George Fucking Gable, level 8 rogue, level 2 wizard

HP: 81 AC 16 XP ?

Stats STR +3 (16) DEX +5 (20) CON +3 (16) INT +3 (16) WIS +1 (12) CHA +3 (16)
Saves STR +3 DEX +7 CON +3 INT +5 WIS +1 CHA +3
Prof Bonus +3 Sneak Attack +4d6
PROF MOD SKILL BONUS
PE DEX Acrobatics +11
WIS Animal Handling +1
INT Arcana +3
STR Athletics +3
CHA Deception +3
INT History +3
WIS Insight +1
P CHA Intimidation +6
PE INT Investigation +9
WIS Medicine +1
INT Nature +3
P WIS Perception +4
CHA Performance +3
CHA Persuasion +3
INT Religion +3
P DEX Sleight of Hand +8
P DEX Stealth +8
WIS Survival +1

Human Features Age. Humans reach adulthood in their late teens and live less than a century. Alignment. Humans tend toward no particular alignment. The best and the worst are found among them. Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium. Speed. Your base walking speed is 30 feet. Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. Variant Human Source: Player's Handbook

Ability Score Increase. Two different ability scores of your choice increase by 1. Skills. You gain proficiency in one skill of your choice. Feat. You gain one Feat of your choice.

Class Features As a rogue, you gain the following class features.

Hit Points Hit Dice: 1d8 per rogue level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiencies Armor: Light armor Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords Tools: Thieves' tools Saving Throws: Dexterity, Intelligence Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Expertise At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

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 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.

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.

Thieves' Cant During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, 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.

Cunning Action Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. 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.

Steady Aim (Optional) At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.

Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. +2 Dex, two feats.

Archetype: Shadow (based loosely on Scout and Inquisitive)

Flickering Shadow. At third level, you are hard to pin down. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks, and can be done in normal (but not bright) lighting.

Shadow Strike. At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don't have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target.

Shadow Step (Special, 3rd level). You are capable of casting Misty Step without components once per long rest. It and further castings cause the user to literally disappear into the shadows, and appear in shadows anywhere within range. Bright lighting makes entry or exit into the shadows impossible.

Shadow Step, Greater (Special, 7th level). Your use of Misty Step doubles in range, or you can choose to delay the time of your reappearance by one round, tripling range.

Shadow Step, Master (Special, 11th level). You can now use Misty Step once per short rest rather than long.

Background: Urchin

Skill Proficiencies Sleight of Hand, Stealth

Tool Proficiencies Disguise kit, <s>Thieves' tools</s> Vehicles/Land

Feature: City Secrets 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:

Equipment You start with the following equipment, in addition to the equipment granted by your background:

Shortsword

Shortsword

A burglar's pack

Leather armor, two daggers, and thieves' tools, 10 gp, common clothes, penknife