| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +4 | Strength | |
| +11 | Dexterity | |
| +8 | Constitution | |
| +9 | Intelligence | |
| +4 | Wisdom | |
| +13 | Charisma |
| +7 | Acrobatics | DEX | |
| +2 | Animal Handling | WIS | |
| +3 | Arcana | INT | |
| +2 | Athletics | STR | |
| +5 | Deception | CHA | |
| +3 | History | INT | |
| +5 | Insight | WIS | |
| +5 | Intimidation | CHA | |
| +3 | Investigation | INT |
| +2 | Medicine | WIS | |
| +3 | Nature | INT | |
| +2 | Perception | WIS | |
| +10 | Performance | CHA | |
| +10 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +4 | Sleight of Hand | DEX | |
| +4 | Stealth | DEX | |
| +2 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Rapier | +8 | DEX | 1d8+4 | piercing | |
| finess | |||||
| bellows | +8 | DEX | 2d10+4 | ||
| Dagger | +8 | DEX | 1d4+4 | ||
| Finesse, light, thrown (range 20/60) | |||||
| Dagger | +8 | DEX | 1d4+4 | ||
| Finesse, light, thrown (range 20/60) | |||||
| Butt Smash | +9 | STR | 1d12+2 | ||
| our hindquarters is so massive that you can launch yourself into the air and fall on top of your foe dealing 1d12 + Ass modifier + proficiency damage or more depending on jump height and weight. The enemy must make Strength saving throw with the DC being 10 + Ass modifier + proficiency or else be knocked down or even pinned if the person attacking chooses to sit on them. | |||||
| Hip Check | +9 | STR | 1d6+2 | ||
| You use your weight to slam your rear into the enemy to knock them prone or make them drop their weapon/shield causing 1d6 + Ass modifier + proficiency damage with DC being the same as Butt Smash but the saving throw is Constitution. | |||||
Expertise: Pursuasion, acrobatics
Thieves cant :thief language
Lucky Bitch: At 1st level, when you roll a 1 on a attack roll, ability check, or saving throw. You can reroll the die and must take the new roll. Equal to half your current level for number of uses. This effect can be regained after a long rest
Extra THICC: ASS mod +4 Milk: +3
Sneaky Puff: 3D6
Beginning at level 2, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal extra 1d6 inflation damage to one creature you hit with an attack if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, and if that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. You learn the cantrip Puff Kiss. The amount of the extra damage increases as you gain levels in this class.
Cunning Action
Starting at level 2, 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.
Bodily Alterations
Beginning at level 3, You gain skills to alter your form in certain ways to gain advantage in battle and even learned a bit of magic along the way. You gain two cantrips and Mage Hand along with three level 1 spells of your choosing.
Ability score increase: Char +2
Bountiful Luck
At level 4, you have extraordinary luck, which you have learned to mystically lend to your companions when you see them falter. You’re not sure how you do it you just wish it, and it happens. Surely a sign of fortune’s favor! When an ally you can see within 30 feet of you rolls a 1 on a d20 for an attack roll, an ability check, or a saving throw, you can use your reaction to let the ally reroll the die. The ally must use the new roll. When you use this ability, you can’t use your Lucky trait until the end of your next turn.
Grifter Technique
At level 5, you have become proficient in the art of charm and disguise. You gain charm dice (1d6) which can be used for a couple things. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a Long Rest. Your Charm die changes when you reach certain levels in this class. The die becomes a d8 at 7th level, a d10 at 10th level, and a d12 at 15th level.
Cutting Words: you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Charm dice, rolling a Charm die and subtracting the number rolled from the creature’s roll. You can choose to use this feature after the creature makes its roll, but before the GM determines whether the attack roll or ability check succeeds or fail. The creature is immune if it can’t hear you or if it’s immune to being charmed.
Encouraging Words: You stir your comrade with your words. You target a comrade within 60 feet using a bonus action to give them a charm die to use for a attack roll, ability check, or saving throw.
Courtly senses and charms: Beginning at level 5, you gain a +2 when conversing with people in someway even if it to sense a lie. This effect increases by +2 every three levels.
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interchangeable feat:
Armor: Light armor
Weapons: simple weapons, pumps, fire arms, longswords, rapiers, shortswords, bows
Tools: Thieves’ tool and Disguise kit
Skin tight leather suit (gives +2 to charisma related checks toward aggressive interactions with people such as intimidation)
Burglar’s pack
Thieves’ tools
Disguise kit
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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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