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Gen

Rogue 5 Class & Level
Criminal Background
Human Race
Chaotic Neutral Alignment

Strength 11
+0
Dexterity 17
+3
constitution 9
-1
intelligence 13
+1
wisdom 15
+2
charisma 15
+2
Total Hit Dice 5
Hit Die
1d8-1
+3 proficiency bonus
+0 Strength
+6 Dexterity
-1 Constitution
+4 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+9 Acrobatics
+2 Animal Handling
+1 Arcana
+0 Athletics
+5 Deception
+1 History
+2 Insight
+2 Intimidation
+1 Investigation
+2 Medicine
+1 Nature
+5 Perception
+2 Performance
+5 Persuasion
+1 Religion
+9 Sleight of Hands
+6 Stealth
+2 Survival
skills

 
14
Armor Class
23
Hit Points
+3
Initiative
30
Speed
WeaponDamage TypeAttackDamageRange
DaggerPiercing 1d20+6 1d4+3 20-60
ShortbowPiercing 1d20+6 1d6+6 80-320
Attacks
Light Armor, Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons, Dice Set, Disguise Kit, Thieves' Tools, Common, Gnomish
Proficiences
Leather Armor, Dagger, Shortbow, Arrows (20), Thieves' Tools
Equipment
Sneak Attack - Once per turn, you can deal an extra 3d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. 3d6

Thieves' Cant - You have learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. It takes four times longer to convey such a message than it does to speak the same idea plainly.

Cunning Action - You can take a bonus action on each of your turns to take the Dash, Disengage, or Hide action.

Fast Hands - You can use the bonus action granted by your Cunning Action to make a Sleight of Hand check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work - Climbing no longer costs you extra movement, and when you make a running jump, the distance you cover increases by +3 feet.

Uncanny Dodge - 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.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Shortbow

Ranged Weapon Ammunition, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d6 Piercing 80/320 ft Ammunition, Two-Handed

Cost: 25 gp Weight: 2 lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' 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.

Cost: 25 gp Weight: 1 lb


 

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception. Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Overview & Creation

Rogues devote as much effort to mastering the use of a variety of skills as they do to perfecting their combat abilities, giving them a broad expertise that few other characters can match. Many rogues focus on stealth and deception, while others refine the skills that help them in a dungeon environment, such as climbing, finding and disarming traps, and opening locks.   When it comes to combat, rogues prioritize cunning over brute strength. A rogue would rather make one precise strike, placing it exactly where the attack will hurt the target most, than wear an opponent down with a barrage of attacks. Rogues have an almost supernatural knack for avoiding danger, and a few learn magical tricks to supplement their other abilities.


Class Features

Expertise

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.  

Sneak Attack

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.  

Cunning Action

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.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities: Thief, Assassin, Arcane Trickster or Triple Threat, all detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, 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.  

Uncanny Dodge

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.  

Evasion

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.  

Reliable Talent

By 11th level, you have refined your chosen skill 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 as a 10.  

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location if any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive

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.  

Stroke of Luck

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 20. once you use this feature, you can't use it again until you finish a short or long rest.


Starting Equipment

  • (a) a rapier or (b) a shortsword
  • (a) a shortbow and quiver of 20 arrows or (b) a shortsword
  • (a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack
  • Leather armor, two daggers, and thieves’ tools


Spellcasting

For Arcane Trickster Only   Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier


Subclass Options

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus— not necessarily an indication of your chosen profession, but a description of your preferred techniques.  

Thief

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.  

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.  

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.  

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.  

Triple Threat

A Triple Threat is so named for their ability to seemingly be anywhere and deal with any foe at once. Stories of triple threats speak about them working together to take down groups of enemies many times larger than themselves, by wielding elemental force against their targets until none remain.


LevelProficiency BonusSneak AttackFeatures
1+21d6Expertise, Sneak Attack, Thieves' Cant
2+21d6Cunning Action
3+22d6Roguish Archetype
4+22d6Ability Score Improvement
5+33d6Uncanny Dodge
6+33d6Expertise
7+34d6Evasion
8+34d6Ability Score Improvement
9+45d6Roguish Archetype Feature
10+45d6Ability Score Improvement
11+46d6Reliable Talent
12+46d6Ability Score Improvement
13+57d6Roguish Archetype Feature
14+57d6Blindsense
15+58d6Slippery Mind
16+58d6Ability Score Improvement
17+69d6Roguish Archetype Feature
18+69d6Elusive
19+610d6Ability Score Improvement
20+610d6Stroke of Luck

Thief


Hit Points

Hit Dice: d8 per Thief level
Hit Points at first Level: See Rogue
Hit Points at Higher Levels: See Rogue

Proficiences

Armor: See Rogue
Weapons: See Rogue
Tools: See Rogue
Saving Throws: See Rogue
Skills: See Rogue

Subclass Options

Fast Hands

Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.  

Second-Story Work

At 3rd level, climbing no longer costs you extra movement.   In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.  

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.  

Use Magic Device

By 13th level, you ignore all class, race, and level requirements on the use of magic items.  

Thief's Reflexes

When you reach 17th level, you can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised.

Criminal

You are an experienced criminal with a history of breaking the law. You have spent a lot o f time among other criminals and still have contacts within the criminal underworld. You’re far closer than most people to the world o f 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.

Criminal Speciality

There are many kinds o f 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 o f crimes over others. Choose the role you played in your criminal life, or roll on the table below.
Dice 1d8 Speciality
  1. Blackmailer
  2. Burglar
  3. Enforcer
  4. Fence
  5. Highway robber
  6. Hired killer
  7. Pickpocket
  8. Smuggler

Skill Proficiencies Deception, Stealth
Tool Proficiencies One type of gaming set, thieves’ tools
Equipment A crowbar, a set o f dark common clothes including a hood, and a belt pouch containing 15 gp

Features

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.

Suggested Characteristics

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.

Traits

Ideal

Bond

Flaw

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase Your ability scores each increase by 1
Size Medium
Speed Your base walking speed is 30 feet.

The most common race of the Waning Lands, humans can be found in all walks of life and positions, from desert traders to jungle kings, and in all shapes, sizes, colours and temperaments, owing to their most defining feature: their ability to adapt to any environment.   Throughout history human empires and kingdoms have risen and fallen, most often in oddly mirrored patterns with the fortunes of the lauhkar, the only other race which has managed to matched their ambition for conquest. In turn a long and deep rooted hatred has grown between humanity and the lauhkar, owing in no small part to the long history of slavery the high evfyl have inflicted upon them, the term ‘human’ itself originally meant cattle in the evfyl language, a fact few now are aware of.  

Traits:

  Age. Humans reach adulthood in their late teens and live less than a century.   Size. Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Language. You can speak, read and write Common and one extra language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


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Statblock Type

Character Sheet (Legacy)

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