TEXT: EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CP
  EP
  GP
  SP
  PP
  NAME
  ATK BONUS
  DAMAGE/TYPE
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  DEATH SAVES
  HIT DICE
  Hit Point Maximum
  Total
  SUCCESSES
  FAILURES
  RACE
  CLASS & LEVEL
  PLAYER NAME
  FACTION
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  DCI NUMBER
  ALIGNMENT
  PROFICIENCY BONUS
  SAVING THROWS
  SKILLS
   Acrobatics (Dex)
   Animal Handling (Wis)
   Arcana (Int)
   Athletics (Str)
   Deception (Cha)
   History (Int)
   Insight (Wis)
   Intimidation (Cha)
   Investigation (Int)
   Medicine (Wis)
   Nature (Int)
   Perception (Wis)
   Performance (Cha)
   Persuasion (Cha)
   Religion (Int)
   Sleight of Hand (Dex)
   Stealth (Dex)
   Survival (Wis)
   Strength
   Dexterity
   Constitution
   Intelligence
   Wisdom
   Charisma
  PASSIVE WISDOM
  (PERCEPTION)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Rogue (Mastermind) 3 Urchin
  Zhentarim
  Human, Turmani
  Chaotic Good
  ALAMA CURONDO
  +2
  I enjoy wordplay - clever or not!
  15
  ●
  ●
  ●
  ●
  ●
  ●
  ●
  -1
  +3
  30 ft.
  +5
  +0
  +3
  10
  12
  13
  15
  18
  3d8
  8
  16
  I ask a lot of questions.
  Respect. All people, rich or poor, deserve respect.
  My brother Calar fights for the wrong side of the
  Zhentarim. I will bring him back to my side.
  I can't resist an opportunity to pull a prank.
  -1
  +3
  +0
  +1
  +2
  +2
  +3
  +1
  +2
  -1
  +6
  +1
  +3
  +2
  +3
  Rapier
  +5
  1d8 + 3 piercing
  +3
  +1
  Shortbow
  +1
  +2
  ●
  ●
  +5
  1d6 + 3 piercing
  +5
  Hand crossbow
  +5
  1d6 + 3 piercing
  +2
  +2
  +1
  +5
  +5
  +1
  15
  Languages: Common, Elvish, Infernal, Thieves' Cant, Undercommon
  Tools: alchemist's supplies, chess set, disguise kit,
  forgery kit, leatherworker's tools, thieves' tools
  Weapons: simple weapons, hand crossbows, longswords,
  rapiers, shortswords
  Armor: light armor
  Expertise. Your proficiency bonus is doubled for any ability
  check you make that uses the Deception or Perception
  skills.
  Sneak Attack. 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.
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take
  the Dash, Disengage, or Hide action.
  Master of Intrigue. You can unerringly mimic the speech
  patterns and accents of a creature that you hear speak
  for at least 1 minute, allowing you to pass yourself off as
  a native speaker of a particular land, provided you know
  the language.
  studded leather armor, alchemist's
  supplies, chess set, disguise kit,
  30
  forgery kit, leatherworker's tools,
  theives' tools, healer's kit, backpack,
  bag of 20 caltrops, a book of lore on
  aberrations, a bottle of ink, an ink pen,
  10 sheets of parchment, a little bag of
  sand, a small knife, 5 days of rations,
  waterskin, 50 feet of rope, a pet mouse
  named Erro, common clothes, a
  potion of healing
  Master of Tactics. You can use the Help action as a
  bonus action. Additionally, when you use the Help action
  to aid an ally in attacking a creature, the target of that
  attack can be within 30 feet of you, rather than 5 feet of
  you, if the target can see or hear you.
  
  EYES
  AGE
  WEIGHT
  CHARACTER NAME
  HEIGHT
  HAIR
  SKIN
  TOTAL NON-CONSUMABLE MAGIC ITEMS
  FACTION
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  Faction Rank
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  74
  6' 1''
  185 lbs.
  ALAMA CURONDO
  Brown
  Brown
  White
  Zhentarim
  Alama grew up in the streets of Waterdeep with his
  twin brother Calar, where they learned the art of disguise
  to get coin and survive. Both joined the Zhentarim as
  soon as they were able. When the Zhentarim helped
  foil the Rise of Tiamat, Alama saw many of his fellow
  Zhents get injured and resolved to learn the healing
  arts, a decision that eventually saved his brother’s life.
  With the schism in the organization, Alama finds himself
  on a side opposite Calar, who is loyal to Manshoon.
  Alama recently found a loyal friend in Zashyda Adier.
  Healer. When you use a healer's kit to stabilize a dying
  creature, that creature also gains 1 hit point. As an action,
  you can spend one use of a healer's kit to tend to a
  creature and restore 1d4 + 6 hit points to it, plus an
  additional number of hit points equal to the creature's
  maximum number of Hit Dice. The creature can't regain
  hit points from this feat agin until it finishes a short or
  long rest.
  City Streets. You know the secret patterns and flow to
  cities and can find passages through the urban sprawl
  that others would miss. When you are not in combat,
  you (and companions you lead) can travel between any
  two locations in the city twice as fast as your speed
  would normally allow.
  
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CP
  EP
  GP
  SP
  PP
  NAME
  ATK BONUS
  DAMAGE/TYPE
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  DEATH SAVES
  HIT DICE
  Hit Point Maximum
  Total
  SUCCESSES
  FAILURES
  RACE
  CLASS & LEVEL
  PLAYER NAME
  FACTION
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  DCI NUMBER
  ALIGNMENT
  PROFICIENCY BONUS
  SAVING THROWS
  SKILLS
   Acrobatics (Dex)
   Animal Handling (Wis)
   Arcana (Int)
   Athletics (Str)
   Deception (Cha)
   History (Int)
   Insight (Wis)
   Intimidation (Cha)
   Investigation (Int)
   Medicine (Wis)
   Nature (Int)
   Perception (Wis)
   Performance (Cha)
   Persuasion (Cha)
   Religion (Int)
   Sleight of Hand (Dex)
   Stealth (Dex)
   Survival (Wis)
   Strength
   Dexterity
   Constitution
   Intelligence
   Wisdom
   Charisma
  PASSIVE WISDOM
  (PERCEPTION)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Rogue  (A. Trickster) 3
  Sage
  Force Grey
  Human, Illuskan
  Neutral
  CALDRA FINELOCK
  +2
  I am horribly, horribly awkward in social situations.
  15
  ●
  ●
  ●
  ●
  ●
  ●
  +0
  +3
  30 ft.
  +5
  +1
  +4
  13
  15
  14
  9
  21
  3d8
  11
  16
  I get giddy when I'm solving a puzzle.
  Community. Waterdeep is my home and I won't
  see any trash stay in its streets for long.
  I will see the Cassalanters and their allies pay for
  the insults they dealt my wife.
  I never back down in an argument, even after I've
  been proven wrong.
  +0
  +3
  +1
  +2
  +2
  -1
  +5
  +2
  +6
  +0
  -1
  +2
  +2
  +1
  +4
  Light Crossbow
  +5
  1d8 + 3 piercing
  +2
  +4
  Shortsword
  +2
  -1
  ●
  ●
  +5
  1d6 + 3 piercing
  +2
  Dagger (5)
  +5
  1d4 + 3 piercing
  -1
  -1
  +2
  +7
  +5
  +2
  9
  Languages: Common, Elvish, Thieves' Cant
  Tools: brewer's supplies, calligrapher's supplies, thieves' tools
  Weapons: simple weapons, hand crossbows, longswords,
  rapiers, shortswords
  Armor: light armor
  Expertise. Your proficiency bonus is doubled for any ability
  check you make that uses the Arcana or Sleight of Hand
  skills.
  Sneak Attack. 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.
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take
  the Dash, Disengage, or Hide action.
  Mage Hand Legerdemain. When you cast the mage
  hand spell, you can make the spectral hand invisible, and
  you can perform these additional tasks with it: You can
  stow one object the hand is holding in a container worn
  or carried by another creature. You can retrieve an object
  in a container worn or carried by another creature. You can
  studded leather armor, brewer's supplies,
  calligrapher's supplies, thieves' tools, a
  30
  backpack, a bag of 1,000 ball bearings, a
  bag of caltrops, 10 torches, a grappling
  hook, 10 days of rations, waterskins,
  5 pieces of chalk, 10 feet of chain,
  common clothes, 50 feet of rope,
  a sketch of her wife Tessa, a potion
  of healing
  use thieves' tools to pick locks and disarm traps at range.
  You can perform these tasks without being noticed by
  a creature if you succeed on a Dexterity (Sleight of Hand)
  check contested by the creature's Wisdom (Perception)
  check. You can use the bonus action granted by your
  Cunning Action to control the hand.
  
  EYES
  AGE
  WEIGHT
  CHARACTER NAME
  HEIGHT
  HAIR
  SKIN
  TOTAL NON-CONSUMABLE MAGIC ITEMS
  FACTION
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  Faction Rank
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  26
  5' 2''
  125 lbs.
  CALDRA FINELOCK
  Green
  Pale white
  Black
  Force Grey
  Caldra Finelock was born and raised in Waterdeep.
  When she was an adult, Caldra broke into the offices
  of corrupt nobles and City Watch officers to expose
  them as criminals. As her fame grew around the city,
  she was asked to join Force Grey, an offer she accepted
  as it also came with free tutelage in the arcane arts.
  Caldra's wife, Tessa, runs a tavern in the North Ward
  called Tessa's Table. Caldra’s newest target to investigate
  is the Cassalanter noble family, who sullied the name of
  Tessa's Table because “the food and ale look terrible
  and tasted worse.” She is fond of Corvis Delco’sicet,
  who rents a room from her and has a similar distaste
  for the city’s corrupt nobles.
  Spellcasting. Your spellcasting ability is Intelligence
  (spell save DC 12, +4 to hit with spell attacks). You
  have the following wizard spells prepared:
  Cantrips (at will): mage hand, minor illusion, ray of frost
  1st level (2 slots): fog cloud, sleep, Tasha's hideous
  laughter
  Researcher. When you attempt to learn or recall a piece
  of lore, if you do not know that information, you often know
  where and from whom you can obtain it. Usually, this
  information comes from a library, scriptorium, university,
  or a sage or other learned person or creature. Your DM
  might rule that the knowledge you seek is secreted away
  in an almost inaccessible place, or that it simply cannot
  be found. Unearthing the deepest secrets of the multiverse
  can require an adventure or even a whole campaign.
  
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CP
  EP
  GP
  SP
  PP
  NAME
  ATK BONUS
  DAMAGE/TYPE
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  DEATH SAVES
  HIT DICE
  Hit Point Maximum
  Total
  SUCCESSES
  FAILURES
  RACE
  CLASS & LEVEL
  PLAYER NAME
  FACTION
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  DCI NUMBER
  ALIGNMENT
  PROFICIENCY BONUS
  SAVING THROWS
  SKILLS
   Acrobatics (Dex)
   Animal Handling (Wis)
   Arcana (Int)
   Athletics (Str)
   Deception (Cha)
   History (Int)
   Insight (Wis)
   Intimidation (Cha)
   Investigation (Int)
   Medicine (Wis)
   Nature (Int)
   Perception (Wis)
   Performance (Cha)
   Persuasion (Cha)
   Religion (Int)
   Sleight of Hand (Dex)
   Stealth (Dex)
   Survival (Wis)
   Strength
   Dexterity
   Constitution
   Intelligence
   Wisdom
   Charisma
  PASSIVE WISDOM
  (PERCEPTION)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Rogue (Swash) 3
  Acolyte
  Order of the Gaun
  Half-elf (Half-drow)
  Chaotic Good
  Corvis DELCO’SICET
  +2
  Learning something new excites me.
  15
  ●
  ●
  ●
  ●
  ●
  ●
  +0
  +6
  30 ft.
  +5
  +2
  +3
  14
  12
  8
  16
  24
  3d8
  10
  16
  I enjoy being the center of attention, and I love
  encouraging others into the spotlight.
  Fun. There is no evil in this world that cannot be
  overcome with a laugh and optimism.
  I hope to meet my half-brother Ellozek someday
  so I can learn more about my father.
  My curiostiy gets me into sticky situations.
  +0
  +3
  +2
  +1
  ●
  -1
  +3
  +7
  -1
  +1
  +2
  +5
  +1
  -1
  +5
  +1
  Rapier
  +5
  1d8 + 3 piercing
  -1
  +1
  Dagger (2)
  -1
  +3
  ●
  ●
  ●
  +5
  1d4 + 3 piercing
  -1
  Shortbow
  +5
  1d6 + 3 piercing
  +3
  +7
  +3
  +5
  +5
  -1
  9
  Languages: Common, Elvish, Thieves' Cant, Undercommon
  Tools: disguise kit, herbalism kit, thieves' tools
  Weapons: simple weapons, hand crossbows, longswords,
  rapiers, shortswords
  Armor: light armor
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can’t discern color in darkness, only shades
  of gray.
  Fey Ancestry. You have advantage on saving throws
  against being charmed, and magic can’t put you to sleep.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make that uses the Acrobatics and Persuasion
  skills.
  Sneak Attack. 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.
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take
  studded leather armor, disguise kit,
  herbalism kit, thieves' tools, backpack,
  30
  10 feet of string, bag of 1,000 ball
  bearings, 5 candles, a hooded lantern,
  2 flasks of oil, 5 days of rations, a
  tinderbox, a waterskin, 50 feet of rope,
  common clothes, a holy symbol of
  Ilmater, a marred holy symbol of Lolth, a
  potion of healing
  the Dash, Disengage, or Hide action.
  Fancy Footwork. During your turn, 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. You can give yourself a bonus to your
  initiative rolls equal to your Charisma modifier (included).
  You also gain an additional way to use your Sneak Attack; you don't
  need advantage on the attack roll to use your Sneak Attack against
  a creature if you are within 5 feet of it, no other creatures are within
  5 feet of you, and you don’t have disadvantage on the attack roll.
  
  EYES
  AGE
  WEIGHT
  CHARACTER NAME
  HEIGHT
  HAIR
  SKIN
  TOTAL NON-CONSUMABLE MAGIC ITEMS
  FACTION
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  Faction Rank
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  34
  5' 8''
  145 lbs.
  Corvis DELCO’SICET
  Green
  Black
  White
  Order of the Gauntlet
  Corvis Delco’sicet’s drow father abandoned his family
  in Menzoberranzan to marry his true love, a young
  Waterdhavian noble. Her family disowned her, and her
  husband disappeared under suspicious circumstances.
  Corvis was taught the way of Ilmater by his mother, as
  they endured hardship after hardship in the slums of
  Waterdeep. Corvis now cares for her by stealing from
  other thieves in the city. His greatest wish is to find out
  more about his father. Corvis rents a room in Tessa's
  Table and has bonded with Caldra Finelock over their
  distaste for the city's nobles.
  Shelter the Faithful. As an acolyte, you command the respect
  of those who share your faith, and you can perform the
  religious ceremonies of your deity. You and your adventuring
  companions can expect to receive free healing and care at
  a temple, shrine, or other established presence of your faith,
  though you must provide any material components needed for
  spells. Those who share your religion will support you (but
   only you) at a modest lifestyle. You might also have ties to a
  specific temple dedicated to your chosen deity or pantheon,
  and you have a residence there. This could be the temple
  where you used to serve, if you remain on good terms
  with it, or a temple where you have found a new home. While
  near your temple, you can call upon the priests for assistance,
  provided the assistance you ask for is not hazardous and
  you remain in good standing with your temple.
  
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CP
  EP
  GP
  SP
  PP
  NAME
  ATK BONUS
  DAMAGE/TYPE
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  DEATH SAVES
  HIT DICE
  Hit Point Maximum
  Total
  SUCCESSES
  FAILURES
  RACE
  CLASS & LEVEL
  PLAYER NAME
  FACTION
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  DCI NUMBER
  ALIGNMENT
  PROFICIENCY BONUS
  SAVING THROWS
  SKILLS
   Acrobatics (Dex)
   Animal Handling (Wis)
   Arcana (Int)
   Athletics (Str)
   Deception (Cha)
   History (Int)
   Insight (Wis)
   Intimidation (Cha)
   Investigation (Int)
   Medicine (Wis)
   Nature (Int)
   Perception (Wis)
   Performance (Cha)
   Persuasion (Cha)
   Religion (Int)
   Sleight of Hand (Dex)
   Stealth (Dex)
   Survival (Wis)
   Strength
   Dexterity
   Constitution
   Intelligence
   Wisdom
   Charisma
  PASSIVE WISDOM
  (PERCEPTION)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Bard (Swords) 3
  Entertainer
  Harpers
  Human, Shou
  Neutral Good
  Long Mei
  +2
  I relish scaring those who scare others.
  16
  ●
  ●
  ●
  ●
  ●
  +1
  +3
  30 ft.
  +4
  +2
  +0
  15
  11
  9
  16
  24
  3d8
  13
  14
  If you speak ill of my friends, I will put my metal fist
  into your face.
  Honor. I only steal from those who deserve it and
  to protect those who cannot protect themselves.
  I would do anything for my little sister Jia.
  I can't resist a chance to show off.
  +1
  +2
  +2
  +0
  ●
  ●
  -1
  +5
  +4
  +0
  +1
  +2
  +5
  +1
  +0
  +7
  +1
  Shortsword
  +4
  1d6 + 2 piercing
  +0
  +1
  Shortsword (off hand)
  -1
  +3
  +4
  1d6 + 2 piercing
  +0
  Handcrossbow
  +4
  1d6 + 2 piercing
  +7
  +5
  +1
  +3
  +3
  +0
  10
  Languages: Common, Elvish
  Proficiencies: brewer's supplies, disguise kit, lute,
  mandolin, pan pipes
  Weapons*: Simple weapons, hand crossbows, longswords,
  rapiers, scimitars, shortswords
  Armor: Light, Medium
  *You can use any weapon in which you are proficient
  as a spellcasting focus for your bard spells.
  Ritual Casting. You can cast any bard spell you know
  as a ritual if that spell has the ritual tag.
  Bardic Inspiration. You can use a bonus action on your
  turn to choose one creature other than yourself within 60
  feet of you who can hear you. That creature gains one
  Bardic Inspiration die, a d6. Once within the next 10
  minutes, the creature can roll the die and add the number
  rolled one ability check, attack roll, or saving throw it makes. The
  creature can wait until after it rolls the d20 before deciding to use
  the Bardic Inspiration die, but must decide before the DM says
  whether the roll succeeds or fails. Once the Bardic Inspiration
  die is rolled, it is lost. A creature can have only one Bardic
  Inspiration die at a time. You can use this feature 3 times.
  You regain any expended uses when you finish a long rest.
  Jack of All Trades. you can add half your proficiency
  bonus, rounded down, to any ability check you make that
  doesn’t already include your proficiency bonus (included).
  Song of Rest. You or any friendly creatures who hear your
  performance regain hit points at the end of a short
  Breastplate, brewer's supplies, disguise
  kit, lute, mandolin, pan pipes, a backpack,
  30
  2 costumes, common clothes, 5 candles,
  5 days rations, a waterskin, a drawing
  of you from your sister Jia, two clockwork
  hands, a potion of healing
  rest by spending one or more Hit Dice, each of those
  creatures regains an extra 1d6 hit points.
  Expertise. Your proficiency bonus is doubled for any ability check
  you make that uses the Intimidation and Performance skills.
  Two-Weapon Fighting Style. When you engage in two-
  weapon fighting, you can add your ability modifier to the
  damage of the second attack.
  
  EYES
  AGE
  WEIGHT
  CHARACTER NAME
  HEIGHT
  HAIR
  SKIN
  TOTAL NON-CONSUMABLE MAGIC ITEMS
  FACTION
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  Faction Rank
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  32
  5' 10''
  175 lbs
  Long Mei
  Brown
  Bronze
  Black
  Harpers
  Long Mei is a former professional fighter who lost his
  hands to members of the Xanathar Guild after refusing
  to throw a fight. Though he has both hands replaced with
  clockwork prostheses, he was blackballed from the
  fighting circuits. He turned to a life of thievery to support
  his sick little sister, Jia, and only steals from "those who
  truly deserve it." He is Mischief’s best friend.
  Spellcasting. Your spellcasting ability is Charisma
  (spell save DC 13, +5 to hit with spell attacks). You
  have the following wizard spells prepared:
  Cantrips (at will): friends, vicious mockery
  1st level (4 slots): cure wounds, detect magic*, disguise
  self, sleep, unseen servant*
  -Defensive Flourish. You can expend one use of your Bardic Inspiration
  2nd level (2 slots): invisibility
  *ritual spell
  By Popular Demand. You can always find a place to
  perform usually in an inn or tavern but possibly with a
  circus, at a theater, or even in a noble’s court. At such a
  place, you receive free lodging and food of a modest
  comfortable standard (depending on the quality of the
  establishment), as long as you perform each night. In
  addition, your performance makes you something of a
  local figure. When strangers recognize you in a town
  where you have performed, they typically take a liking to
  Blade Flourish. When you take the Attack action on your turn, your
  walking speed increases by 10 feet until the end of the turn, and if a
  weapon attack that you make as part of this action hits a creature you
  can use one of the following Blade Flourish options of your choice. You can
  use only one Blade Flourish option per turn.
  to cause the weapon to deal extra damage to the target you hit. The
  damage equals the number you roll on the Bardic Inspiration die. You
  also add the number rolled to your AC until the start of your next turn.
  -Slashing Flourish. You can expend one use of your Bardic Inspiration
  to cause the weapon to deal extra damage to the target you hit and
  to any other creature of your choice that you can see within 5 feet of you.
  The damage equals the number you roll on the Bardic Inspiration die.
  -Mobile Flourish. You can expend one use of your Bardic Inspiration to cause
  the weapon to deal extra damage to the target you hit. The damage equals
  the number you roll on the Bardic Inspiration die. You can also push the target
  up to 5 feet away from you, plus a number of feet equal to the number you roll
  on that die. You can then immediately use your reaction to move up to your
  walking speed to an unoccupied space within 5 feet of the target.
  you.
  
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CP
  EP
  GP
  SP
  PP
  NAME
  ATK BONUS
  DAMAGE/TYPE
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  DEATH SAVES
  HIT DICE
  Hit Point Maximum
  Total
  SUCCESSES
  FAILURES
  RACE
  CLASS & LEVEL
  PLAYER NAME
  FACTION
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  DCI NUMBER
  ALIGNMENT
  PROFICIENCY BONUS
  SAVING THROWS
  SKILLS
   Acrobatics (Dex)
   Animal Handling (Wis)
   Arcana (Int)
   Athletics (Str)
   Deception (Cha)
   History (Int)
   Insight (Wis)
   Intimidation (Cha)
   Investigation (Int)
   Medicine (Wis)
   Nature (Int)
   Perception (Wis)
   Performance (Cha)
   Persuasion (Cha)
   Religion (Int)
   Sleight of Hand (Dex)
   Stealth (Dex)
   Survival (Wis)
   Strength
   Dexterity
   Constitution
   Intelligence
   Wisdom
   Charisma
  PASSIVE WISDOM
  (PERCEPTION)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Rogue (Assassin) 3
  Noble
  Lord's Alliance
  Tiefling
  Chaotic Good
  Mischief
  +2
  Nothing can shake my optimistic attitude.
  14
  ●
  ●
  ●
  ●
  ●
  -1
  +2
  30 ft.
  +4
  +1
  +4
  12
  14
  10
  16
  21
  3d8
  8
  15
  Fancy parties make me uncomfortable.
  Charity. I help the innocent poor at the expense
  of the corrupt rich.
  Three years ago I ran away from my adopted mother,
  Dreena Nartha, because she is the most manipulative
  person I know.
  I can't resist a chance to insult a noble.
  -1
  +2
  +1
  +2
  ●
  +0
  +3
  +4
  +0
  +2
  -1
  +5
  +2
  +0
  +3
  +2
  Rapier
  +4
  1d8 + 2 piercing
  +0
  +2
  Shortbow
  +0
  +3
  ●
  ●
  +4
  1d6 + 2 piercing
  +2
  Dagger (2)
  +4
  1d4 + 2 piercing
  +3
  +5
  +4
  +3
  +6
  +0
  12
  Languages: Common, Elvish, Infernal, Thieves' Cant
  Tools: disguise kit, forgery kit, poisoner's kit, thieves' tools
  Weapons: simple weapons, hand crossbows, longswords,
  rapiers, shortswords
  Armor: light armor
  Darkvision. You can see in dim light within 60 feet of you
  as if it were bright light, and in darkness as if it were
  dim light. You can’t discern color in darkness, only shades
  of gray.
  Hellish Resistance. You have resistance to fire damage.
  Infernal Legacy. You know the thaumaturgy cantrip and
  you can cast the hellish rebuke spell as a 2nd-level
  spell once with this trait and regain the ability to do so
  when you finish a long rest.
  Expertise. Your proficiency bonus is doubled for any ability
  check you make that uses the Stealth skill or theives' tools.
  Sneak Attack. 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.
  studded leather armor, disguise kit
  forgery kit, poisoner's kit, thieves' tools,
  30
  backpack, bag of 1,000 ball bearings,
  10 feet of string, a bell, 5 candles,
  a hooded lantern, 2 flasks of oil,
  5 days of rations, a tinderbox,
  a waterskin, 50 feet of rope, common
  clothes, a holy symbol of Asmodeus,
  a potion of healing
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take
  the Dash, Disengage, or Hide action.
  Assassinate. You have advantage on attack rolls against
  any creature that hasn’t taken a turn in the combat yet.
  In addition, any hit you score against a creature that is
  surprised is a critical hit.
  
  EYES
  AGE
  WEIGHT
  CHARACTER NAME
  HEIGHT
  HAIR
  SKIN
  TOTAL NON-CONSUMABLE MAGIC ITEMS
  FACTION
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  Faction Rank
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  23
  5' 4''
  145 lbs.
  Mischief
  One blue, one red
  Purple
  Black
  Lord's Alliance
  Erianna "Mischief" Nartha is a tiefling assassin who rigs
  her tail with many hidden devices (poison needles,
  lockpicks, etc.). As a child, she was orphaned and
  raised by the Nartha noble family, secret cultists of
  Asmodeus who committed terrible acts of sacrifice led
  by her adopted mother, Dreena. Mischief looks for
  redemption by stealing from corrupt nobles and
  giving most of her share to the downtrodden of
  Waterdeep. She is Long Mei’s best friend.
  Position of Privilege. Thanks to your noble birth, people
  are inclined to think the best of you. You are welcome
  in high society, and people assume you have the right
  to be wherever you are. The common folk make every
  effort to accommodate you and avoid your displeasure,
  and other people of high birth treat you as a member of
  the same social sphere. You can secure an audience with
  a local noble if you need to.
  
  EQUIPMENT
  OTHER PROFICIENCIES & LANGUAGES
  ATTACKS & SPELLCASTING
  FEATURES & TRAITS
  CP
  EP
  GP
  SP
  PP
  NAME
  ATK BONUS
  DAMAGE/TYPE
  IDEALS
  BONDS
  FLAWS
  PERSONALITY TRAITS
  ARMOR
  CLASS
  CURRENT HIT POINTS
  TEMPORARY HIT POINTS
  INITIATIVE
  SPEED
  DEATH SAVES
  HIT DICE
  Hit Point Maximum
  Total
  SUCCESSES
  FAILURES
  RACE
  CLASS & LEVEL
  PLAYER NAME
  FACTION
  CHARACTER NAME
  BACKGROUND
  EXPERIENCE POINTS
  DCI NUMBER
  ALIGNMENT
  PROFICIENCY BONUS
  SAVING THROWS
  SKILLS
   Acrobatics (Dex)
   Animal Handling (Wis)
   Arcana (Int)
   Athletics (Str)
   Deception (Cha)
   History (Int)
   Insight (Wis)
   Intimidation (Cha)
   Investigation (Int)
   Medicine (Wis)
   Nature (Int)
   Perception (Wis)
   Performance (Cha)
   Persuasion (Cha)
   Religion (Int)
   Sleight of Hand (Dex)
   Stealth (Dex)
   Survival (Wis)
   Strength
   Dexterity
   Constitution
   Intelligence
   Wisdom
   Charisma
  PASSIVE WISDOM
  (PERCEPTION)
  STRENGTH
  DEXTERITY
  CONSTITUTION
  INTELLIGENCE
  WISDOM
  CHARISMA
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  Rogue (Thief) 3
  Spy
  Zhentarim
  Human, Calishite
  Chaotic Neutral
  Zashyda adier
  +2
  Talk of religion makes me fidget.
  15
  ●
  ●
  ●
  ●
  ●
  ●
  -1
  +3
  30 ft.
  +5
  +2
  +3
  15
  13
  14
  11
  24
  3d8
  9
  16
  The best way to get me to do something is to tell
  me I can't do it.
  People. I am loyal to my friends, not to any ideals,
  and everyone else can take a trip down the Styx for
  all I care.
  I keep my removed right eye with me as a reminder
  of what happens when I mess up.
  When I see something valuable, I can't think about
  anything but how to steal it.
  -1
  +3
  +2
  +1
  +2
  +0
  +5
  +2
  +1
  -1
  +4
  +1
  +2
  +0
  +3
  Shortsword
  +5
  1d6 + 3 piercing
  +2
  +1
  Shortsword (off-hand)
  +2
  +0
  ●
  ●
  +5
  1d6 piercing
  +4
  Dagger (2)
  +5
  1d4 + 3 piercing
  +0
  +0
  +1
  +7
  +5
  +2
  14
  Languages: Common, Infernal, Thieves' Cant, Undercommon
  Tools: cook's utensils, thieves' tools, weaver's tools
  Weapons: simple weapons, hand crossbows, longswords,
  rapiers, shortswords
  Armor: light armor
  Expertise. Your proficiency bonus is doubled for any ability
  check you make that uses the Deception or Sleight of
  Hand skills.
  Sneak Attack. 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.
  Cunning Action. You can take a bonus action on each of
  your turns in combat. This action can be used only to take
  the Dash, Disengage, or Hide action.
  Fast Hands. You can use the bonus action granted by your
  Cunning Action o make a Dexterity (Sleight of Hand) check,
  use your thieves’ tools to disarm a trap or open a lock,
  or take the Use an Object action.
  Second-Story Work. Climbing does not cost you extra
  studded leather armor, cook's utensils,
  thieves' tools, weaver's tools, backpack,
  30
  a crowbar, a hammer, 10 pitons, 10
  torches, a tinderbox, 10 days of rations,
  a waterskin, 50 feet of rope, common
  clothes, her pickled right eye in a jar,
  a potion of healing
  movement. when you make a running jump, the distance
  you cover increases by a number of feet equal to your
  Dexterity modifier.
  
  EYES
  AGE
  WEIGHT
  CHARACTER NAME
  HEIGHT
  HAIR
  SKIN
  TOTAL NON-CONSUMABLE MAGIC ITEMS
  FACTION
  TREASURE
  CHARACTER BACKSTORY
  CHARACTER APPEARANCE
  ADDITIONAL FEATURES & TRAITS
  ALLIES & ORGANIZATIONS
  Faction Rank
  TM & © 2014 WIZARDS OF THE COAST LLC IN THE USA AND OTHER COUNTRIES. PERMISSION GRANTED TO PHOTOCOPY FOR PERSONAL USE ONLY. 670B11828001
  33
  5' 8''
  160 lbs.
  Zashyda adier
  Brown
  Tan
  Brown
  Zhentarim
  Zashyda’s mother and father met in the Zhentarim and
  worked for the organization their entire lives. She has
  the same dedication to the band of mercenaries,
  believing the schism in the Zhentarim is one that must
  be healed by removing Manshoon from power. For years
  she worked as a spy reporting on the Xanathar Guild
  until she was caught. Agents of the Eye burnt out one
  of her eyes as punishment. If there's one person
  Zashyda can count on, it's her friend Alama Curondo.
  Criminal Contact. You have a reliable and trustworthy
  contact who acts as your liaison to a network of other
  criminals. You know how to get messages to and from
  your contact, even over great distances; specifically, you know
  the local messengers, corrupt caravan masters, and
  seedy sailors who can deliver messages for you.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S00 - Season-Agnostic/DDOPEN2018 - Gangs of Waterdeep Pregens.pdf