+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+8 | Dexterity | |
+2 | Constitution | |
+6 | Intelligence | |
+3 | Wisdom | |
+2 | Charisma |
+5 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+2 | Athletics | STR | |
+2 | Deception | CHA | |
+3 | History | INT | |
+9 | Insight | WIS | |
+2 | Intimidation | CHA | |
+6 | Investigation | INT |
+3 | Medicine | WIS | |
+3 | Nature | INT | |
+6 | Perception | WIS | |
+2 | Performance | CHA | |
+5 | Persuasion | CHA | |
+3 | Religion | INT | |
+8 | Sleight of Hand | DEX | |
+11 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
In your earlier days, you were a personage of some significance in a noble court or a bureaucratic organisation. You might or might not come from an upper-class family; your talents, rather than the circumstances of your birth, could have secured you this position. You might have been one of the many functionaries, attendants, and other hangers-on in the Court of Silverymoon, or perhaps you travelled in Waterdeep's baroque and sometimes cutthroat conglomeration of guilds, nobles, adventurers, and secret societies. You might have been one of the behind-the-scenes law-keepers or functionaries in Baldur's Gate or Neverwinter, or you might have grown up in and around the castle of Daggerford. Even if you are no longer a full-fledged member of the group that gave you your start in life, your relationships with your former fellows can be an advantage for you and your adventuring comrades. You might undertake missions with your new companions that further the interest of the organisation that gave you your start in life. In any event, the abilities that you honed while serving as a courtier will stand you in good stead as an adventurer.
Feature: Court Functionary
Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favours you seek, and what the current intrigues of interest in the group are.
Use the tables for the Guild Artisan/Guild Merchant background as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity. The noble court or bureaucratic organisation where you got your start is directly or indirectly associated with your bond (which could pertain to certain individuals in the group, such as your sponsor or mentor). Your ideal might be concerned with the prevailing philosophy of your court or organisation.
Xanathar's Guide to Everything
Level | Proficiency bonus | Sneak attack | Features |
---|---|---|---|
1 | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2 | +2 | 1d6 | Cunning Action |
3 | +2 | 2d6 | Roguish Archetype |
4 | +2 | 2d6 | Ability Score Improvement |
5 | +3 | 3d6 | Uncanny Dodge |
6 | +3 | 3d6 | Expertise |
7 | +3 | 4d6 | Evasion |
8 | +3 | 4d6 | Ability Score Improvement |
9 | +4 | 5d6 | Roguish Archetype feature |
10 | +4 | 5d6 | Ability Score Improvement |
11 | +4 | 6d6 | Reliable Talent |
12 | +4 | 6d6 | Ability Score Improvement |
13 | +5 | 7d6 | Roguish Archetype feature |
14 | +5 | 7d6 | Blindsense |
15 | +5 | 8d6 | Slippery Mind |
16 | +5 | 8d6 | Ability Score Improvement |
17 | +6 | 9d6 | Roguish Archetype feature |
18 | +6 | 9d6 | Elusive |
19 | +6 | 10d6 | Ability Score Improvement |
20 | +6 | 10d6 | Stroke of Luck |
Quick to notice details of your environment, you gain the following benefits:
You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.
You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.
You regain your expended luck points when you finish a long rest.
Statblocks for your familiars, mounts etc.
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.
PHB
Weapon
Common
FinesseType | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 | Piercing |
Cost: 25 gp
Weight: 2 lb
PHB
Weapon
Common
Ammunition, two-handedType | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d6 | Piercing | 80/320 ft |
Cost: 25 gp
Weight: 2 lb
PHB
Adventuring Gear
Common
A Backpack Containing
Cost: 16 gp