You were forged in a unit that officially never existed: the Ghosts, an elite cell trained to slip past any sentry, see every threat before it sees you, and lift a key, a dagger, or a spell focus from a target's belt without a whisper. Most recruits died in training; those who survived became living shadows, sharp of eye and quick of hand, sent wherever the job was too dangerous to admit.
- Ability Scores: Dexterity, Constitution, Wisdom (allocate 3 points)
- Feat: Tough
- Skill Proficiencies: Pick 2: Perception, Stealth, Sleight of Hand
- Tool Proficiencies: Thieve's Tools
- Equipment: Choose A or B: (A) Thieves’ Tools, Manacles, Rope, Grappling Hook, Caltrops, Crowbar, Traveler’s Clothes, 15 GP; or (B) 50 GP
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