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Criminal

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You lived outside the law, whether as a burglar, smuggler, enforcer, fence, or member of a thieves' guild. Crime was your profession, and you were good at it -- or at least good enough to survive. You might have turned to adventuring to escape your past, to pursue bigger scores, or because a job went wrong and now you need to disappear. Whatever the reason, you still know how the underworld operates, and those skills don't simply fade away.

Ability Score Adjustments: +1 Dexterity or Intelligence, +1 on any other ability

Skill Proficiencies: Stealth, Deception

Tool Proficiencies: Thieves' Tools

Languages: None

Equipment: A set of dark common clothes with a hood, a crowbar, thieves' tools, and a belt pouch containing 15 gp

Feature: Escape Artist

Once per long rest, you have advantage on Dexterity checks to escape bonds or slip out of restraints. You can even escape from magical restraints by succeeding on an Intelligence (Investigation) check against the caster's spell save DC.