Origin
Majital - Guild Born
1+ Intelligence
Proficiency: Arcana, Persuasion, Calligrapher's Supplies
Detect Magic (At will)
Start game with additional 1000gp
Racial Traits
Variant Human
1+ to Dex and Con
Proficiency in Athletics
1 Feat of choice
Faction
Linnorm Lords
Linnormous Blessing
Increases maximum hit points by 10
Feats
Weapon Master
+1 Dexterity
Proficiency in:
Majitalian Flail
Longbow, Heavy Crossbow, Scimitar and Whip
Bonus to AC vs Longbow attacks equal to proficiency modifier (+2)
Alignment
True Neutral
Goal Oriented, will perform Evil acts if necessary to achieve a given task or mission with highest probability. Defaults to Chaotic Good if off duty or in low-stakes situations.
Follower of Wode
Does not recognize Wode as an evil deity, but something along the lines of a primal force inherent to existence.
Hope, dreams and desires are what people live for, but fear is what keeps people alive. It is fear that separates reckless bravado from informed action. Fear teaches us how to survive, what is to be avoided, what cannot be fought, what MUST be fought. Fear teaches respect for that which can cause harm, for what we would not wish upon ourselves and the repercussions of doing such unto others . Fear of loss teach us what has true value.
Level 1 upgrades with Guild Born money
Shopping List if DM allows
Shopping List
Studded Leather Armour - 45gp (replace Leather Armor, set AC to 12 + DEX)
Heavy Crossbow - 50p (replaces Shortbow)
2 Bandoleers - 2gp
5 Potion of Healing - 125gp
1 Bottled Breath - 25gp
2 Crossbow Bolt Cases (40 bolts) - 2gp (replace Arrows)
2 bags of caltrops (40) - 2gp
50ft Silk Rope - 10gp (replace Hempen Rope)
1 Majitalian Flail - 60gp
Total Cost: 321gp
Remaining Gold: 679gp
Class Features
Class Features
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.
Sneak Attack
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.
Thieves' Cant
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.
Cunning Action
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.
Class/Racial Features & Traits