F E A T U R E SE X P E R T I S E (class)Proficiency bonus is doubled for any ability check made for two chosen proficiencies (sleight of hand, thieves' tools).
S N E A K A T T A C K (class)Once per turn, deal an extra 1d6 damage to one creature hit with an attack with a finesse or ranged weapon if there is advantage on the attack roll. Advantage is not required on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and there is no disadvantage on the attack roll.
T H I E V E S ' C A N T (class)Learn thieves’ cant, a secret mix of dialect, jargon, and code that allows for hidden messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.
C U N N I N G A C T I O N (class)Take a bonus action on each turn to take the Dash, Disengage, or Hide action.
R O G U I S H A R C H E T Y P E (class)Swashbuckler
F A N C Y F O O T W O R K (class)During the turn, if a melee attack is made against a creature, that creature can’t make opportunity attacks back for the rest of the turn.
R A K I S H A U D A C I T Y (class)CHA modifier (+2) is added to initiative rolls. Advantage unnecessary on the attack roll to use Sneak Attack against a creature if within 5 ft. of it, no other creatures are within 5 ft., and there is no disadvantage on the attack roll.
D A R K V I S I O N (race)See in darkness (shades of gray) up to 60 ft.
F E L I N E A G I L I T Y (race)When moving during combat, move speed can be doubled until the end of the turn. Once used, this trait can’t be used again until a turn has been spent with 0 movement.
C A T ' S C L A W S (race)Climbing speed increased to 20 ft. and claws are natural weapons that deal 1d4 +1 slashing damage, instead of the normal bludgeoning damage for an unarmed strike.
C A T ' S T A L E N T (race)Proficiency in the Perception and Stealth skills.
B A D R E P U T A T I O N (background)No matter where you go, people are afraid of you due to your reputation. When you are in a civilized settlement, you can get away with minor criminal offenses, such as refusing to pay for food at a tavern or breaking down doors at a local shop, since most people will not report your activity to the authorities.
P E R S O N A L I T YT R A I TMist stretches the truth for the sake of a good story.
I D E A L S (neutral)People. He's committed to the people he can call friends and not to the ideals of the lifestyle he may or may not be emulating.
B O N D SHe has a paramour, somewhere, whose eyes nearly stole him... or maybe she did.
F L A W SHe can’t help but pocket loose coins and other trinkets he comes across.
O B S E S S I O N (race)His curiosity is currently fixed on a location.
Q U I R K S (race)Mist is a font of random trivia from the lore and stories he's discovered.
H I S T O R YMost of Mist's life has been on the move. In fact, all of it has. His mother gave birth to him while travelling. His friends were made and forgotten in single days. His first theft was from a shop in a town ten miles away from where his family had decided to finally stay... and subsequently left because of him. The last time he was ever 'home' was at the age of 9 when he'd let himself wander for too long and fallen in the arms of men less benevolent than the ones he knew.
Life only sped up from there. Forced to work to make up for the items he'd attempted to make off with. Work he was only too happy to oblige when the alternative was losing an arm. When business began to fail, he was sold off to help keep some place he didn't really care about afloat. His buyers cleaned him up, taught him some minor life lessons... and then let him get kidnapped?
Life on a ship was odd... but fascinating to the young boy and he very quickly acclimated to a world that was constantly on the edge. He learned to sail. Learned to navigate. Learn his way around every inch of his seaworthy vessel. Learned to read the weather. Learned to read the sky. Learned to read the people around him. He was a natural with others. Quick with his tongue and knew how to spin a good tale as his life had already begun as one. Seeing the world also helped add a lot of flavor. Being good with people also meant he held all the cards when it came to information.
Information that would lead him to a woman, to fortune and eventually... crewless.
He's let himself wander again and found himself... here.
E Q U I P M E N T0
bp 0
sp 10
gp 0
ppA R R O W S x17
B A C K P A C K
B A L L B E A R I N G S x1000
B E L L
C A N D L E
C L O T H E S (common)
C R O W B A R
D A G G E R x2
H A M M E R
L A N T E R N , H O O D E D
L E A T H E R
O I L , F L A S K x2
P I T O N x10
R A P I E R
R A T I O N S ( 1 D A Y ) x5
R O P E , H E M P E N (50 feet)
R O P E , S I L K (50 feet)
S H O R T B O W
S T R I N G x10
T H I E V E S ' T O O L S
T I N D E R B O X
W A T E R S K I N