+1 | Strength |
+5 | Dexterity |
+2 | Constitution |
+3 | Intelligence |
+0 | Wisdom |
+2 | Charisma |
+5 | Acrobatics |
+2 | Animal Handling |
+1 | Arcana |
+5 | Athletics |
+2 | Deception |
+1 | History |
+0 | Insight |
+2 | Intimidation |
+1 | Investigation |
+0 | Medicine |
+1 | Nature |
+4 | Perception |
+2 | Performance |
+2 | Persuasion |
+1 | Religion |
+5 | Sleight of Hands |
+5 | Stealth |
+2 | Survival |
Shortsword | +5 | 1d6+3 | x2 |
---|---|---|---|
Dagger | +5 | 1d4+3 | |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
• 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
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 |
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 |
Lvl | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1st | +2 | 1d6 | Expertise, Sneak Attack, Thieves' Cant |
2nd | +2 | 1d6 | Cunning Action |
3rd | +2 | 2d6 | Roguish Archetype |
4th | +2 | 2d6 | Ability Score Improvement |
5th | +3 | 3d6 | Uncanny Dodge |
6th | +3 | 3d6 | Expertise |
7th | +3 | 4d6 | Evasion |
8th | +3 | 4d6 | Ability Score Improvement |
9th | +4 | 5d6 | Roguish Archetype Feature |
10th | +4 | 5d6 | Ability Score Improvement |
11th | +4 | 6d6 | Reliable Talent |
12th | +4 | 6d6 | Ability Score Improvement |
13th | +5 | 7d6 | Roguish Archetype Feature |
14th | +5 | 7d6 | Blindsense |
15th | +5 | 8d6 | Slippery Mind |
16th | +5 | 8d6 | Ability Score Improvement |
17th | +6 | 9d6 | Roguish Archetype Feature |
18th | +6 | 9d6 | Elusive |
19th | +6 | 10d6 | Ability Score Improvement |
20th | +6 | 10d6 | Stroke of Luck |
You master fighting with two weapons, gaining the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Sworn to the Raven Queen’s service, the mysterious shadar-kai venture into the Material Plane from the Shadowfell to advance her will. Once they were fey like the rest of their elven kin, and now they exist in a strange state between life and death. Eladrin and shadar-kai are like reflections of each other: one bursting with emotion, the other nearly devoid of it. Age. Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old. Alignment. Elves love freedom, variety, and self-expression, so they lean strongly toward the gentler aspects of chaos. They value and protect others’ freedom as well as their own, and they are more often good than not. The drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not. Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. Accustomed to twilit forests and the night sky, 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. Keen Senses. You have proficiency in the Perception skill. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can’t put you to sleep. Trance. Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Necrotic Resistance You have resistance to necrotic damage. Blessing of the Raven Queen As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. Once you use this trait, you can’t do so again until you finish a long rest. Starting at 3rd level, you also gain resistance to all damage when you teleport using this trait. The resistance lasts until the start of your next turn. During that time, you appear ghostly and translucent.
Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.
Ability Score Increase - Your Dexterity increases by 2 Age - Although elves reach physical maturity at about the same time as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An Elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old Alignment - Elves love freedom, variety, and self-expression, so they learn strongly toward the gentler aspects of chaos. They value and protect others freedom as well as their own, and they are more often good than not. The Drow are an exception; their exile into the Underdark has made them vicious and dangerous. Drow are more often evil than not Size - Elves range from under 5 to over 6 feet tall and have slender builds. your size is medium. Speed - Your walking speed is 30 feet Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light 60 feet of you as if it were bright light, and in darkness as if were dim light. You cant discern colour in darkness, only shades of grey. Keen Senses - YOu have proficiency in the Perception skill Fey Ancestry - You have advantage on saving throws against being charmed, and magic cant put you to sleep Trance - Elves dont need sleep. Instead, they meditate deeply remaining semiconscious, for 4 hours a day. (The Common word for such meditation is Trance.) While meditating, you can dream after a fashion; such dreams are actually mental experiences that resting in this way, you gain the same benefit that a human does from 7 hours of sleep Languages - You can speak, read and write common and Elvish. Elvish is fluid, with suttle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires Subraces - Ancient divides among the elven people resulted in three main subraces: High Elves, Wood Elves, and Dark Elves, who are commonly called Drow. Choose one of these subraces. in some worlds, these subraces are divided still further (such as the Sun Elves and Moon Elves of the Forgotten Realms), so if you wish, you can choose a narrower subrace High Elf as a High Elf, you have a keen mind and mastery of at least the basics of magic. in many of the worlds of D&D, there are two kinds of High Elves. One type (which includes the Grey Elves and Valley Elves of Greyhawk, the Silvanesti of Dragonlance, and the Sun Elves of the Forgotten Realms) is haughty and reclusive, believing themselves to be superior to non-elves and even other elves. the other type (including the high elves of Greyhawk, the Qualinesti of Dragonlance, and the Moon Elvesof the Forgotten Realms) are more common and more friendly, and often encountered among humans and other races. The Sun Elves of Faerun (also called Gold Elves or Sunrise Elves) have bronze skin andhair of copper, black, or golden blond. their eyes are golden, silver, or black. Moon Elves (also called Silver Elves or Grey Elves) are much paler, with alabaster skin sometimes tinged with blue. They often have hair of silver-white, black, or blue,but various shades of blonde, brown, and red arenot uncommon. Their eyes are blue or green and flecked with gold. Ability Score Increase - YOur Intelligence score increases by 1 Elf Weapon Training - You have proficiency with the longsword, shortsword, shortbow, and longbow Cantrip - You know one cantrip of your choice from the wizards spell list. Intelligence is your spellcasting ability for it Extra Language - You can speak, read, and write one extra language of your choice Wood Elf As a Wood Elf, you have senses and intuition, and your fleet feet carry you as quickly and stealthily through your native forests. This Category includes the Wild Elves (Grungach) of Greyhawk and the Kagonesti of Dragonlance, as well as the races called Wood Elves in Greyhawk and the Forgotten Realms. In Faerun, Wood Elves (also called Wild Elves (also called Wild Elves, Green Elves, or Forest Elves) are reclusive and distrusting of non-elves. Wood elves skin tends to be copperish in hue. something with traces of green. Their hair tends towards browns and blacks, but it is occasionally blond or copper-coloured. Their eyes are green, brown, or hazel. Ability Score Increase - Your Wisdom score increases by 1 Elf Weapon Training - You have Proficiency with the longsword, shortsword, shortbow, longbow Fleet of Foot - Your base walking speed increases to 35 feet Mask of The Wild - You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena Dark Elf (Drow) Decended from a earlier subrace of elves, the Drow were banished from the surface world for following the goddess Lolth down the path of evil. Now they have built their own civilization in the depths of the Underdark. patterned after the Way of Lolth. ALso called Dark Elves, the Drow have skin that ressembles charcoal or obsidian, as well as stark white or pale yellowish hair. They commonly have very pale eyes (so pale as to be mistaken for white) in shades of lilac, silver, pink, ren and blue. they tend to be smaller and thinner than most elves.Drow adventureres are rare. check with your Dungeon Master to see if you can play one Ablility Score - Your Charisma score increases by 1 Supperior Darkvision - Your Darkvision has a radius of 120 feet Sunlight Sensitivity - You have disadvantage on attack rolls and on Wisdom (Perception) checks that relay on sight when you , the target of your attack, or whatever you are trying to perceive is in direct sunlight Drow Magic - You know the Dancing Lights cantrip. When you reach 3rd level, you can cast farie fire 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 andregain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for the spells. Drow Weapon Training - You have proficiency with rapiers, shortswords, and hand crossbows
Languages. common and elvish
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.