TEXT: “The way is clear. Walk the narrow path to achieve true balance.”
  You spent the first two hundred years of your life walking the same path as your father, 
  figuratively and literally. One day a subtle shift in your mind told you to turn left instead of 
  right. Though you ended up at the same place, you knew that your purpose was not to simply 
  be part of the world, but to balance it. You joined a group, the Dwallura, devoted to maintaining 
  the equilibrium of both the physical and spiritual world.
  BACKGROUND (DEATHGROOM)
  In a world where the resources are finite, everything must be used to its fullest, including the 
  bodies of the dead. You learn to speak with the mourning and comfort them in public, while in 
  private you prepare the bodies of the dead for their roles in the success of the city. Parts to the 
  compost to feed the plants, parts to the masons to build the walls, parts to the family to 
  remember the lost. The long life of elves allows them to see a broader perspective than most 
  races and it is no surprise that your family was drawn to this vocation. 
  Death comes for all
  Over a long enough timeline, everyone will come in contact with deathgroom in the Drifting 
  City. As such, you have interacted with a multitude of people and have many contacts in many 
  walks of life. Typically you will know who to go to when seeking information.
  Personality You have seen people at the worst points in their lives and can find empathy within 
  yourself for anyone.
  Ideal Responsibility. I must carry the weight of my duties because there is none other to do it.
  Bond I seek to serve the people in the best way possible.
  Flaw I have seen so much death that I have trouble valuing my own life.
  HIGH ELF TRAITS
  Fey Ancestry You have advantage on saving throws against being charmed, and magic can’t 
  put you to sleep.
  Trance Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 
  4 hours a day. After resting in this way, you gain the same benefit that a human does from 8 
  hours of sleep.
  Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  Cantrip You know the prestidigitation cantrip. Intelligence is your spellcasting ability for it.
  CLERIC FEATURES
  Spellcasting
  As a conduit for divine power, you can cast cleric spells. You use your Wisdom whenever a 
  cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when 
  setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
  You prepare the list of cleric spells that are available for you to cast, choosing from the cleric 
  spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + 
  your cleric level (minimum of one spell). The spells must be of a level for which you have spell 
  slots.  To cast one of these spells, you must expend a slot of the spell’s level or higher. You 
  regain all expended spell slots when you finish a long rest.
  DOMAIN: BALANCE
  Domain Spells Your clerical domain grants you certain spells that are always prepared, which 
  do not count against the number of spells you can prepare each day. All of your domain spells 
  count as cleric spells for you.
  1st-level spells: divine favor, sleep
  Domain Feature Calming Presence
  You have a unique way about you that puts people at ease, causing them to be more attentive 
  and interested when around you. Starting when you choose the Balance domain at 1st level, 
  you can use your action to give a willing creature, including yourself, advantage on Charisma 
  (Persuasion) checks.
  Arachiel
  Tershan
  
  ARACHIEL TERSHAN CLERIC LEVEL 1
  Medium high elf, Balance domain, neutral good
  Armor Class 15 (17 with shield)
  Hit points 11 (Hit Dice 1d8)
  Speed 30 ft
  STR 15 (+2) DEX 14 (+2)   CON 16 (+3) 
  INT 12 (+1)      WIS 17 (+3)   CHA 11 (+0)
  Proficiencies (+2 proficiency bonus)
  Saving throws Wisdom +5, Charisma +2
  Skills Perception +5, Insight +5, Medicine +5, Survival +5
  Armor Light  and medium armor, shields
  Weapons. Simple, longsword, shortsword, shortbow, longbow
  Tools herbalism kit, deathgroom’s tools
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Common, Elvish, Dwarvish, Halfling
  ACTIONS
  Attack You can make one of the following attacks:
  Shortbow Ranged Weapon Attack: +4 to hit, range 80/320 ft., one 
  target. Hit: 1d6 + 2 piercing damage.
  Longsword Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 
  1d8 + 2 slashing damage. (Versatile 1d10+2 slashing damage)
  Dagger Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 1d4 
  + 2 piercing damage. Finesse. Light. Thrown, range 20/60 ft.
  OPTIONS
  Spellcasting You are a spellcaster who uses Wisdom as your 
  spellcasting ability (spell save DC 13; +5 to hit with spell attacks). You 
  have the following spells prepared:
  Cantrips (at will): sacred flame, spare the dying, mending, 
  prestidigitation (race feature)
  1st Level (2 slots): divine favor*, sleep*, guiding bolt, healing word, 
  shield of faith, inflict wounds. * domain spell (Balance Domain)
  CLERIC DOMAIN FEATURES
  Calming Presence
  You have a unique way about you that puts people at ease, causing 
  them to be more attentive and interested when around you. Starting 
  when you choose the Balance domain at 1st level, you can use your 
  action to give a willing creature, including yourself, advantage on 
  Charisma (Persuasion) checks.
  Equipment Chain shirt, shield, shortbow, longsword, 2 daggers, 
  explorer’s pack, holy symbol, carving knife, insignia of the deathgroom
  ARACHIEL TERSHAN CLERIC LEVEL 5
  Medium high elf, Balance domain, neutral good
  Armor Class 15 (17 with shield)
  Hit points 43 (Hit Dice 5d8)
  Speed 30 ft
  STR 16 (+3) DEX 14 (+2)   CON 16 (+3) 
  INT 12 (+1)      WIS 18 (+4)   CHA 11 (+0)
  Proficiencies (+3 proficiency bonus)
  Saving throws Wisdom +7, Charisma +3
  Skills Perception +7, Insight +7, Medicine +7, Survival +7
  Armor Light  and medium armor, shields
  Weapons. Simple, longsword, shortsword, shortbow, longbow
  Tools herbalism kit, deathgroom’s tools
  Senses Darkvision 60 ft., Passive Perception 17
  Languages Common, Elvish, Dwarvish, Halfling
  ACTIONS
  Attack You can make one of the following attacks:
  Shortbow Ranged Weapon Attack: +5 to hit, range 80/320 ft., one 
  target. Hit: 1d6 + 2 piercing damage.
  Longsword Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 
  1d8 + 3 slashing damage. (Versatile 1d10+2 slashing damage)
  Dagger Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 1d4 
  + 3 piercing damage.
  OPTIONS
  Spellcasting You are a spellcaster who uses Wisdom as your 
  spellcasting ability (spell save DC 15; +7 to hit with spell attacks). You 
  have the following spells prepared:
  Cantrips (at will): sacred flame, spare the dying, anchor, prestidigitation 
  (race feature)
  1st Level (4 slots): divine favor*, sleep*, guiding bolt, healing word, cure 
  wounds, inflict wounds, detect evil and good. 
  2nd Level (3 slots) calm emotions*, suggestion*, spiritual weapon, echo 
  shield
  3rd Level (2 slots) counterspell*, nondetection*, revivify, bestow curse
  * domain spell (Balance Domain)
  CLERIC DOMAIN FEATURES
  Calming Presence (as above)
  Channel Divinity: Turn Undead
  As an action, you speak a prayer censuring the undead. Each undead 
  that can see or hear you within 30 feet of you must make a Wisdom 
  saving throw. If it fails its saving throw, it is turned for 1 minute or until 
  it takes any damage.
  A turned creature must spend its turns trying to move away from you, 
  and it can’t willingly move to a space within 30 feet of you or take 
  reactions. For its action, it can use only the Dash action or try to 
  escape from an effect that prevents it from moving. If there’s nowhere 
  to move, the creature can use the Dodge action.
  Destroy Undead
  At Cleric Level 5, when an undead fails its saving throw against your 
  Turn Undead feature, the creature is instantly destroyed if its challenge 
  rating is below 1/2.
  Channel Divinity: Life Balance
  As an action, you can use your Channel Divinity to transfer life energy 
  from one willing creature to another, including yourself.  Present the 
  symbol of your domain and evoke a life energy transference up to 4 
  times your cleric level from one creature to another.  The creature 
  receiving the energy receives hit points equal to the amount and the 
  one transferring loses hit points equal to the amount.
  Equipment Chain shirt, shield, shortbow, longsword, 2 daggers, 
  explorer’s pack, holy symbol, carving knife, insignia of the deathgroom
  
  “I can swing the hammer for someone else or I can swing it for myself.  I choose 
  myself.”
  Life in the Fabrica was regimented.  You worked the tunnels or you worked the forge.  You 
  wanted something more for yourself and sought it out in the only other option you saw, the 
  Cadre.  Unfortunately, you failed at it and found yourself with no path forward and no path back.  
  You managed to find a third path with the Lawless.
  BACKGROUND (CADRE WASHOUT)
  The odds of survival are always against you in the Drifting City and choosing to serve in the 
  Cadre is not without risks, but it is a near guarantee that you’ll get by.  You went through the 
  training, learning weapons, tactics, and the skills needed to keep order.  But it wasn’t enough.  
  Whether due to your own innate personality traits, unwillingness to follow orders, or perhaps 
  old-fashioned discrimination, you were washed out of the Cadre after your Initiate phase.  You 
  carry the dishonor, and a few scars, with you as you go through life now.  
  Service Knowledge
  Though you never became a full member of the Cadre, you’ve received all of the training they 
  have.  You have knowledge of their organization, distribution, and general practices.  You can 
  use this knowledge to your advantage such as identifying Cadre in disguise, identifying their 
  weapons, and guessing their tactics.
  Personality I have my own sense of right and wrong, regardless of what others think.
  Ideal The defense of those who cannot defend themselves is vital to life.
  Bond Those who fight with me are the ones I most care about.
  Flaw I know my weaknesses, but I’m not willing to acknowledge them.
  HILL DWARF TRAITS
  Darkvision You can see in dim light within 60 feet of you as if it were bright light, and in 
  darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
  Stonecunning Whenever you make an Intelligence (History) check related to the origin of 
  stonework, you are considered proficient in the History skill and add double your proficiency 
  bonus to the check, instead of your normal proficiency bonus.
  Dwarven Resilience You have advantage on saving throws against poison, and you have 
  resistance against poison damage.
  Dwarven Toughness Your hit point maximum increases by 1, and it increases by 1 every time 
  you gain a level.
  FIGHTER FEATURES
  Fighting Style – Great Weapon Fighting
  When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you 
  are wielding with two hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-‐-handed or versatile property for you to gain 
  this benefit.
  Second Wind
  You have a limited well of stamina that you can draw on to protect yourself from harm. On your 
  turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once 
  you use this feature, you must finish a short or long rest before you can use it again.
  Murgen
  Undhaf
  
  MURGEN UNDHAF FIGHTER LEVEL 1
  Medium hill dwarf, chaotic good
  Armor Class 16 (18 with shield)
  Hit points 14 (Hit Dice 1d10)
  Speed 25 ft
  STR 17 (+3) DEX 14 (+2)   CON 17 (+3) 
  INT 11 (+0)      WIS 13 (+1)   CHA 9 (-1)
  Proficiencies (+2 proficiency bonus)
  Saving throws Strength +5, Constitution +5
  Skills Athletics +5, Insight +3, Perception +3, Intimidation +1
  Armor All armor, shields
  Weapons. All simple, all martial, unarmed strike
  Tools Mason’s tools
  Senses Darkvision 60 ft., Passive Perception 13
  Languages Common, Dwarvish, Elvish Halfling
  ACTIONS
  Attack You can make one of the following attacks:
  Warhammer Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
  Hit: 1d8 + 3 bludgeoning damage. (Versatile 1d10+3 bludgeoning 
  damage)
  Shortsword Melee Weapon Attack.  +5 to hit, reach 5 ft., one target. 
  Hit: 1d6+3 piercing damage.
  Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 
  + 3 piercing damage. Finesse. Light. Thrown, range 20/60 ft.
  Handaxe Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 
  1d6 + 3 slashing damage. Thrown range 20/60 ft.
  FIGHTER FEATURES
  Second Wind Regain 1d10+1 hit points. you must finish a short or long 
  rest before you can use it again.. 
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-‐-handed or versatile 
  property for you to gain this benefit.
  Equipment Chain mail, shield, dagger, warhammer, handaxe (2), 
  shortsword, dungeoneer’s pack, Cadre Initiate uniform
  MURGEN UNDHAF FIGHTER LEVEL 5
  Medium hill dwarf, chaotic good
  Armor Class 16 (18 with shield)
  Hit points 54 (Hit Dice 5d10)
  Speed 25 ft
  STR 18 (+4) DEX 14 (+2)   CON 18 (+4) 
  INT 11 (+0)      WIS 13 (+1)   CHA 9 (-1)
  Proficiencies (+3 proficiency bonus)
  Saving throws Strength +7, Constitution +7
  Skills Athletics +7, Insight +4, Perception +4 Intimidation +2
  Armor All armor, shields
  Weapons All simple, all martial, unarmed strike
  Tools Mason’s tools
  Senses Darkvision 60 ft., Passive Perception 14
  Languages Common, Dwarvish, Elvish, Halfling
  ACTIONS
  Attack You can make one of the following attacks:
  Warhammer Melee Weapon Attack: +7 to hit, reach 5 ft., one target. 
  Hit: 1d8 + 4 bludgeoning damage. (Versatile 1d10+4 bludgeoning 
  damage)
  Shortsword Melee Weapon Attack.  +7 to hit, reach 5 ft., one target. 
  Hit: 1d6+4 piercing damage.
  Dagger Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4 
  + 4 piercing damage. Thrown range 20/60 ft.
  Handaxe Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  1d6 + 4 slashing damage. Thrown range 20/60 ft.
  FIGHTER FEATURES
  Second Wind Regain 1d10+1 hit points. you must finish a short or long 
  rest before you can use it again.. 
  Great Weapon Fighting When you roll a 1 or 2 on a damage die for an 
  attack you make with a melee weapon that you are wielding with two 
  hands, you can reroll the die and must use the new roll, even if the new 
  roll is a 1 or a 2. The weapon must have the two-‐-handed or versatile 
  property for you to gain this benefit.
  Action Surge Starting at 2nd level, you can push yourself beyond your 
  normal limits for a moment. On your turn, you can take one additional 
  action on top of your regular action and a possible bonus action. Once 
  you use this feature, you must finish a short or long rest before you can 
  use it again. 
  Extra Attack Beginning at 5th level, you can attack twice, instead of 
  once, whenever you take the Attack action on your turn.
  MARTIAL ARCHETYPE FEATURES
  Champion The archetypal Champion focuses on the development of 
  raw physical power honed to deadly perfection. Those who model 
  themselves on this archetype combine rigorous training with physical 
  excellence to deal devastating blows.
  Improved Critical Beginning when you choose this archetype at 3rd 
  level, your weapon attacks score a critical hit on a roll of 19 or 20.
  Equipment Chain mail, shield, dagger, warhammer, handaxe (2), 
  shortsword, dungeoneer’s pack, Cadre Initiate uniform
  
  “I always thought of ‘evil’ as an abstract idea.  Until I realized I was part of it.”
  Recognized in childhood for the potential you held, you were torn away from your family and 
  raised in the Dark Sky Lyceum.  The Dark Sky mages are second only to the Five in the 
  hierarchy of the Drifting City so yours was a life of luxury in a world of poverty.  You trained in 
  the mystical arts, with a strong emphasis on those that were destructive, and never questioned 
  the lessons you were taught, until the first time you were sent out with the Cadre to enforce the 
  will of the Five.  You performed your duty that day but you’ll never forget the look on the faces 
  of those halflings.  Or their screams.  
  BACKGROUND (BLACK SKY SAVANT)
  If magical talent is recognized in childhood, the child is typical taken from the parents and 
  raised within the Dark Sky Lyceum.  Having been raised this way, you were afforded privileges 
  that few received.  You never wanted for food, water, or shelter.  You had access to fine clothes 
  and goods.  And  most of all, you had access to knowledge and the most forbidden of items, 
  books. While the life was luxurious, the punishments were also brutal.  You bear the scars of 
  past mistakes, and the bruises of recent ones, inflicted to teach you the limitations of the 
  knowledge you received.  As a mage in training, you also possess a paper spellbook, 
  something the common person in the Drifting City is forbidden from having.
  More knowledge than most
  You have spent years studying books, scrolls and being taught by more senior mages.  Your 
  knowledge of history is limited, as is the case for all in the city, but you have well-learned 
  knowledge of magic and what remains of the natural world.  If it exists in the Drifting City, you 
  probably know something about it.
  Personality. I am not used to manual work, and I miss my luxurious life.
  Ideal. Knowledge.  The path to true freedom can only be found through learning.
  Bond. I know much about the Drifting City, and I feel a deep connection to it.
  Flaw. I am accustomed to people doing my bidding and I quickly lose my temper when 
  challenged.
  WIZARD FEATURES
  Spellcasting
  You have the ability to cast spells. Intelligence is your spellcasting ability for your wizard spells.
  You use your Intelligence whenever a spell refers to your spellcasting ability.  You prepare the 
  list of wizard spells that are available for you to cast. To do so, choose 4 spells. The spells 
  must be of a level for which you have spell slots.  To cast a spell, you must expend a slot of the 
  spell’s level or higher. You regain all expended spell slots when you finish a long rest. You can 
  use an arcane focus as a spellcasting focus for your wizard spells. You can cast any wizard 
  spell in your spellbook as a ritual if that spell has the ritual tag.
  Arcane Recovery 
  Once per day when you finish a short rest, you can choose expended spell slots to recover.   
  The spell slots can have a combined level equal to or less than 1.
  Arcane Tradition (Evocation)
  You focus your study on magic that creates powerful elemental effects such as bitter cold, 
  searing flame, rolling thunder, crackling lightning, and burning acid. Some evokers find 
  employment in military forces, serving as artillery to blast enemy armies from afar. Others use 
  their spectacular power to protect the weak, while some seek their own gain as bandits, 
  adventurers, or aspiring tyrants.
  Tatiana 
  Jakan
  
  TATIANA JAKAN WIZARD LEVEL 1
  Medium human, Lawful neutral
  Armor Class 13 (16 with mage armor)
  Hit points 8 (Hit Dice 1d6)
  Speed 30 ft
  STR 11 (+0) DEX 16 (+3)   CON 15 (+2) 
  INT 18 (+4)      WIS 10 (+0)   CHA 13 (+1)
  Proficiencies (+2 proficiency bonus)
  Saving throws Intelligence +6, Wisdom +2
  Skills Arcana +6, Investigation +6, Religion +6, Insight +2
  Armor none
  Weapons Simple, daggers, darts, slings, quarterstaff, light crossbow
  Tools none
  Senses Passive Perception 10
  Languages Common, Elvish, Dwarvish, Halfling
  ACTIONS
  Attack You can make one of the following attacks:
  Darts Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 
  1d4 + 3 piercing damage. Finesse. Thrown. 
  Quarterstaff Melee Weapon Attack: +2 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 0 bludgeoning damage. (Versatile 1d8+0 bludgeoning 
  damage)
  Dagger Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 
  + 3 piercing damage. Finesse. Light. Thrown, range 20/60 ft.
  OPTIONS
  Spellcasting You are a spellcaster who uses Intelligence as your 
  spellcasting ability (spell save DC 14; +6 to hit with spell attacks). You 
  have the following spells prepared:
  Cantrips (at will): acid splash, fire bolt, ray of frost
  1st Level (2 slots): burning hands, mage armor, magic missile, shield, 
  thunderwave
  WIZARD FEATURES FEATURES
  Arcane Recovery. 
  Once per day when you finish a short rest, you can choose expended spell 
  slots to recover.   The spell slots can have a combined level equal to or less 
  than 1.
  Equipment: Spellbook, component pouch, scholar’s pack, quarterstaff, 
  dagger, 20 darts
  TATIANA JAKAN WIZARD LEVEL 5
  Medium human, Lawful neutral
  Armor Class 14 (18 with mage armor)
  Hit points 32 (Hit Dice 5d6)
  Speed 30 ft
  STR 11 (+0) DEX 18 (+4)   CON 15 (+2) 
  INT 18 (+4)      WIS 10 (+0)   CHA 13 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving throws Intelligence +7, Wisdom +3
  Skills Arcana +7, Investigation +7, Religion +7, Insight +3
  Armor none
  Weapons. Simple, daggers, darts, slings, quarterstaff, light crossbow
  Tools none
  Senses Passive Perception 11
  Languages Common, Elvish, Dwarvish, Halfling
  ACTIONS
  Attack. You can make one of the following attacks:
  Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 
  1d4 + 4 piercing damage.
  Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. 
  Hit: 1d6 + 0 bludgeoning damage. (Versatile 1d8+0 bludgeoning 
  damage)
  Dagger. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 
  1d4 + 4 piercing damage. Thrown range 20/60 ft.
  OPTIONS
  Spellcasting. You are a spellcaster who uses Intelligence as your 
  spellcasting ability (spell save DC 15; +7 to hit with spell attacks). You 
  have the following spells prepared:
  Cantrips (at will): acid splash, fire bolt, ray of frost, danger sense
  1st Level (4 slots): burning hands, mage armor, magic missile, shield 
  2nd Level (3 slots): echo shield, flaming sphere, web
  3rd Level (2 slots): fireball, lightning bolt
  WIZARD FEATURES
  Arcane Recovery. Once per day when you finish a short rest, you can 
  choose expended spell slots to recover. The spell slots can have a 
  combined level equal to or less than 3.
  ARCANE TRADITION FEATURES (EVOCATION)
  Evocation Savant
  The gold and time you must spend to copy an evocation spell into your 
  spellbook is halved.
  Sculpt Spells
  You can create pockets of relative safety within the effects of your 
  evocation spells. When you cast an evocation spell that affects other 
  creatures that you can see, you can choose a number of them equal to 
  1 + the spell’s level. The chosen creatures automatically succeed on 
  their saving throws against the spell, and they take no damage if they 
  would take half damage on a successful save.
  Equipment: Spellbook, component pouch, scholar’s pack, quarterstaff, 
  dagger, 20 darts
  
  “All I need are my wits and my hands.  Everything else I can acquire with those.”
  You don’t remember a time when you weren’t taking care of yourself.  Who knows if you’re an 
  orphan or not?  You sure don’t.  Your first memories are of being self sufficient, hiding in the 
  dark corners of various enclaves and stealing food to survive. Your size was your advantage.  
  Few noticed you, and even few were able to catch you if noticed.
  You’ve grown above your early years through a combination of smarts and swagger and have 
  been know to slip in and out of places you shouldn’t be just to enjoy a bit of the good life.
  BACKGROUND (TUNNEL RAT)
  You’ve scrounged your way through life from childhood all on your own.  There’s plenty of 
  people with no true home in any enclave who simple exists by moving through the tunnels and 
  chambers, getting by on what they can.  You’ve become experienced in thieving, hiding, and 
  most of all surviving.  The people you know best are those like you, but they’re also the people 
  you like least. 
  Hidden Sanctuary
  Years of sneaking around have helped you learn of a little place that is often overlooked by 
  others.  It gives you the opportunity to take a short break without being found.  It’s not too big, 
  but you could fit a handful of your closest friends in it.  If you ever make any friends.
  Personality I can get a bit prickly in an unfamiliar place, especially if I don’t see multiple exits.
  Ideal Freedom.  I need to know that I will be free, and I believe that those around me should 
  have it as well.
  Bond I act as if I’ve done everything myself, but I owe some debts to people who are sure to 
  collect on them.
  Flaw I have never had much use for other people and I usually treat them that way.
  HALFLING TRAITS
  Halfling Nimbleness. You can move through the space of any creature that is of a size larger 
  than yours.
  Lucky When you roll a 1 on the d20 for an attack roll, ability check, or saving throw, you can 
  reroll the die and must use the new roll.
  Brave You have advantage on saving throws against being frightened.
  Naturally Stealthy You can attempt to hide even when you are obscured only by a creature 
  that is at least one size larger than you.
  ROGUE FEATURES
  Sneak Attack
  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 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.
  Kavina
  Dimtunnel
  
  KAVINA DIMTUNNEL ROGUE LEVEL 1
  Small halfling, chaotic neutral
  Armor Class 16
  Hit points 10 (Hit Dice 1d8)
  Speed 25 ft
  STR 12 (+1) DEX 20 (+5)   CON 15 (+2) 
  INT 17 (+3)      WIS 8 (-1)   CHA 13 (+1)
  Proficiencies (+2 proficiency bonus)
  Saving throws Dexterity +7, Intelligence +5
  Skills Acrobatic +7, Stealth +7, Investigation +7, Insight +1, Perception 
  +3, Deception +3
  Armor Light armor
  Weapons. Simple, longsword, rapier, shortsword, hand crossbow
  Tools Thieves tools (+7)
  Senses Passive Perception 11
  Languages Common, Dwarvish, Halfling
  ACTIONS
  Attack You can make one of the following attacks:
  Hand Crossbow Ranged Weapon Attack: +7 to hit, range 30/120 ft., 
  one target. Hit: 1d6 + 5 piercing damage. Loading.
  Rapier Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d8+ 
  5 piercing damage. Finesse
  Dagger Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 1d4 
  + 5 piercing damage. Finesse. Light. Thrown, range 20/60 ft.
  ROGUE FEATURES
  Sneak Attack
  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 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.
  OPTIONS
  Halfling Nimbleness
  You can move through the space of any creature that is of a size larger 
  than yours.
  Lucky
  When you roll a 1 on the d20 for an attack roll, ability check, or saving 
  throw, you can reroll the die and must use the new roll.
  Equipment Leather armor, hand crossbow with arrows, rapier, 2 
  daggers, burglar’s pack, thieves tools, caltrops, dark common clothes 
  with hood
  KAVINA DIMTUNNEL ROGUE LEVEL 5
  Small halfling, chaotic neutral
  Armor Class 16
  Hit points 38 (Hit Dice 5d8)
  Speed 25 ft
  STR 12 (+1) DEX 20 (+5)   CON 15 (+2) 
  INT 17 (+3)      WIS 10 (+0)   CHA 13 (+1)
  Proficiencies (+3 proficiency bonus)
  Saving throws Dexterity +8, Intelligence +6
  Skills Acrobatic +8, Stealth +8, Investigation +9, Insight +3, Perception 
  +6, Deception +4
  Armor Light armor
  Weapons. Simple, longsword, rapier, shortsword, hand crossbow
  Tools Thieves tools (+8)
  Senses Passive Perception 16
  Languages Common, Dwarvish, Halfling
  ACTIONS
  Attack You can make one of the following attacks:
  Hand Crossbow Ranged Weapon Attack: +8 to hit, range 30/120 ft., 
  one target. Hit: 1d6 + 5 piercing damage. Loading.
  Rapier Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d8+ 
  5 piercing damage. Finesse
  Dagger Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 1d4 
  + 5 piercing damage. Finesse. Light. Thrown. Thrown range 20/60 ft.
  ROGUE FEATURES
  Sneak Attack (as above)
  Cunning Action
  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.
  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.
  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.
  Uncanny Dodge
  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.
  OPTIONS
  Halfling Nimbleness (as above)
  Lucky (as above)
  Equipment Leather Armor, hand crossbow with arrows, rapier, 2 
  daggers, burglar’s pack, thieves tools, caltrops, dark common clothes 
  with hood
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Space Daddy Games/Rebels of the Drifting City - Pregen Characters.pdf