+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+4 | Dexterity | |
+1 | Constitution | |
+4 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+4 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+3 | Athletics | STR | |
+0 | Deception | CHA | |
+4 | History | INT | |
+3 | Insight | WIS | |
+0 | Intimidation | CHA | |
+4 | Investigation | INT |
+0 | Medicine | WIS | |
+4 | Nature | INT | |
+6 | Perception | WIS | |
+0 | Performance | CHA | |
+3 | Persuasion | CHA | |
+4 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+10 | Stealth | DEX | |
+3 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +7 | DEX | 1d4+4+4 | piercing | |
Finesse | |||||
Shortbow | +7 | DEX | 1d6+4+4 | piercing | |
Two-handed (range 80/320) | |||||
Shortsword | +7 | DEX | 1d6+4+4 | piercing | |
Finesse | |||||
Throwing Dagger | +7 | DEX | 1d4+4+4 | piercing | |
Finesse, thrown (range 20/60) |
Abyssal, common, infernal, thieve's cant
The statblocks of your Weapons, armor and other important/magical equipment
DMG
Wondrous Item Uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Weight: 15lb
The statblocks of your class features
Dungeons & Dragons 5e Player's Handbook, Tasha's Cauldron of Everything
Rogue Level | Cantrips Known | Spells Known | 1st Level Slots | 2nd Level Slots | 3rd Level Slots | 4th Level Slots |
---|---|---|---|---|---|---|
3rd | 3 | 3 | 2 | - | - | - |
4th | 3 | 4 | 3 | - | - | - |
5th | 3 | 4 | 3 | - | - | - |
6th | 3 | 4 | 3 | - | - | - |
7th | 3 | 5 | 4 | 2 | - | - |
8th | 3 | 6 | 4 | 2 | - | - |
9th | 3 | 6 | 4 | 2 | - | - |
10th | 4 | 7 | 4 | 3 | - | - |
11th | 4 | 8 | 4 | 3 | - | - |
12th | 4 | 8 | 4 | 3 | - | - |
13th | 4 | 9 | 4 | 3 | 2 | - |
14th | 4 | 10 | 4 | 3 | 2 | - |
15th | 4 | 10 | 4 | 3 | 2 | - |
16th | 4 | 11 | 4 | 3 | 3 | - |
17th | 4 | 11 | 4 | 3 | 3 | - |
18th | 4 | 11 | 4 | 3 | 3 | - |
19th | 4 | 12 | 4 | 3 | 3 | 1 |
20th | 4 | 13 | 4 | 3 | 3 | 1 |
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Spellcasting, Mage Hand Legerdemain, Steady Aim (Optional) |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Magical Ambush |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Versatile Trickster |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Spell Thief |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
Basic Rules , pg. 230
2-level Evocation
PHB
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
PHB
0-level (Cantrip) Transmutation
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Basic Rules , pg. 233
1-level Illusion
Player's Handbook
1-level Conjuration (ritual)
You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk. lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
PHB
1-level Illusion
You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn't accompanied by sound, smell, or other sensory effects. You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
Statblocks for your Trinkets, businesses, building, castles, empires.