
You learned your trade under the watchful eye of a spell-slinging rogue who knew more about arcane locks than the wizards who cast them. Magic was never sacred to you—it was just another tool for getting what you wanted.
- Ability Scores: Dexterity, Charisma, Intelligence
- Feat: Magic Initiate (Wizard)
- Skill Proficiencies: Arcana and Sleight of Hand
- Tool Proficiencies: Thieves' Tools
- Equipment: Choose A or B: (A) 2 Daggers, Thieves' Tools, Crowbar, 2 Pouches, Rope, Traveler’s Clothes, 15 GP; or (B) 50 GP

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