Rogue 5 Criminal (Spy) Chaotic good
Mouse Male White
Medium 22 Seasons Dark grey

Armor Class 17 (studded leather armor +1)
Hit Points 28 (5d8)
Speed 30 ft.

10 (+0) 18 (+4) 10 (+0) 14 (+2) 14 (+2) 12 (+1)

Saving Throws Dex +7, Int +5
Skills Athletics +6, Deception +7, Insight +5, Investigation +5, Perception +5, Sleight of Hand +7, Stealth +7
Senses passive Perception 20 (25 with the advantage provided by Keen Senses), passive Investigation 20
Languages Mouse, Lagomorph, thieves’ cant
Tools dice set, disguise kit, thieves’ tools

WEAPON Attack Damage Properties
Shortsword +7 1d6+4 piercing Finesse, light
Shortbow +7 1d6+4 piercing Ammunition (range 80/320), two-handed

Gear Burglar’s pack (includes a backpack, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin; also has 50 feet of hempen rope strapped to the side of it), dice set, disguise kit, magnifying glass, merchant’s scale, pouch, quiver (20 arrows), shortbow, [2x] shortswords, studded leather armor +1, thieves’ tools, les mandibules du scolopendre.

0 16 0 7 0


Background—Criminal Contact: You have a reliable and trustworthy 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; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you.

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.

Expertise (Athletics, Deception): 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.

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.

Feat—Observant: Quick to notice details of your environment, you increase your Intelligence score by 1. If you can see a creature’s mouth while it is speaking a language you understand, you can interpret what it’s saying by reading its lips. In addition, you have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.

Keen Senses: A mouse has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.

Roguish Archetype—Thief: You hone your skills in the larcenous arts. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

Second-Story Work: You gain the ability to climb faster than normal; climbing no longer costs 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 (+3d6): You know how to strike subtly and exploit a foe’s distraction. 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: Starting at 5th level, 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.

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.

Personality Traits: The best way to get me to do something is to tell me I can’t do it.
Ideals: Freedom. Chains are made to be broken, as are those who would forge them. (Chaotic)
Bonds: I’m guilty of a terrible crime. I hope I can redeem myself for it.
Flaws: I turn tail and run when things look bad.

Chaotic good male mouse rogue


Mouse Guard: What You Fight For hugolabreche