Sneak Attack
Once per turn, deal an extra 1d6 damage when you hit with a finesse or ranged weapon and have Advantage, or when another enemy of the target is within 5 feet of it.
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Once per turn, deal an extra 1d6 damage when you hit with a finesse or ranged weapon and have Advantage, or when another enemy of the target is within 5 feet of it.
You have a reliable and trustworthy contact who acts as a conduit for information about the criminal underworld.
You know Thieves' Cant, a secret mix of dialect, jargon, and code allowing hidden messages.
Add Proficiency Bonus to Initiative; swap Initiative with a willing ally after rolling.
You can move through the space of any creature that is a size larger than you.
When you roll a 1 on a d20 Test, reroll the die and use the new roll.
Advantage on saving throws to avoid or end the Frightened condition.
Double proficiency bonus for Stealth and Sleight of Hand.
Behind the character
Pippa Underbough is a small, wiry halfling woman whose whole presence seems coiled like a spring—compact, quiet, and ready to move. Her sun-browned skin and cropped chestnut-brown hair, tucked neatly behind pointed ears, mark her as someone who has spent more nights under open eaves than under a proper roof. Her sharp hazel eyes are her most telling feature: they flick constantly, cataloging exits, coin purses, and the exact moment a guard's attention begins to wander. A wry half-smile and one perpetually raised eyebrow suggest she finds the world's absurdities endlessly amusing, even when she is the one in danger.
She dresses for her trade. Dark oiled-leather armor hugs her frame, layered beneath a charcoal hooded cloak whose hem is frayed from countless rooftop scrapes. Her weapons are a study in practical concealment: a shortbow slung across her back for the rare open shot, and daggers hidden everywhere else—her belt, her boot, up one sleeve, and at least one place she will never tell you about. Everything she carries is chosen for silence and speed; she owns nothing that jingles.
In motion, Pippa is nearly invisible. Years of Expertise in Stealth and Sleight of Hand have made her steps soundless and her fingers impossibly quick, whether lifting a keyring or palming a card. Her halfling blood gives her uncommon luck—she seems to survive by narrow margins more often than seems reasonable—and a stubborn courage that keeps her standing when larger folk flee. Though not a talker by nature, her blunt Charm hides a sharp mind and a talent for Thieves' Cant, letting her pass coded messages in ordinary conversation.
She is Chaotic Good to the bone: rules are suggestions, but people matter. She steals from those who can spare it, protects those who cannot, and vanishes before anyone can thank her.
Before the adventure
Pippa Underbough was born in the river-quarter of a mid-sized trade city, the youngest of five children in a family of barrel-makers who were honest, hardworking, and perpetually one bad harvest away from ruin. Her parents' workshop smelled of oak shavings and river mud, and Pippa learned early that honest work paid honest wages—wages that were never quite enough. What she learned even earlier was that she was very, very good at the dishonest kind.
It began small. Halfling fingers, quick as they were, could slip a copper from a merchant's change-purse before the man's hand closed. By nine she was lifting apples from market stalls; by eleven, she had lifted a silver ring from the mayor's wife and returned it three days later, just to prove she could. The neighborhood thieves' guild noticed. So did Old Maren, a retired halfling cutpurse who ran a pie stall and collected strays.
Maren taught Pippa the real trade: how to walk so no one hears, how to watch without seeming to, how to read the hidden language of Thieves' Cant stitched into the way a lamplighter tilts his pole or a beggar ties his bootlaces.
Pippa ran her first proper job at fourteen—cracking the back door of a spice warehouse while guild muscle kept the watch distracted. It went clean. It kept going clean. But the guild's ambitions grew uglier: protection rackets that broke kneecaps, a smuggling run Pippa suspected carried more than silk. When she was ordered to help frame an innocent dockhand for a theft she herself had committed, something in her snapped.
She finished the job, then quietly delivered the evidence that cleared him to the magistrate's clerk, and vanished from the guild's territory the same night. She has been Chaotic Good ever since—loyal to people, allergic to authority, and convinced that most laws are just fences built by the rich.
Now she works freelance, taking jobs from her Criminal Contact, a one-eyed fixer named Vess who always seems to know which merchant lord needs an embarrassing document stolen and which noble house has money hidden where it shouldn't be. Pippa keeps her rates modest, her promises absolute, and her grudges eternal. She has a soft spot for urchins, stray dogs, and underdogs of every stripe, and a hard rule: no job that hurts the poor.
She sleeps in a different loft most nights—a habit born of caution and comforted by the fact that she is, by nature, Brave. Fear rarely finds purchase on her; she once picked the lock of a haunted crypt while her human partner shivered outside. Halfling Luck has saved her more times than she can count, and she treats each narrow escape as proof that the universe finds her entertaining.
Her ambitions are simple: stay free, stay fed, grow rich enough to buy her parents' workshop outright, and never again take orders from anyone with a guild seal. Someday, she says, she'll retire to a cottage with a pie oven like Maren's. Someday. But not yet—the rooftops are too lovely at night, and the city's lanterns glitter like a purse waiting to be picked.
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