Snugglepuss the Snitch Profile

Class Rogue
Background Criminal
Alignment Neutral
Demeanor Charmingly contrary and unexpectedly generous.  Penchant for sweaters.
Bonds “My aunt has a farm near Kittenton. I always give her some of my ill-gotten gains”
Flaws “My aunt must never know about the deeds I done when I was with the Redbrands”
Hit Points 7 [1d8] Saving Throws
Strength 8 [-1] [-1]
Dexterity 16 [+3] [+5]
Constitution 12 [+1] [+1]
Intelligence 13 [+1] [+3]
Wisdom 10 [+0] [+0]
Charisma 16 [+3] [+3]
Proficiencies Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieve’s tools, playing cards, carpenter’s tools
Languages None
Max Weight 120
Initiative [+3]
Speed 25
Skill Modifier Type Features & Traits
Acrobatics [+5] Dex. Thieves’ Cant: You know thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation.  You also understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Deception [+5] Cha. Lucky: When you roll a natural 1 on an attack roll, ability check or saving throw, you can re-roll the die and must use the new roll.
Investigation [+3] Int. Brave: You have advantage on saving throws against being frightened.
Performance [+5] Cha. Nimble: You can move through the space of any creature that is of a size larger than yours.
Sleight of Hand [+5] Dex. Naturally Stealthy: You can attempt to hide when you are obscured by a creature that is at least one size larger than you.
Stealth * [+7] Dex. Criminal Contact: You have a 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; you know the local messengers, corrupt caravan masters, and seedy sailors who can carry messages for you.  You can move secret information or stolen goods through your contact in exchange for money or other information you seek.
Expertise: When you make a Dexterity (Stealth) check or a check using thieve’s tools, your proficiency bonus is doubled.  This benefit is included in your Stealth skill bonus.

* Once per turn, when you hit a creature with a Dexterity-based attack (such as with your shortsword or shortbow) and you have an advantage on the attack roll, you can deal an extra 1d6 damage to your target. You don’t need advantage if another enemy of the target is within 5 feet of it and it isn’t incapacitated. You can’t deal the extra damage, however, if you have a disadvantage on the attack roll.

Type Item Modifiers Cost Weight
Armor Leather AC 14 10 GP 10 lbs
Weapon 1 Shortsword [+5] 1d6 + 3 piercing 10 GP 2 lbs
Weapon 2 Shortbow * [+5] 1d6 + 3 piercing 25 GP 2 lbs
Backpack Contents 20 arrows 1 GP 1 lbs
Thieve’s tools 25 GP 1 lb
Bell 1 GP 0 lbs
5 candles 5 CP 0 lbs
Crowbar 2 GP 5 lb
Hammer 1 GP 3 lbs
10 pitons 25 CP 2.5 lbs
50 feet of hemp rope 1 GP 10 lbs
Hooded lantern 5 GP 2 lbs
2 flasks of oil 2 SP 2 lbs
5 days rations 25 SP 10 lb
Tinderbox 5 SP 1 lb
Waterskin 2 SP 5 lbs
Set of dark common clothes with hood 5 SP 3 lbs
Pouch 5 SP 1 lb
85 GP
7 SP
60.5 lbs

* You can shoot your shortbow up to 80 feet, or up to 320 feet with disadvantage on the attack roll.

Copper Pieces (CP) 0
Silver Pieces (SP) 0
Electrum Pieces (EP) 0
Gold Pieces (PP) 15
Platinum Pieces (PP) 0

Conversions:

1 SP = 10 CP

1 GP = 10 SP

1 EE = 5 SP

1 PP = 3 GP

[50 coins weigh 1 pound]

None yet!