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Darkness

Rogue 4 Class & Level
Urchin Background
Tiefling Race
Chaotic Neutral Alignment

Strength 14
+2
Dexterity 19
+4
constitution 16
+3
intelligence 16
+3
wisdom 14
+2
charisma 14
+2
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+2 Strength
+6 Dexterity
+3 Constitution
+5 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
+3 Arcana
+2 Athletics
+2 Deception
+3 History
+2 Insight
+2 Intimidation
+5 Investigation
+2 Medicine
+3 Nature
+4 Perception
+2 Performance
+2 Persuasion
+3 Religion
+6 Sleight of Hands
+6 Stealth
+2 Survival
skills Armor: Light Armor Tool: Disguise Kit, Thieves Tools Weapon: Simple Weapons, hand crossbows, longswords, rapiers, shortswords proficiencies

 
17
Armor Class
35
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Dagger 1d20+6 1d4+4
Dagger, thrown 1d20+6 1d4+4
Rapier 1d20+6 1d8+4
Shortbow 1d20+6 1d6+4
Crossbow, Light, +1 1d20+7 1d8+5
Attacks

Heroes Enabled

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

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 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

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

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

Crossbow, Light +1

Weapon

Uncommon

Ammunition (range 80/320), loading, two-handed, magic

Magic weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to the attack rolls and damage rolls you make with this weapon.

Type Damage Damage Range
Simple Ranged 1d8 None 80/320

Cost: 500 - 5000GP

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 + Con Mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' Tools
Saving Throws: Dex, Int
Skills: Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth.

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.  

Thieves' Cant

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 sue h 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.  

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. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Increase

At 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

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 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.  

Blindsense

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.  

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


Starting Equipment

• Choose: a rapier; or a shortsword   • Choose: a shortbow and quiver of 20 arrows; or a shortsword   • Choose: a burglar's pack; or a dungeoneer's pack; or an explorer's pack   • Leather armor, two daggers, and thieves' tools
 


Subclass Options

Arcane Trickster

Spellcasting

When you reach 3rd level, you gain the ability to cast spells.   Cantrips. You learn three cantrips: mage hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.   Spell Slots. The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   For example, if you know the 1st-level spell charm person and have a 1st-level and a 2nd-level spell slot available, you can cast charm person using either slot.   Spells Known of 1st-Level and Higher. You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.   The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you’re replacing the spell you gained at 8th, 14th, or 20th level.   Spellcasting Ability. 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
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 3 3 2
4th 3 4 3
5th 3 4 3
6th 3 4 3
7th 3 5 4 2
8th 3 6 4 2
9th 3 6 4 2
10th 4 7 4 3
11th 4 8 4 3
12th 4 8 4 3
13th 4 9 4 3 2
14th 4 10 4 3 2
15th 4 10 4 3 2
16th 4 11 4 3 3
17th 4 11 4 3 3
18th 4 11 4 3 3
19th 4 12 4 3 3 1
20th 4 13 4 3 3 1
 

Mage Hand Legerdemain

Starting at 3rd level, when you cast mage hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:   • You can stow one object the hand is holding in a container worn or carried by another creature.   • You can retrieve an object in a container worn or carried by another creature.   • You can use thieves’ tools to pick locks and disarm traps at range.   You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature’s Wisdom (Perception) check.   In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

Versatile Trickster

At 13th level, you gain the ability to distract targets with your mage hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster.   Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed.   Once you use this feature, you can’t use it again until you finish a long rest.  

Assassin

Bonus Proficiency

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.  

Assassinate

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.  

Infiltration Expertise

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. Vou 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.  

Imposter

At 13th level, you gain the ability to unerringly mimic another person's speech, writing, and behavior. You must spend at least three hours studying these three components of the person's behavior, 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.  

Death Strike

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.  

Mastermind

Master of Intrigue

When you choose this archetype at 3rd level, you gain proficiency with the disguise kit, the forgery kit, and one gaming set of your choice. You also learn two languages of your choice. Additionally, you can unerringly mimic the speech patterns and accent of a creature that you hear speak for at least 1 minute, enabling you to pass yourself off as a native speaker of a particular land, provided that you know the language.  

Master of Tactics

Starting at 3rd level, you can use the Help action as a bonus action. Additionally, when you use the Help action to aid an ally in attacking a creature, the target of that attack can be within 30 feet of you, rather than within 5 feet of you, if the target can see or hear you.  

Insightful Manipulator

Starting at 9th level, if you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:   • Intelligence score   • Wisdom score   • Charisma score   • Class levels (if any)   At the DM’s option, you might also realize you know a piece of the creature’s history or one of its personality traits, if it has any.  

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.  

Soul of Deceit

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by succeeding on a Charisma (Deception) check contested by the mind reader’s Wisdom (Insight) check.   Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.  

Scout

Skirmisher

Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.  

Survivalist

When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.  

Superior Mobility

At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.  

Ambush Master

Starting at 13th level, you excel at leading ambushes and acting first in a fight. You have advantage on initiative rolls. In addition, the first creature you hit during the first round of a combat becomes easier for you and others to strike; attack rolls against that target have advantage until the start of your next turn.  

Sudden Strike

Starting at 17th level, you can strike with deadly speed. If you take the Attack action on your turn, you can make one additional attack as a bonus action. This attack can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.  

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 confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.   You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.  

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language.   If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart.   If you succeed on the check and the creature isn’t hostile to you, it is charmed by you for 1 minute. While charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. Once you do so, you can’t use this feature again until you finish a short or long rest.  

Thief

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

When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; 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 have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for YOU. You ignore all class, race, and level requirements on the use of magic items.  

Thief's Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. 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.  

Veneficia

Poisoned Blood

At 3rd level, you may apply magical poisons to your weapons. When you hit a target with a melee or ranged weapon attack, you may force the target to make a Constitution save against your save DC, which is equal to your 8 + your Proficiency Bonus + your Charisma modifier; on a failed save, the target receives one of the following effects (your choice):   Arsenicum: The target is poisoned for 2 rounds.   Atropa: The target takes additional poison damage equal to your Charisma modifier and is blinded until the start of their next turn.   Somniferum: The target falls asleep and becomes incapacitated. At the start of their next turn, the target must make another Constitution saving throw. On a success, they awaken and take their turn as usual. On a failure, they awaken at the end of their turn instead.   Whether the save is failed or successful, the target cannot be affected by the magic of your poisons again for one minute.  

Spellcasting

When you reach 3rd level, you gain limited spellcasting ability. You learn the poison spray cantrip (which does not count against your cantrips known), and two other cantrips from the Warlock spellcasting list. At 10th level, you learn an additional warlock cantrip, as shown in the Venefica Spellcasting table below.   Spell Slots. The Venefica Spellcasting table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.   Spells Known of 1st Level and Higher. At 1st level, you know two 1st-level spells of your choice from the warlock spell list. The Spells Known column of the Venefica table shows when you learn more warlock spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 7th level, for example, you learn a new warlock spell, which can be 1st or 2nd level.   Additionally, when you gain a level in this class, you can choose one of the warlock spells you know and replace it with another spell from the warlock spell list, which also must be of a level for which you have spell slots.   Spellcasting Ability. Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Charisma modifier   Spell attack modifier = your proficiency bonus + your Charisma modifier
Rogue Level Cantrips Known Spells Known 1st 2nd 3rd 4th
3rd 2 2 2
4th 2 3 3
5th 2 3 3
6th 2 3 3
7th 2 4 4 2
8th 2 4 4 2
9th 2 4 4 2
10th 3 5 4 3
11th 3 5 4 3
12th 3 5 4 3
13th 3 6 4 3 2
14th 3 6 4 3 2
15th 3 6 4 3 2
16th 3 7 4 3 3
17th 3 7 4 3 3
18th 3 7 4 3 3
19th 3 8 4 3 3 1
20th 3 8 4 3 3 1
 

Catopromancy

Your increasing skill in magic and witchcraft grants you the ability to spy on your foes. Beginning at 9th level, as an action, you may cast the clairvoyance spell as long as you have access to a reflective surface. Once you have used this feature, you may not use it again until you have completed a long rest.  

Narcotic Allure

Beginning at 13th level, your very aura entrances and beguiles. You have advantage on Persuasion checks, and creatures must succeed on a Charisma saving throw to realize that you have attempted to charm them via magical means.  

Nox Hallucinari

From the shadows, you can warp a target’s perception of reality. Starting at 17th level, once per turn when you miss a creature with an attack to which you could have added sneak attack damage, you can force the target to make a Charisma saving throw; on a failed save, the target takes your attack and Sneak Attack damage. The damage is psychic damage. This does not count as your Sneak Attack for the turn, though you may not thereafter Sneak Attack the same target in the same turn.


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

Arcane Trickster


Hit Points

Hit Dice: d8 per Arcane Trickster 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

Spellcasting

LevelCantripsSpells1st2nd3rd4th
3rd232
4th243
7th2542
8th2642
10th3743
11th3843
13th39432
14th310432
16th311433
19th3124331
20th3134331
 

Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. At 10th level you learn another cantrip from the wizard spell list.  

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your wizard spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You start with two 1st-level spell slots at Rogue level 3, and gain more as you gain more Rogue levels.  

Spells Known

You know three 1st level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list. The third can be from any school of magic.   The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.   The spells you learn at 8th, 14th, and 20th level can come from any school of magic.   Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 8th, 14th, or 20th level.  

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells. 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 + proficiency bonus + Intelligence mod   Spell attack mod = proficiency bonus + Intelligence mod  

Mage Hand Legerdemain

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:  
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use thieves' tools to pick locks and disarm traps at range.
  You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creatures Wisdom (Perception) check.   In addition, you can use the bonus action granted by your Cunning Action to control the hand.  

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

Versatile Trickster

At 13th level, as a bonus action on your turn, you can designate a creature within 5 feet of your Mage Hand. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Spell Thief

At 17th level, immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell's effect against you, and you steal the knowledge of the spell if it is at least 1st-level and of a level you can cast (it doesn't need to be a wizard spell). For the next 8 hours, you know the spell, can cast it using your spell slots, and the creature can't cast that spell until the 8 hours have passed.   Once you use this feature, you can't use it again until you finish a long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase +2 Cha, +1 Int
Size Medium
Speed 30 ft.

Age

Tieflings mature at the same rate as humans but live a few years longer.  

Size

Tieflings are about the same size and build as humans. Your size is Medium.  

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. You can’t discern color in darkness, only shades of gray.  

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 2nd-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 with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Languages. Common, Infernal

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Blade Ward

0-level (Cantrip) Abjuration

Casting Time 1 action
Range self
Duration 1 round
Components V,S

You extend your hand and trace a sigil of warding in the air. Until the end of your next turn, you have resistance against bludgeoning, piercing, and slashing damage dealt by weapon attacks.

Class(es): Wizard, sorcerer

SRD

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 30ft
Duration 1 minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.  
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.  
The hand can't attack, activate magical items, or carry more than 10 pounds.

Class(es): Bard, Sorcerer, Warlock, Wizard

PHB 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 30ft
Duration Up to 1 minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:  

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You alter the appearance of your eyes for 1 minute.
  • If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Cleric

    True Strike

    0-level (Cantrip) Enchantment

    Casting Time 1 Action
    Range 30 feet
    Duration Concentration, Concentration, up to 1 round
    Components S

    You extend your hand and point a finger at a target in range. Your magic grants you a brief insight into the target's defenses. On your next turn, you gain advantage on your first attack roll against the target, provided that this spell hasn't ended.

    Class(es): Bard, Sorcerer, Warlock, Wizard

    Level 1 Spells

    PHB, page 250

    Hellish Rebuke

    1-level Evocation

    Casting Time 1 reaction, which you take in response to being damaged by a creature within 60 feet of you that you can see
    Range 60ft
    Duration Instantaneous
    Components V, S

    You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.

    Class(es): Warlock

    PHB, page 233 SRD

    Disguise Self

    1-level Illusion

    Casting Time 1 action
    Range Self
    Duration 1 hour
    Components V, S

    You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

      The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

      To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

    Class(es): Artificer, Bard, Sorcerer, Wizard

    PHB SRD

    Find Familiar

    1-level Conjuration (ritual)

    Casting Time 1 Hour
    Range 10ft
    Duration Instantaneous
    Components V, S, M
    Materials 10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

    You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend (your choice) instead of a beast.

      Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can't attack, but it can take other actions as normal.

      When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

      As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits you summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

      You can't have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

      Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

    Class(es): Wizard

    SRD

    Silent Image

    1-level Illusion

    Casting Time 1 action
    Range 60ft
    Duration Concentration, up to 10 minutes
    Components V, S, M
    Materials A bit of fleece

    You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual, it isn't accompanied by sound, smell, or other sensory effects.  
    You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.  
    Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.

    Class(es): Bard, Sorcerer, Wizard

    SRD

    Sleep

    1-level Enchantment

    Casting Time 1 action
    Range 90ft
    Duration 1 minute
    Components V, S, M
    Materials A pinch of find sand, rose petals, or a cricket

    This spell sends creatures into a magical slumber. Roll 5d8 , the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).  
    Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.  
    Undead and creatures immune to being charmed aren't affected by this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
    2nd level: 7d8 hit points affected
    3rd level: 9d8 hit points affected
    4th level: 13d8 hit points affected
    5th level: 15d8 hit points affected
    6th level: 17d8 hit points affected
    7th level: 19d8 hit points affected
    8th level: 21d8 hit points affected
    9th level: 23d8 hit points affected

    Class(es): Bard, Sorcerer, Wizard

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


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    ironsplitter.

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