+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+5 | Dexterity | |
+2 | Constitution | |
+3 | Intelligence | |
+2 | Wisdom | |
+2 | Charisma |
+7 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+3 | Athletics | STR | |
+4 | Deception | CHA | |
+1 | History | INT | |
+2 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT |
+2 | Medicine | WIS | |
+1 | Nature | INT | |
+4 | Perception | WIS | |
+2 | Performance | CHA | |
+4 | Persuasion | CHA | |
+1 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Longbow | +5 | DEX | 1d8+3 | Piercing | |
Ammunition, Heavy, Range, Two-Handed, Range (150/600) | |||||
Dagger | +5 | DEX | 1d4+3 | Piercing | |
Finesse, Light, Thrown | |||||
Rapier | +5 | DEX | 1d8+3 | Piercing | |
Finesse |
The statblocks of your Weapons, armor and other important/magical equipment
Dungeon Master's Guide p158
Wondrous Item
Uncommon Requires Attunement
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's colour shifts to camouflage you. Pulling the hood up or down requires an action.
Cost: 500gp
Weight: 2 lbs
The statblocks of your class features
Level | Proficiency | Features | Sneak Attack |
1 | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
2 | +2 | Cunning Action | 1d6 |
3 | +2 | Guilds of the Rogues, Steady Aim | 2d6 |
4 | +2 | Ability Score Improvement | 2d6 |
5 | +3 | Uncanny Dodge | 3d6 |
6 | +3 | Expertise | 3d6 |
7 | +3 | Evasion | 4d6 |
8 | +3 | Ability Score Improvement | 4d6 |
9 | +4 | Guild Feature | 5d6 |
10 | +4 | Ability Score Improvement | 5d6 |
11 | +4 | Reliable Talent | 6d6 |
12 | +4 | Ability Score Improvement | 6d6 |
13 | +5 | Guild Feature | 7d6 |
14 | +5 | Blindesense | 7d6 |
15 | +5 | Nobody, Slippery Mind | 8d6 |
16 | +5 | Ability Score Improvement | 8d6 |
17 | +6 | Guild Feature | 9d6 |
18 | +6 | Elusive | 9d6 |
19 | +6 | Ability Score Improvement | 10d6 |
20 | +6 | Stroke of Luck | 10d6 |
You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn't employ.
You are an experienced criminal with a history of breaking the law. You have spent a lot of time among other criminals and still have contacts within the criminal underworld. You're far closer than most people to the world of murder, theft, and violence that pervades the underbelly of civilization, and you have survived up to this point by flouting the rules and regulations of society.
Feature: Criminal Contact You have a reliable and trustworthy contact who acts as your liaison to a network of other criminals. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, corrupt caravan masters, and seedy sailors who can deliver messages for you. Specialty There are many kinds of criminals, and within a thieves' guild or similar criminal organization, individual members have particular specialties. Even criminals who operate outside of such organizations have strong preferences for certain kinds of crimes over others. Choose the role you played in your criminal life, or roll on the table below. d8|Specialty 1|Blackmailer 2|Burglar 3|Enforcer 4|Fence 5|Highway robber 6|Hired killer 7|Pickpocket 8|Smuggler
Criminals might seem like villains on the surface, and many of them are villainous to the core. But some have an abundance of endearing, if not redeeming, characteristics. There might be honor among thieves, but criminals rarely show any respect for law or authority.
d8 | Personality Trait |
---|---|
1 | I always have a plan for when things go wrong. |
2 | I am always calm, no matter what the situation. I never raise my voice or let my emotions control me. |
3 | The first thing I do in a new place is note the locations of everything valuable—or where such things could be hidden. |
4 | I would rather make a new friend than a new enemy. |
5 | I am incredibly slow to trust. Those who seem the fairest often have the most to hide. |
6 | I don't pay attention to the risks in a situation. Never tell me the odds. |
7 | The best way to get me to do something is to tell me I can't do it. |
8 | I blow up at the slightest insult. |
d6 | Ideal |
---|---|
1 | Honor. I don't steal from others in the trade. (Lawful) |
2 | Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) |
3 | Charity. I steal from the wealthy so that I can help people in need. (Good) |
4 | Greed. I will do whatever it takes to become wealthy. (Evil) |
5 | People. I'm loyal to my friends, not to any ideals, and everyone else can take a trip down the Styx for all I care. (Neutral) |
6 | Redemption. There's a spark of good in everyone. (Good) |
d6 | Bond |
---|---|
1 | I'm trying to pay off an old debt I owe to a generous benefactor. |
2 | My ill-gotten gains go to support my family. |
3 | Something important was taken from me, and I aim to steal it back. |
4 | I will become the greatest thief that ever lived. |
5 | I'm guilty of a terrible crime. I hope I can redeem myself for it. |
6 | Someone I loved died because of a mistake I made. That will never happen again. |
d6 | Flaw |
---|---|
1 | When I see something valuable, I can't think about anything but how to steal it. |
2 | When faced with a choice between money and my friends, I usually choose the money. |
3 | If there's a plan, I'll forget it. If I don't forget it, I'll ignore it. |
4 | I have a 'tell' that reveals when I'm lying. |
5 | I turn tail and run when things look bad. |
6 | An innocent person is in prison for a crime that I committed. I'm okay with that. |
Source: PHB, page 129 |
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Statblocks for your familiars, mounts etc.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft, one target. Hit: 5-8-11 2d4+3 bludgeoning damage.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.