Attack Stats

Armor Class 14

Initiative +3

Movement 25'

HP 9

Shortsword +5 1d6+3 piercing
Shortbow* +5 1d6+3 piercing

*You can shoot your shortbow 80 feet, or up to 320 feet with disadvantage on the attack roll.
Sneak Attack. Once per turn, when you hit a creature with a Dexterity-based attack (such as with your shortsword or shortbow) and you have advantage on the attack roll, you can dealan extra 1d6 damage to your target. You don't need advantage if another enemy of the target is within 5 feet of it and isn't incapacitated. You can't deal the extra damage, however, if you have disadvantage on the attack roll.
Skills
+5 Acrobatics (Dex) *

+0 Animal Handling (Wis)
+1 Arcana (Int)
-1 Athletics (Str)
+5 Deception(Cha) *

+1 History (Int)
+0 Insight (Wis)
+3 Intimidation (Cha)
+3 Investigation (Int) *

+0 Medicine (Wis)
+1 Nature (Int)
+0 Perception (Wis)
+5 Performance (Cha) *

+3 Persuasion (Cha)
+1 Religion (Int)
+5 Slight of Hand (Dex) *

+7 Stealth (Dex) *

+0 Survival (Wis)
Proficiencies
Proficiencies.
Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords, thieves' tools,playing cards, carpenter's tools.
Languages.
Common, Halfling.
Expertise.
When you make a Dexterity (Stealth) check or using thieves' tools, your proficiency bonus is doubled. This benefit is included in your Stealth skill bonus.


Lvl 1 Rogue
Lightfoot halfling
Criminal background
Neutral alignment
Member of the Zhintarim (thieves' guild). (Former member of Redbrands.)


Personality Traits.
I never have a plan, but i'm great at making things up as I go along. Also, the best way to get me to do something is to tell me that I can't do it.

Ideals.
People. I'm loyal to my friends, not to any ideals. Everyone else can take a trip on the River Styx for all I care.

Bonds.
Qelline Alderlead, my aunt, has a farm in Phandalin. I always give her some of my ill-gotton gains.

Flaws.
My aunt must never know the deeds I did as a member of the Redbrands.

SAVING THROWS

-1 Strength
+5 Dexterity *
+1 Constitution
+3 Intelligence *
+0 Wisdom
+3 Charisma

Features and Traits

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 seceret signs and symbols used to convey short, simple messages, such ad whether an area is dangerous, whether loot is nearby, or whether the people in an area are easy marks of will provide a safe house for thieves on the run.

Lucky. When you roll a natural 1 on an attack roll, ability check, or saving throw, you can reroll the die and you must use the new roll.

Brave. You have advantage on saving throws against being frightened.

Halfling Nimbleness. You can move through the space of any creature that is of a size larger that yours.

Naturally Stealthy. You can attempt to hide when you are obscured by a creature that is at least one size larger than you.

Criminal Contact. You have a contact who acts as your liaison to a network of other criminals. You know how to get a message to and from your contact, even over great distantes; you know the local messagers, 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 of other information you seek.


Equipment

10 CP
9 SP
14 GP
Shortsword, shortbow, 20 arrows, leather armor, thieves' tools, backpack, bell, 5 candles, crowbar, hammer, 10 pitons, 50 feet hempen rope, hooded lantern, 2 flasks of oil, 5 days rations, tinderbox, waterskin, set of dark common clothes including a hood, pouch, ornate Dwarven broach