+1 | Strength |
+3 | Dexterity |
+1 | Constitution |
+5 | Intelligence |
+1 | Wisdom |
+4 | Charisma |
+3 | Acrobatics |
+1 | Animal Handling |
+2 | Arcana |
+1 | Athletics |
+4 | Deception |
+2 | History |
+1 | Insight |
+8 | Intimidation |
+2 | Investigation |
+1 | Medicine |
+2 | Nature |
+1 | Perception |
+6 | Performance |
+4 | Persuasion |
+2 | Religion |
+1 | Sleight of Hands |
+3 | Stealth |
+1 | Survival |
Weapon | Attack | Damage |
---|---|---|
Shortsword | 1d20+3 | 1d6 |
Dagger | 1d20+3 | 1d4 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Dnd 5e SRD SRD
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
DnD 5e SRD SRD
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
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
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
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.
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.
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.
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Darkvision: Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. Hellish Resistance: You have resistance to fire damage. Infernal Legacy: You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 4th-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once, and are able to see perfectly in this darkness. You regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Infernal Heritage: You gain additional features depending on which Deity runs through your bloodline. Sidmir: You gain proficiency with Medium Armor, and three martial weapons of your choice. You Gain Proficiency in Athletics and Intimidate, and can use Intimidate based off of strength. You Can Transform into a Demonic Aspect, Burning with Hellfire and being Consumed in an All-Out Rage. The instant you transform, other creatures within 10 feet of you that can see you must each succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become frightened of you until the end of your next turn. Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you, and each target within 10 feet of you (30 Feet at level 18,) take fire damage equal to half your level at the start of your turn. All Strength-Based Melee attacks add 2d8 Fire Damage during this turn, and you can use Hellish Rebuke for free, a number of times equal to your level, during your transformation. After the Transformation ends (Willingly or Not,) you gain three levels of exhaustion. This can only be done once every six days. Zokthys: Infernal Guile: You are Immune To Charm. Infernal Charm: You have three talent points to spend on the Persuasion Tree. Twisting Words: You have three talent points to spend on the Deception Tree. Infernal Appearance: You gain Disguise Self at will. Adite: Bestial Strength: You gain a +1 To Strength. Bestial Hide: Your thick, unnatural skin allows you to shrug off blows most mortals would be wounded by. When benefiting from Unarmored Defense as a result of Monk or Barbarian, your base AC starts at 13. Bestial Mutation: Choose one of the Following: Infernal Wings: You possess hideous, bat-like wings. These Grant you a Fly Speed of 20 feet. Infernal Fangs: You can, as a bonus action, Bite an enemy within 5 feet. This does 1d6 Fire damage, and requires a Melee Attack. Infernal Resilience: You gain Advantage on Hit Die rolls during Level ups. Infernal Gait: You have a Walking Speed of 35 Feet, and can Jump twice the normal distance. Ledis: Tides of Fate: After a Short or Long Rest, the character may roll a d20. He may then record the result for use later. After a character within 30 feet of him makes a roll, the player may choose to replace the die with the rolled result. Coin of Blood: The character possesses a cursed coin. Once per long rest, they can flip the coin, predicting the result. If their prediction was correct, they regain 4d10 hit die. If their prediction was incorrect, they take 4d10 damage. If this damage would reduce the character to 0 points, the character dies. Master Of Destiny: Once per Long Rest, you can take a glimpse into the immediate future. For the next turn, (or next six seconds,) you gain advantage on all tests, and all attacks against you suffer disadvantage.
Languages. Common, Infernal, Primordial.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Player's Handbook 5e
0-level (Cantrip) Conjuration
PHB pg. 221
0-level (Cantrip) Necromancy
PHB pg. 259
0-level (Cantrip) Transmutation
Basic Rules , pg. 256
1-level Abjuration
Xanathar's Guide to Everything, page 157 & Elemental Evil Player's Companion, page 19
1-level Conjuration
2nd Level | 3rd Level | 4th Level | 5th Level | 6th Level | 7th Level | 8th Level | 9th Level |
---|---|---|---|---|---|---|---|
1d10+3d6 | 1d10+4d6 | 1d10+5d6 | 1d10+6d6 | 1d10+7d6 | 1d10+8d6 | 1d10+9d6 | 1d10+10d6 |
PHB: P. 230
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.