| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +1 | Strength | |
| +5 | Dexterity | |
| +1 | Constitution | |
| +1 | Intelligence | |
| +1 | Wisdom | |
| +1 | Charisma |
| +3 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| -1 | Arcana | INT | |
| +3 | Athletics | STR | |
| +3 | Deception | CHA | |
| -1 | History | INT | |
| +1 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| -1 | Investigation | INT |
| +1 | Medicine | WIS | |
| -1 | Nature | INT | |
| +3 | Perception | WIS | |
| +1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| -1 | Religion | INT | |
| +8 | Sleight of Hand | DEX | |
| +7 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Shortsword (main) | +5 | DEX | 1d6+3 | Piercing | |
| Light, Finesse, Vex | |||||
| Shortsword (off) | +5 | DEX | 1d6+3 | Piercing | |
| Light, Finesse, Vex | |||||
| Dagger | +3 | STR | 1d4+1 | Piercing | |
| Finesse, Light, Thrown (20/60), Nick | |||||
| Scimitar | +3 | DEX | 1d6+1d4+3 | Slashing + Necrotic | |
| Light, Finesse, Nick | |||||
Shortsword (x2)
Leather armour
Dagger (x2)
Thieves' tools
Crowbar
Dark common wear
Backpack
Ball Bearings
Bell
10 Candles
Crowbar
Hooded Lantern
7 flasks of Oil
Rope
Tinderbox
Waterskin
Poisoner's Kit
Disguise Kit
Common, Elvish, Thieves' Cant
Simple and Martial weapons with Finesse or Light property, Longsword, Longbow, Shortbow
Thieves' tools, Disguise kit, Poisoner's Kit
Light armour
Smart
Aura Farming
Friendly
God
Gordon
Obsessed with anything gold
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You have Advantage on saving throws you make to avoid or end the Charmed condition.
You don’t need to sleep, and magic can’t put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trance-like meditation, during which you retain consciousness.
You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage’s type is the same as the weapon’s type.
You don’t need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn’t have the Incapacitated condition, and you don’t have Disadvantage on the attack roll.
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Longswords and Javelins.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Halberds and Flails.
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven’t moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
You're adept at ambushing a target, granting you the following benefits.
Initiative. You have Advantage on Initiative rolls.
Surprising Strikes. During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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