| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| -1 | Strength | |
| +6 | Dexterity | |
| +0 | Constitution | |
| +4 | Intelligence | |
| +1 | Wisdom | |
| +3 | Charisma |
| +6 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| -1 | Athletics | STR | |
| +6 | Deception | CHA | |
| +1 | History | INT | |
| +4 | Insight | WIS | |
| +3 | Intimidation | CHA | |
| +1 | Investigation | INT |
| +1 | Medicine | WIS | |
| +1 | Nature | INT | |
| +4 | Perception | WIS | |
| +3 | Performance | CHA | |
| +3 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +6 | Sleight of Hand | DEX | |
| +9 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Dagger | +3 | DEX | 1d4+3 | Piercing | |
| Finesse, Light, Thrown | |||||
| ShortSword | +3 | DEX | 1d6+3 | Piercing | |
| Finesse, Light | |||||
| Steel Cane Sword | +3 | DEX | 1d6/1d4+3 | Piercing/Bludgeoning | |
| Finesse, Light | |||||
| ShortBow | +3 | DEX | 1d6+3 | Piercing | |
| Range (80/320), Ammunition | |||||
WEAPONS:
Dagger (3)
ShortSword
Steel Cane-Sword
ShortBow
Arrow Quiver (17/20)
ARMOUR:
Leather
Studded Leather
TOOL-KITS:
Disguise Kit
Thieves Tools
Poisoners Kit
Forgery Kit - Tools
TOOLS:
50 ft silk rope
Grappling Hook
Ball Bearings (Bag of 100)
{As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.}
Crowbar
{Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.}
Glass Cutter
{Cut into glass silently.}
Hammer
Butter Knife
Tinder Box
{This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute.}
Hooded Lantern
{A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.}
Water-skin (empty)
Piton (10)
{A piton is a steel spike with an eye through which you can loop a rope.}
GAMES:
The Deck of Many Things
Dice Set
{If you are proficient with a gaming set, you can add your proficiency bonus to ability checks you make to play a game with that set.}
CLOTHES:
Common Clothes
Small Cultist Robes
Kinky Mask
FOOD:
Loaf of bread
3 Apples
Rations (1 day)
MISC:
Map of Veloria
Candle (5)
{For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.}
Key to Wizards Tower
Insect repellent and bite relief Salve. (2 uses)
Effect: When rubbed on exposed skin, it repels tiny biting insects for 1d4 hours and soothes existing bites.
Pile of Malacar's Ashes
Shipment notes and security passes
String 10 ft
Bag of Ashe
Belt Pouch
Karhold Pamphlet
Halfling - Language
Common - Language
Light Armour - Armour
Short Swords - Weapon
Rapiers - Weapon
Long Swords - Weapon
Cross Bows, Hand - Weapon
Simple Ranged Weapons - Weapon
Simple Melee Weapons - Weapon
Poisoners Kit - Tools
Forgery Kit - Tools
Thieves Tools - Tools
Disguise Kit - Tools
Shadow Syndecite The Current Leader (Master of Whispers) is Kren Vorath. (Maybe also Seyrick Vorath) They are both part of the Shadow Syndicates inner circle. He has 2 henchmen who will be defending the cargo. The Shadow Syndicate Symbol is to draw a triangle in the air then to form your hands into a diamond. Travelling to carhold on the ship, with a smuggled item from the shadow syndicacte. Bullywugs destroyed snapjaws swamp. Cargo is going to carneath inn in carhold.
INFO CULT OF THE DRAGON = BAD Pentagram portal password: "Darastrix Kothar"
VISION Liana is still alive! but angry and bitter, and changed. I believe she wants to get her revenge on me for destroying Malrick and the Syndicate. ALSO MALAKAR BACKSTORY WOW
The statblocks of your Weapons, armor and other important/magical equipment
Adventuring Gear
Rare None
While sheathed, this weapon appears to be just a regular, if slightly heavier than normal, gentleman's cane. However, by releasing a hidden catch, the user can draw the blade hidden inside (1d6 piercing, finesse, light).
While sheathed this weapon can be used as a heavy club. When unsheathed, the handle and blade form a shortsword while the reinforced sheath can be used as a club (1d4 buldgeoning, finesse, light). Sheathing and unsheathing the blade requires a bonus action.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d6 / 1d4 | Piercing |
Cost: 65gp
Weight: 2kg
Weapon
Common
HANDEDNESS: One Handed.
PROPERTY: Finesse, Light, Thrown.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 2 gp
Weight: 1 lbs
Weapon
Common
HANDEDNESS: One Handed.
PROPERTY: Finesse, Light.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d6 | Piercing |
Cost: 10 gp
Weight: 2 lbs
Weapon
Common
HANDEDNESS: Two Handed.
PROPERTY: Ammunition.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Ranged | 1d6 | Piercing | 80/320 ft |
Cost: 25 p
Weight: 2 lbs
Armor (Light)
Common None, Required.
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. AC: 12 + Dex modifier.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Light | 12+Dex | 0+ | No |
Cost: 45 gp
Weight: 13 lbs
Tool
Common
This small box contains a variety of papers and parchments, pens and inks, seals and sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a physical forgery of a document.
Cost: 15 gp
Weight: 5 lb
Tool
Common
A poisoner's kit includes the vials, chemicals, and other equipment necessary for the creation of poisons. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to craft or use poisons.
Cost: 15 gp
Weight: 5 lb
Tool
Common
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Cost: 15 gp
Weight: 5 lb
Tool
Common
This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Cost: 15 gp
Weight: 5 lb
The statblocks of your class features
Explorers Pack, Thieves Tools
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.
Beginning at 1st level, you know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves' cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren't incapacitated.
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.
Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Starting at 9th level, you can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can't establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official- looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behaviour. You must spend at least three hours studying these three components of the person's behaviour, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Starting at 17th level, you become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
(Urchin Background)
You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in the city twice as fast as your speed would normally Allow.
You have achieved a penetrating precision in combat, granting you the following benefits:
Once per turn, when you hit a creature with an attack that deals piercing damage, you can re-roll one of the attack’s damage dice, and you must use the new roll.
When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
LUCKY: When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1.
BRAVE: You have advantage on saving throws against being frightened.
NIMBLE: You can move through the space of any creature that is of a size larger than yours.
STOUT RESILIENCE: You have advantage on saving throws against poison, and you have resistance to poison damage.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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