+0 | Strength |
+5 | Dexterity |
+0 | Constitution |
+3 | Intelligence |
+2 | Wisdom |
+1 | Charisma |
+5 | Acrobatics |
+2 | Animal Handling |
+1 | Arcana |
+0 | Athletics |
+3 | Deception |
+1 | History |
+2 | Insight |
+1 | Intimidation |
+5 | Investigation |
+2 | Medicine |
+1 | Nature |
+4 | Perception |
+1 | Performance |
+1 | Persuasion |
+1 | Religion |
+5 | Sleight of Hands |
+7 | Stealth |
+2 | Survival |
Metal Baton | 1d20+5 | 1d6+3 |
---|---|---|
Machine Pistol | 1d20+5 | 2d4+3 |
Knife | 1d20+5 | 1d4+3 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
The specialist relies on skill, stealth, and their foes’ vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating resourcefulness and versatility that is the cornerstone of any successful outfit. Every town and city has its share of specialists. Most of them live up to the worst stereotypes of the class, making a living as burglars, assassins, cutpurses, and con artists. Often, these scoundrels are organized into street gangs or crime families. Plenty of specialists operate independently, but even they sometimes recruit apprentices to help them in their scams and heists.
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.
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1 | +2 | 1d6 | Expertise, Sneak Attack |
2 | +2 | 1d6 | Cunning Action |
3 | +2 | 2d6 | Specialization |
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 | Specialization features |
10 | +4 | 5d6 | Ability Score Improvement |
11 | +4 | 6d6 | Reliable Talent |
12 | +4 | 6d6 | Ability Score Improvement |
13 | +5 | 7d6 | Specialization feature |
14 | +5 | 7d6 | Blindsense |
15 | +5 | 8d6 | Slippery Mind |
16 | +5 | 8d6 | Ability Score Improvement |
17 | +6 | 9d6 | Specialization feature |
18 | +6 | 9d6 | Elusive |
19 | +6 | 10d6 | Ability Score Improvement |
20 | +6 | 10d6 | Stroke of Luck |
Specialization – Ketch
A ketch is a term for a skilled thief, one that is resourceful, professional, and above all discreet. Thieves merely steal, whereas ketches conduct ketching, a silent, targeted scoop of key valuables.
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 Psionic Device
By 13th level, you have learned enough about the workings of psionics 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 psionic 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.
Specialization – Ninja
‘Ninja’ is a common term for a skilled hitman, quiet and efficient and unlikely to leave loose ends. Unlike street samurai, who are the valiant defenders of their home turf, and ronin who are dumb muscle that’ll work for anyone, ninja are sought out when sensitive wetwork needs to happen under the radar. Stealth, poison and disguises help these experiences killers eliminate their targets.
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the pharmacist 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 pass a DC 10 Wealth check to establish the history, profession, and affiliations for an identity. You 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 corp exec from a remote, city so you can insinuate yourself into the company of other wealthy high rollers.
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.
Specialization - Booster
A booster is someone that hoards all things psionic, whether it be psionically enhanced gear or psi matrixes bursting with stored powers. Although they have no innate psychic ability, boosters are able to manifest power using a psi amp, just like Technomancers.
Levels | Cantrips Known | 1st | 2nd | 3rd | 4th |
---|---|---|---|---|---|
3 | 3 | 2 | - | - | - |
4 | 3 | 3 | - | - | - |
5 | 3 | 3 | - | - | - |
6 | 3 | 3 | - | - | - |
7 | 3 | 4 | 2 | - | - |
8 | 3 | 4 | 2 | - | - |
9 | 3 | 4 | 2 | - | - |
10 | 4 | 4 | 3 | - | - |
11 | 4 | 4 | 3 | - | - |
12 | 4 | 4 | 3 | - | - |
13 | 4 | 4 | 3 | 2 | - |
14 | 4 | 4 | 3 | 2 | - |
15 | 4 | 4 | 3 | 2 | - |
16 | 4 | 4 | 3 | 3 | - |
17 | 4 | 4 | 3 | 3 | - |
18 | 4 | 4 | 3 | 3 | - |
19 | 4 | 4 | 3 | 3 | 1 |
20 | 4 | 4 | 3 | 3 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules, pg. 256
0-level (Cantrip) Conjuration
PHB
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object — such as a chair, muddy footprints, or a small chest — it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature 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 illusion becomes faint to the creature.
PHB
0-level (Cantrip) Transmutation
You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.
PHB
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
PHB
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
PHB
1-level Abjuration
You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action
PHB
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4
Statblocks for your Trinkets, businesses, building, castles, empires.