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  Rogue 1
  Dwarf, Hill
  Hillsfar Merchant
  Lawful Good
  -1
  8
  +2
  14
  +3
  16
  +1
  12
  +2
  14
  +1
  12
  +2
  -1
  ●
  +4
  +3
  ●
  +3
  +2
  +1
  +2
  +2
  +1
  -1
  ●
  +3
  +1
  ●
  +4
  +1
  ●
  +3
  +2
  +1
  ●
  +4
  +1
  ●
  +3
  +1
  ●
  +4
  +2
  +2
  14
  Languages: Common, Dwarvish
  Tools: Mason's tools, thieves' tools (your total bonus
  including Dexterity is +6 due to Expertise), vehicles
  (land), vehicles (water)
  Weapons: Simple weapons, battleaxe, handaxe,
  throwing hammer, warhammer, hand crossbows,
  longswords, rapiers, shortswords
  Armor: Light armor
  13
  +2
  25'
  12
  1d8
  Shortsword
  +4
  1d6+2 piercing
  Dagger
  +4
  1d4+2 piercing
  Light crossbow
  +4
  1d8+2 piercing
  *** 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' of it, that enemy isn't incapacitated,
  and you don't have disadvantage on the attack roll.
  5
  13
  On-person: Set of fine clothes, signet
  ring, a letter of introduction from your
  family's trading house, shortsword,
  leather armor, 2 daggers (concealed
  in boots), light crossbow with 20 bolts,
  thieves' tools strapped to belt
  In purse: Money
  In backpack: Bag of 1000 ball
  bearings, 10' of string, bell, 5 candles,
  crowbar, hammer, 10 pitons, hooded
  lantern, 2 flasks of oil, 5 days rations,
  tinderbox, waterskin, 50' hempen
  rope, 20 MORE bolts (just in case)
  I work hard and seldom make time for fun.
  The Red Plumes caught me once. I hate them.
  Business is in my blood. I seek to make the best
  deal possible.
  I work toward the day where all free peoples will
  be able to enter and trade in the City of Hillsfar.
  I am a braggart. I promote myself shamelessly.
  Darkvision. You can see in dim light within 60' 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.
  Dwarven Resilience. You have advantage on saving
  throws against poison, and you have resistance
  against poison damage.
  Stonecunning. Whenever you make an Intelligence
  (History) check related to the origins 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. Thus, you make these
  checks with a +5 bonus.
  Dwarven Toughness. Your hit point maximum
  increases by 1, and it increases by 1 every time you
  gain a level.
  Background Alternate Feature: Trade Contact. You
  and your family have trade contacts such as caravan
  masters, shopkeepers, sailors, artisans, and farmers
  throughout the Moonsea region and all along the
  Sword Coast. Once per game session, when
  adventuring in either of those areas, you can use those
  contacts to get information about the local area or to
  pass a message to someone in those areas, even
  across the great distance between the two areas.
  Expertise. Your proficiency bonus is doubled for the
  Investigation skill, as well as with thieves' tools. These
  bonuses are already added into the information on this
  character sheet.
  Thieves' Cant. During your rogue training you learned
  thieves' cant, a secret mix of dialect, jargon, and code
  that allows you to hid 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.
  
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  Born to a wealthy stonemason and locksmith family
  working at the Gate to Hillsfar, you have only known
  wealth and privilege despite your nonhuman
  ancestry. Your family excels at the craft, and their
  reputation is known far and wide across the Sword
  Coast and in the Moonsea.
  While you inherited the dwarven toughness and
  resolute nature, you did not inherit the physical
  power that lends yourself to the family craft.
  However, you inherited a keen eye and business
  sense in spades. Your grandmother, fearing your
  father might overlook your role in the family business
  because of your relative lack of strength, taught you
  to refine your other skills to razor sharp precision.
  Your father could not overlook your powers of
  observation, deal making sense, and skill with locks.
  He made you a full partner on your forty-fifth
  birthday, rather young for a dwarf to achieve such an
  honor.
  On a recent business run, you ran into a particularly
  corrupt group of Red Plumes. That encounter led to
  the loss of all the goods you were transporting from
  Neverwinter, the monetary profits from the run, and
  you almost lost your family business and guild
  standing as well. Realizing you had no true recourse
  due to your dwarven birth, your sense of fair play
  was assaulted. You determined you would work
  toward a day when all free peoples would be allowed
  to do business in Hillsfar, and you actively work
  toward that goal.
  Sample Names:
  A dwarf's name is granted by a clan elder, in
  accordance with tradition. A dwarf's name belongs to
  the clan, not the individual. A dwarf who misuses or
  brings shame to a clan name is stripped of the name
  and forbidden by law to use any dwarven name in its
  place.
  Male Names: Alberich, Baern, Gardain, Rangrim,
  Vondal
  Female Names: Audhild, DIesa, Kathra, Ilde, Torgga
  Clan Names: Balderk, Firegorge, Lutgehr, Strakeln,
  Ungart
  *** This pregenerated character was created by
  Connor Self, the Adventurers League Local Coordinator
  for North Central Illinois. The Adventurers League has
  his expressed written consent to edit, reproduce, and
  distribute the character.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/Adventure League/S03 - Rage of Demons/RoD - Rogue Dwarf.pdf