The statblocks of your class features
https://www.worldanvil.com/sheet/658759/view
Rogue
Overview
“ALWAYS WEARING A HIJAB OR MASK TO HIDE FROM THE WORLD]
[block: ROGUES SEEK TO CONCEAL THEIR IDENTITIES AS THEY MAINLY SERVE AS MERCENARIES OR HIRED HITMAN.”
Level Proficiency Bonus Sneak Attack Features
1st +2 1d6 Expertise]
[block: Thieves’ Cant
2nd +2 1d6 Cunning Action
3rd +2 2d6 Roguish Archetype
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 Roguish Archetype Feature
10th +4 5d6 Ability Score Improvement
11th +4 6d6 Reliable Talent
12th +4 6d6 Ability Score Improvement
13th +5 7d6 Roguish Archetype Feature
14th +5 7d6 Blindsense
15th +5 8d6 Slippery Mind
16th +5 8d6 Ability Score Improvement
17th +6 9d6 Roguish Archetype Feature
18th +6 9d6 Elusive
19th +6 10d6 Ability Score Improvement
20th +6 10d6 Stroke of Luck
Hit Dice 1d8 per level
Hit Points At 1st Level 8 + your Constitution modifier
Hit Points At Higher Levels 1d8 (or 5) + Constitution Modifier per level
Armor Proficiencies Light armor
Weapon Proficiencies Simple weapons]
[block: shortswords
Tools Thieves’ tools
Saving Throws Dexterity]
[block: Intelligence
Skills Choose four from Acrobatics]
[block: and Stealth
Starting Equipment
You start with the following equipment]
[block: in addition to the equipment granted by your background:
(a) a rapier or (b) a shortsword
(a) a shortbow and quiver of 20 arrows or (b) a shortsword
(a) a burglar’s pack]
[block: or (c) an explorer’s pack
Leather armor]
[block: and thieves’ tools
Spellcasting
Class Features
Expertise
At 1st level]
[block: 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]
[block: you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.
Sneak Attack
Beginning at 1st level]
[block: 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]
[block: and you don’t have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class]
[block: as shown in the Sneak Attack column of the Rogue table.
Thieves' Cant
During your rogue training you learned thieves’ cant]
[block: 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]
[block: or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Cunning Action
Starting at 2nd level]
[block: or Hide action.
Roguish Archetype
At 3rd level]
Ferren Mannerism
1d20 | Description |
---|
1-2 | You are fastidious about cleanliness. |
3-4 | You like to knock things over. |
5-6 | You sleep as often as you can. |
7-8 | You like to hide or climb. |
9-10 | You are attracted to small moving things. |
11-12 | You are given to sudden outbursts of manic energy. |
13-14 | You tend to shred things you handle. |
15-16 | You hiss when you get angry or frightened. |
17-18 | You always bury your excrement. |
19-20 | You are attracted to water;especially running water. |
[block: and 17th level.
Ability Score Increase
When you reach 4th level]
Blighted Mutations
D10 | Name | Description | Effect | |
---|
1 | Spell | Failure | Whatever magical abilities you possess become difficult to utilize as your mind swims with odd thoughts whenever you attempt to use your supernatural powers. When casting a spell Roll 1d10 | on a 1 the spell fizzles; it counts as a use even as it has no effect. | |
2 | Tumor | Somewhere on your body there is a mass of flesh that keeps growing. | An untreated tumor will kill a character in 2d6 weeks (average 7). ‘Treatment’ requires a DC 15 Heal check +1 for every time the tumor has been previously treated. After every treatment | ‘reset’ the tumor and roll an additional 2d6 (average 7 weeks) to determine how long the tumor can go untreated before killing the character. | |
3 | Extra Eye | You grow an additional eye—perhaps it is on your face | perhaps not—but wher-ever it grows it confuses your vision. | You suffer -4 to mutation modifier Perception Checks. | |
4 | Stupidity | You have increasing difficul-ty putting together coherent thoughts. | You suffer-3 Mutation Modifier to Intelligence (to a minimum score of 4). | |
5 | Frenzied | You are liable to to fly into a frenzy over any pettiness: a spilled glass | a wound | or even an insult. | When dropped to below 50% of your hitpoints | you enter a rage as per the barbarian class ability with none of the bonuses and all the limitations. You can not leave this state until regaining above 50% hp or there are no enemies present. Alternately | if the character is already utilizing the ‘rage’ class feature when dropped below 50% hitpoints | they can choose to double the duration with all benefits/limitations at no additional cost or disadvantage. | |
6 | Impulsive | You have lost much of your impulse control and thus have developed a tendency to grab at whatever interests you. | You suffer a -2 Mutation Modifier on Will Saves. | |
7 | Beast’s Maw | Your throat is growing thick and bestial | making you una-ble to shape intelligible words. | You are now mute | can only communicate verbally through grunts. While you can still approximate verbal components to cast spells | doing so forc-es you to treat your caster level as one level lower for purposes of deter-mining duration and potency. | |
8 | Extreme Hunger | You are always hungry and must eat incessantly or grow ill. | If you have not eaten a meal equal to a day’s rations within the last 2 hours | you gain the sickened condition | if not eaten within the last 4 hours you gain the nauseated condition. | |
9 | Misshapen Hands | Your fat knobby fingers are full of rapidly-fused joints that make it difficult for you to use your hands. | You suffer a -4 Mutation Modifier to Attack Rolls and skill checks that involve the use of your hands | |
10 | Misshapen Body | Your spine or limbs twist in ways they weren't supposed to. | Your movement speed is reduced by 10 feet | |
[block: you can’t increase an ability score above 20 using this feature.
Using the optional feats rule]
[block: you can forgo taking this feature to take a feat of your choice instead.
Uncanny Dodge
Starting at 5th level]
[block: you can use your reaction to halve the attack’s damage against you.
Evasion
Beginning at 7th level]
[block: and only half damage if you fail.
Reliable Talent
By 11th level]
[block: you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 14th level]
[block: you are aware of the location of any hidden or invisible creature within 10 feet of you.
Slippery Mind
By 15th level]
[block: you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
Elusive
Beginning at 18th level]
[block: 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]
[block: you can treat the d20 roll as a 20.
Once you use this feature]
[block: you can’t use it again until you finish a short or long rest.
Subclass Options
Roguish Archetypes
Shadow
Some rogues choose to delve into the intricacies of shadow magic]
[block: shadow rogues become difficult to catch and even harder to kill.
Bonus Cantrips
When you choose this archetype at 3rd level]
[block: you gain the umbraturgy cantrip and the dueling shadows cantrip. Charisma is your spellcasting ability for these spells.
Severed Shadow
Starting at 3rd level]
[block: and is completely opaque and solid.
As a bonus action on your turn]
[block: reuniting yourself with it.
Once you reunite with your shadow]
[block: you can’t separate from it again until you complete a short or long rest.
Deceiving Darkness
Starting at 9th level]
[block: you have advantage on Dexterity (Stealth) checks if you are in dim light or darkness.
Shadow Simulacrum
At 13th level]
[block: and your shadow can also manipulate objects weighing up to 25 pounds.
Master of Shadows
When you reach 17th level]