Nature. Conniving Manipulator; Demeanour. Intimidating Enforcer
Senses. Darkvision 60’
Proficiency Bonus. +2
Health. 18 (8+5+5 [3d8HD] +0 [Con])
Health and Defense
Attributes and Skills
|Sleight of Hand||●||+5|
|Rogue Level||Damage Bonus|
Racial and Class Abilities
Eldari Low Born (Wood Elf) (Race)
- Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
- Fleet of Foot. Your base walking speed increases to 35 feet.
- Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
- Skill Proficiencies. Deception, Stealth
- Tool Proficiencies. One type of gaming set, thieves’ tools
- 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.
- Armour. Light armour
- 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
Expertise (Acrobatics, Stealth).
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.
- You don’t get into melee with them (melee) OR they don’t detect your presence (ranged)
- You deal your weapon damage, plus sneak attack damage (as shown in the Sneak Attack column of the Rogue table)
- You create an advantageous situation, granting Advantage to you or an ally acting on it
- Reduce their defence by 2 until they deal with the condition
During your rogue training, you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in a 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.
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: Swashbuckler
- Fancy Footwork. When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.
- Rakish Audacity. Starting at 3rd level, your unmistakable confidence propels you into battle. You can add your Charisma modifier to your initiative rolls. In addition, you don’t need advantage on your attack roll to use your Sneak Attack if no creature other than your target is within 5 feet of you. All the other rules for the Sneak Attack class feature still apply to you.
Weapons and Armour
- Shortsword. (x2) +5 Attack, 1d6+3 Piercing; Finesse, Light
- Dagger. (x2) +5 Attack, 1d4+3 Piercing; Finesse, Light, Thrown (20/60)
- Studded Leather Armour. +2 Armour
- Potion of Healing. (x2) Heal 2d4+2 health.
- Burglar’s Pack. Includes a backpack, a bag of 1,000 ball bearings, 10 feet of string, a bell, 5 candles, a crowbar, a hammer, 10 pitons, a hooded lantern, 2 flasks of oil, 5 days rations, a tinderbox, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
- Thieves’ Tools.
- Set of Dark Common Clothes.