TEXT: Halfling Traits
  ��������������������You can move 
  through the space of any creature that is 
  of a size larger than yours.
  �������When you roll a 1 on an attack 
  roll, ability check, or saving throw, 
  you can reroll the die and must use 
  the new roll.
  �������You have advantage on saving 
  throws against being frightened.
  ��������������������You can attempt 
  to hide even when you are obscured 
  by a creature that is at least one size 
  larger than you.
  Halﬂing 
  Rogue 1
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
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  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
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  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
  � ������������������You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
  � ���������You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   �������������������You are always 
  calm, no matter what the situation.
  � �������Everyone should be free to 
  pursue his or her own livelihood.
  � ����� You are loyal to your friends, not 
  to any ideals.
  � ����� When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Rogue Features
  ������������� 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 
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   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.
  Equipment
  Shortsword, shortbow, quiver with 
  20 arrows, daggers (2), leather armor, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes 
  with a hood, belt pouch, money (26 gp, 
  9 sp, 1 cp).
  Character Name
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  neutral
  Armor Class 14 (leather)
  Hit Points 9 (Hit Dice 1d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  17 (+3) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
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  Saving Throws���������������
  Skills������������������������������
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  Tools������������������
  Weapons����������������������
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  Senses �����������������������
  Languages����������������� 
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  Actions
  Attack.������������������������������
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  Shortsword. Melee Weapon Attack: +5 
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  Hit: ������������������������
  Dagger. Melee or Ranged Weapon 
  Attack: ��������������������������������
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  Hit:�������������������������
  Shortbow. Ranged Weapon Attack: +5 
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  Hit:�������������������������
  Bonus Actions
  Two-Weapon Fighting.���������������
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  Options
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  Lucky.��������������
  Sneak Attack.��������������
  
  
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on 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 
  by a creature that is at least one size 
  larger than you.
  Halfling 
  Rogue 2
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Sneak Attack. 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.
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with a 
  hood, belt pouch.
  Character Name
  Small humanoid (lightfoot halfling), 
  neutral
  Armor Class 15 (studded leather)
  Hit Points 15 (Hit Dice 2d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  17 (+3) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Dex +5, Int +4
  Skills Acrobatics +5, Deception +1, 
  Investigation +4, Perception +5, 
  Sleight of Hand +5, Stealth +5
  Tools thieves’ tools +4
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 15
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 3 piercing damage
  Shortbow. Ranged Weapon Attack: +5 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Options
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Sneak Attack. Rogue feature
  
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on 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 
  by a creature that is at least one size 
  larger than you.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Fast Hands. You can use the bonus 
  action granted by your Cunning Action 
  to make a Dexterity (Sleight of Hand) 
  check, use your thieves’ tools to disarm 
  Halfling 
  Rogue 3
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  a trap or open a lock, or take the Use an 
  Object action.
  Second-Story Work. Climbing does not 
  cost you extra movement. In addition, 
  when you make a running jump, the 
  distance you cover increases by a number 
  of feet equal to your Dexterity modifier.
  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.
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with a 
  hood, potion of healing, belt pouch.
  Character Name
  Small humanoid (lightfoot halfling), 
  Thief, neutral
  Armor Class 15 (studded leather)
  Hit Points 21 (Hit Dice 3d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  17 (+3) 
  13 (+1)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Dex +5, Int +4
  Skills Acrobatics +5, Deception +1, 
  Investigation +4, Perception +5, 
  Sleight of Hand +5, Stealth +5
  Tools thieves’ tools +4
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 15
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +5 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +5 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 3 piercing damage.
  Shortbow. Ranged Weapon Attack: +5 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 3 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Options
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Sneak Attack. Rogue feature
  
  Brave. You have advantage on saving 
  throws against being frightened.
  Naturally Stealthy. You can attempt 
  to hide even when you are obscured 
  by a creature that is at least one size 
  larger than you.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Fast Hands. You can use the bonus 
  action granted by your Cunning Action 
  to 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 movement. In addition, 
  when you make a running jump, the 
  distance you cover increases by a number 
  of feet equal to your Dexterity modifier.
  Halfling 
  Rogue 4
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on an attack 
  roll, ability check, or saving throw, 
  you can reroll the die and must use 
  the new roll.
  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.
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with 
  a hood, potion of healing (2), belt pouch, 
  money (10 gp).
  Character Name
  Small humanoid (lightfoot halfling), 
  Thief, neutral
  Armor Class 16 (studded leather)
  Hit Points 31 (Hit Dice 4d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  18 (+4) 
  14 (+2)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
  Proficiencies (+2 proficiency bonus)
  Saving Throws Dex +6, Int +4
  Skills Acrobatics +6, Deception +1, 
  Investigation +4, Perception +5, 
  Sleight of Hand +6, Stealth +6
  Tools thieves’ tools +4
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 15
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +6 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 4 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +6 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 4 piercing damage.
  Shortbow. Ranged Weapon Attack: +6 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 4 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Options
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Sneak Attack. Rogue feature
  
  Brave. You have advantage on saving 
  throws against being frightened.
  Naturally Stealthy. You can attempt 
  to hide even when you are obscured 
  by a creature that is at least one size 
  larger than you.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Fast Hands. You can use the bonus 
  action granted by your Cunning Action 
  to 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 movement. In addition, 
  when you make a running jump, the 
  distance you cover increases by a number 
  of feet equal to your Dexterity modifier.
  Halfling 
  Rogue 5
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on an attack 
  roll, ability check, or saving throw, 
  you can reroll the die and must use 
  the new roll.
  Sneak Attack. Once per turn, you 
  can deal an extra 3d6 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.
  Uncanny Dodge. When an attacker that 
  you can see hits you with an attack, you 
  can use your reaction to halve the attack’s 
  damage against you.
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with a 
  hood, slippers of spider climbing, potion 
  of healing, belt pouch.
  Character Name
  Small humanoid (lightfoot halfling), 
  Thief, neutral
  Armor Class 16 (studded leather)
  Hit Points 38 (Hit Dice 5d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  18 (+4) 
  14 (+2)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +2, 
  Investigation +5, Perception +7, 
  Sleight of Hand +7, Stealth +7
  Tools thieves’ tools +6
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 17
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 4 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +7 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 4 piercing damage.
  Shortbow. Ranged Weapon Attack: +7 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 4 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Reactions
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Uncanny Dodge. Rogue feature
  Options
  Sneak Attack. Rogue feature
  
  Brave. You have advantage on saving 
  throws against being frightened.
  Naturally Stealthy. You can attempt 
  to hide even when you are obscured 
  by a creature that is at least one size 
  larger than you.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Fast Hands. You can use the bonus 
  action granted by your Cunning Action 
  to 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 movement. In addition, 
  when you make a running jump, the 
  distance you cover increases by a number 
  of feet equal to your Dexterity modifier.
  Halfling 
  Rogue 6
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on an attack 
  roll, ability check, or saving throw, 
  you can reroll the die and must use 
  the new roll.
  Sneak Attack. Once per turn, you 
  can deal an extra 3d6 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.
  Uncanny Dodge. When an attacker that 
  you can see hits you with an attack, you 
  can use your reaction to halve the attack’s 
  damage against you.
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with a 
  hood, slippers of spider climbing, potion 
  of healing (2), belt pouch.
  Character Name
  Small humanoid (lightfoot halfling), 
  Thief, neutral
  Armor Class 16 (studded leather)
  Hit Points 45 (Hit Dice 6d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  18 (+4) 
  14 (+2)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +2, 
  Investigation +8, Perception +7, 
  Sleight of Hand +7, Stealth +10
  Tools thieves’ tools +6
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 17
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 4 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +7 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 4 piercing damage.
  Shortbow. Ranged Weapon Attack: +7 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 4 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Reactions
  Uncanny Dodge. Rogue feature
  Options
  Evasion. Rogue feature
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Sneak Attack. Rogue feature
  
  Brave. You have advantage on saving 
  throws against being frightened.
  Naturally Stealthy. You can attempt 
  to hide even when you are obscured 
  by a creature that is at least one size 
  larger than you.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Fast Hands. You can use the bonus 
  action granted by your Cunning Action 
  to 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.
  Evasion. When you are subjected to an 
  effect that allows you to make a Dexterity 
  saving throw to take only half damage, 
  you instead take no damage if you 
  Halfling 
  Rogue 7
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on an attack 
  roll, ability check, or saving throw, 
  you can reroll the die and must use 
  the new roll.
  succeed on the saving throw, and only 
  half damage if you fail.
  Second-Story Work. Climbing does not 
  cost you extra movement. In addition, 
  when you make a running jump, the 
  distance you cover increases by a number 
  of feet equal to your Dexterity modifier.
  Sneak Attack. Once per turn, you 
  can deal an extra 4d6 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.
  Uncanny Dodge. When an attacker that 
  you can see hits you with an attack, you 
  can use your reaction to halve the attack’s 
  damage against you.
  Character Name
  Small humanoid (lightfoot halfling), 
  Thief, neutral
  Armor Class 16 (studded leather)
  Hit Points 52 (Hit Dice 7d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  18 (+4) 
  14 (+2)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Dex +7, Int +5
  Skills Acrobatics +7, Deception +2, 
  Investigation +8, Perception +7, 
  Sleight of Hand +7, Stealth +10
  Tools thieves’ tools +6
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 17
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 4 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +7 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 4 piercing damage.
  Shortbow. Ranged Weapon Attack: +7 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 4 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Reactions
  Uncanny Dodge. Rogue feature
  Options
  Evasion. Rogue feature
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Sneak Attack. Rogue feature
  
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with 
  a hood, antitoxin, slippers of spider 
  climbing, potion of healing (2), belt pouch.
  
  Brave. You have advantage on saving 
  throws against being frightened.
  Naturally Stealthy. You can attempt 
  to hide even when you are obscured 
  by a creature that is at least one size 
  larger than you.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Fast Hands. You can use the bonus 
  action granted by your Cunning Action 
  to 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.
  Evasion. When you are subjected to an 
  effect that allows you to make a Dexterity 
  saving throw to take only half damage, 
  you instead take no damage if you 
  Halfling 
  Rogue 8
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on an attack 
  roll, ability check, or saving throw, 
  you can reroll the die and must use 
  the new roll.
  succeed on the saving throw, and only 
  half damage if you fail.
  Second-Story Work. Climbing does not 
  cost you extra movement. In addition, 
  when you make a running jump, the 
  distance you cover increases by a number 
  of feet equal to your Dexterity modifier.
  Sneak Attack. Once per turn, you 
  can deal an extra 4d6 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.
  Uncanny Dodge. When an attacker that 
  you can see hits you with an attack, you 
  can use your reaction to halve the attack’s 
  damage against you.
  Character Name
  Small humanoid (lightfoot halfling), 
  Thief, neutral
  Armor Class 17 (studded leather)
  Hit Points 59 (Hit Dice 8d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  20 (+5) 
  14 (+2)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
  Proficiencies (+3 proficiency bonus)
  Saving Throws Dex +8, Int +5
  Skills Acrobatics +8, Deception +2, 
  Investigation +8, Perception +7, 
  Sleight of Hand +8, Stealth +11
  Tools thieves’ tools +6
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 17
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +8 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 5 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 5 piercing damage.
  Shortbow. Ranged Weapon Attack: +8 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 5 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Reactions
  Uncanny Dodge. Rogue feature
  Options
  Evasion. Rogue feature
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Sneak Attack. Rogue feature
  
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with 
  a hood, antitoxin, slippers of spider 
  climbing, potion of healing (3), belt pouch.
  
  Brave. You have advantage on saving 
  throws against being frightened.
  Naturally Stealthy. You can attempt 
  to hide even when you are obscured 
  by a creature that is at least one size 
  larger than you.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Fast Hands. You can use the bonus 
  action granted by your Cunning Action 
  to 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.
  Evasion. When you are subjected to an 
  effect that allows you to make a Dexterity 
  saving throw to take only half damage, 
  you instead take no damage if you 
  Halfling 
  Rogue 9
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on an attack 
  roll, ability check, or saving throw, 
  you can reroll the die and must use 
  the new roll.
  succeed on the saving throw, and only 
  half damage if you fail.
  Second-Story Work. Climbing does not 
  cost you extra movement. In addition, 
  when you make a running jump, the 
  distance you cover increases by a number 
  of feet equal to your Dexterity modifier.
  Sneak Attack. Once per turn, you 
  can deal an extra 5d6 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.
  Supreme Sneak. You have advantage 
  on a Dexterity (Stealth) check if you 
  move no more than half your speed on 
  the same turn.
  Character Name
  Small humanoid (lightfoot halfling), 
  Thief, neutral
  Armor Class 17 (studded leather)
  Hit Points 66 (Hit Dice 9d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  20 (+5) 
  14 (+2)
   
  INT 
  WIS 
  CHA
   
  14 (+2) 
  12 (+1) 
  9 (–1)
  Proficiencies (+4 proficiency bonus)
  Saving Throws Dex +9, Int +6
  Skills Acrobatics +9, Deception +3, 
  Investigation +10, Perception +9, 
  Sleight of Hand +9, Stealth +13
  Tools thieves’ tools +8
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 19
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +8 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 5 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 5 piercing damage.
  Shortbow. Ranged Weapon Attack: +8 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 5 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Reactions
  Uncanny Dodge. Rogue feature
  Options
  Evasion. Rogue feature
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Sneak Attack. Rogue feature
  Supreme Sneak. Rogue feature
  
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with 
  a hood, antitoxin, slippers of spider 
  climbing, potion of healing (3), belt pouch.
  Uncanny Dodge. When an attacker that 
  you can see hits you with an attack, you 
  can use your reaction to halve the attack’s 
  damage against you.
  
  Brave. You have advantage on saving 
  throws against being frightened.
  Naturally Stealthy. You can attempt 
  to hide even when you are obscured 
  by a creature that is at least one size 
  larger than you.
  Rogue Features
  Cunning Action. You can take a bonus 
  action on each of your turns in combat, 
  only to take the Dash, Disengage, or 
  Hide action.
  Fast Hands. You can use the bonus 
  action granted by your Cunning Action 
  to 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.
  Evasion. When you are subjected to an 
  effect that allows you to make a Dexterity 
  saving throw to take only half damage, 
  you instead take no damage if you 
  Halfling 
  Rogue 10
  “Could you keep the screaming 
  down a bit? I’m kinda busy here.”
  You’re completely self-sufficient. If you 
  need something, you take it. If someone 
  else has it, they don’t anymore. Necessity 
  trumps silly laws of possession.
   You weren’t a desperate orphan, 
  scratching out a living on the mean 
  streets. Neither were you a noble 
  poser, slumming for excitement. No, 
  you are a master of adaptation to your 
  environment—be it urban, dungeon, 
  or the wild.
  Background (Criminal)
  You are an experienced criminal with 
  a history of breaking the law. You have 
  spent a lot of time among other criminals 
  and still have contacts within the 
  criminal underworld. You have survived 
  up to this point by flouting the rules and 
  regulations of society.
   Your expertise is burglary. You are 
  unmatched at getting into tight spaces 
  and locked rooms, and getting back out 
  again richer and none the worse. 
   Criminal Contact. You have a reliable 
  and trustworthy contact who acts 
  as your liaison to a loose network of 
  other criminals. (This is not a formal 
  organization like the Zhentarim.) You 
  know how to get messages to and from 
  your contact, even over great distances, 
  using local messnegers, corrupt caravan 
  masters, and seedy sailors.
   Faction. You are a member of the 
  Harpers, a clandestine network of 
  spellcasters and spies that seeks to tip 
  the scales in favor of the innocent, the 
  weak, and the poor.
   Personality Trait. You are always 
  calm, no matter what the situation.
   Ideal. Everyone should be free to 
  pursue his or her own livelihood.
   Bond. You are loyal to your friends, not 
  to any ideals.
   Flaw. When you see something 
  valuable, you can’t think of anything but 
  how to steal it.
  Halfling Traits
  Halfling Nimbleness. You can move 
  through the space of any creature that is 
  of a size larger than yours.
  Lucky. When you roll a 1 on an attack 
  roll, ability check, or saving throw, 
  you can reroll the die and must use 
  the new roll.
  succeed on the saving throw, and only 
  half damage if you fail.
  Second-Story Work. Climbing does not 
  cost you extra movement. In addition, 
  when you make a running jump, the 
  distance you cover increases by a number 
  of feet equal to your Dexterity modifier.
  Sneak Attack. Once per turn, you 
  can deal an extra 5d6 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.
  Supreme Sneak. You have advantage 
  on a Dexterity (Stealth) check if you 
  move no more than half your speed on 
  the same turn.
  Character Name
  Small humanoid (lightfoot halfling), 
  Thief, neutral
  Armor Class 17 (studded leather)
  Hit Points 73 (Hit Dice 10d8)
  Speed 25 ft.
   
  STR 
  DEX 
  CON
   
  10 (+0) 
  20 (+5) 
  14 (+2)
   
  INT 
  WIS 
  CHA
   
  16 (+3) 
  12 (+1) 
  9 (–1)
  Proficiencies (+4 proficiency bonus)
  Saving Throws Dex +9, Int +7
  Skills Acrobatics +9, Deception +3, 
  Investigation +11, Perception +9, 
  Sleight of Hand +9, Stealth +13
  Tools thieves’ tools +8
  Armor light armor
  Weapons simple weapons, hand 
  crossbows, longswords, rapiers, 
  shortswords
  Senses passive (Perception) 19
  Languages Common, Halfling, 
  thieves’ cant
  Actions
  Attack. You can attack once when you 
  take this action, using the following:
  Shortsword. Melee Weapon Attack: +8 
  to hit, reach 5 ft., one target. 
  Hit: 1d6 + 5 piercing damage.
  Dagger. Melee or Ranged Weapon 
  Attack: +8 to hit, reach 5 ft. or range 
  20/60 ft., one target.  
  Hit: 1d4 + 5 piercing damage.
  Shortbow. Ranged Weapon Attack: +8 
  to hit, range 80/320 ft., one target. 
  Hit: 1d6 + 5 piercing damage.
  Bonus Actions
  Cunning Action. Rogue feature
  Two-Weapon Fighting. When you take 
  the Attack action with a shortsword 
  in one hand, you can use a bonus 
  action to attack with a dagger in 
  the other hand. You don’t add your 
  ability modifier to the damage of the 
  bonus attack. 
   You can instead throw the 
  dagger instead of making a melee 
  attack with it.
  Reactions
  Uncanny Dodge. Rogue feature
  Options
  Evasion. Rogue feature
  Halfling Nimbleness. Halfling trait
  Lucky. Halfling trait
  Sneak Attack. Rogue feature
  Supreme Sneak. Rogue feature
  
  Equipment
  Shortsword, shortbow, quiver with 20 
  arrows, daggers (2), studded leather, 
  burglar’s pack (silk rope), thieves’ tools, 
  caltrops, dice set, chalk (5), soap (2), 
  steel mirror, dark common clothes with 
  a hood, antitoxin, slippers of spider 
  climbing, potion of healing (3), belt pouch.
  Uncanny Dodge. When an attacker that 
  you can see hits you with an attack, you 
  can use your reaction to halve the attack’s 
  damage against you.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/EXTRA/Pre-Gens/Halfling Rogue.pdf