Armour.
Tools: Disguise kit, Thieves tools, Forgery Kit
Skills: Deception x2, Sleight of Hand x2, Stealth, Intimidation, Perception, Acrobatics
Languages: Common, Dwarven

Feats and Abilities:

  • Rogue:
    • 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 2d6 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.
      • The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
    • Cunning Action: Bonus action Dash, Disengage or Hide.
    • Fancy Footwork: If you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
    • Rakish Audacity: Add Charisma bonus to Initiative rolls. If no creature is within 5ft of you, other than your target, you get sneak attack
  • Sorcerer:
    • Wild Magic Surge: Whenever you cast a sorcerer spell of lvl 1+, roll d20 if a 1 roll on surge table.
    • Tides of Chaos: Gain advantage on one attack roll, ability check or saving through. Anytime you use cast a lvl 1+ sorc. spell, DM can have you roll on Surge table and get advantage back. (resets on long rest)
  • Dual Wielder:
    • +1 AC when wielding two melee weapons
    • Can dual-wield even if weapons arent light
    • You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.

Equipment: / carrying capacity

  • Fine Clothes
  • 2 Daggers D4 +3 P
  • Thieves' Tools x2
  • Component pouch
  • Leather Armour (AC 11+Dex)
  • Shield
  • Hand Crossbow 30/120 D6+3 P, 20 bolts
  • Backpack:
    • Disguise Kit, 10 vials coloured ink
    • Bedroll, Blanket, mess kit, tinderbox, 10 torches, 5 days rations, waterskin, 50ft rope

Platinum 0
Gold 3
Silver 5
Copper 0



  • Friends
  • Minor Illusion
  • Shocking Grasp
  • Prestidigitation

Level One: 2 slots

  • Ray of Sickness vs, action, ranged attack, 2d8, con save or poisoned til end of caster's next turn
  • Sleep vsm, action, 90ft, 1 min: 5d8 hp worth


Miri Kane

  • Found abandoned on the church doorstep
  • Fled the church at age 11 to live as a street urchin
  • She made a living through pick pocketing and theft before being taught the art of the con by a local charlatan.
  • He took her in as an accomplice for many years until he was caught in the act and set upon by angry guards, she fled and hasnt made contact with him since.

Character Traits:

  • Scam: I put on new identities like clothes
  • Personality: I'm a born gambler who cant resist taking a risk for a potential payoff
  • Personality: Sarcasm and insults are my weapon of choice
  • Ideal: Fairness. I never target people who cant afford to lose a few coins.
  • Bond: I owe everything to my mentor - a horrible person who's probably rotting in jail somewhere.
  • Flaw: I hate to admit it and will hate myself for it, but I'll run and preserve my own hide if the going gets tough
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