+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
-1 | Strength | |
+7 | Dexterity | |
+0 | Constitution | |
+0 | Intelligence | |
+1 | Wisdom | |
+3 | Charisma |
+5 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
-2 | Arcana | INT | |
-1 | Athletics | STR | |
+5 | Deception | CHA | |
-2 | History | INT | |
+3 | Insight | WIS | |
+3 | Intimidation | CHA | |
-2 | Investigation | INT |
+1 | Medicine | WIS | |
-2 | Nature | INT | |
+5 | Perception | WIS | |
+3 | Performance | CHA | |
+7 | Persuasion | CHA | |
-2 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Shortsword | +7 | DEX | 1d6+5 | Piercing | |
Finesse, Light | |||||
Hand Crossbow | +7 | DEX | 1d6+5 | Piercing | |
Ammunition, Light, Loading (range 30/120) |
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.
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 such 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.
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.
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.
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 5 feet of you, if the target can see or hear you.
Skilled at mimicry and dramatics, you gain the following benefits:
Disguise Kit
Thieve's Tools
Leather Armor
2 Daggers
Light Armor
Simple Weapons, Hand Crossbows, Longswords, Shortswords, Rapiers
Thieve's Tools
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.