+12 | Expertise Bonus | |
+6 | Proficiency Bonus | |
+3 | Jack of all Trades |
-1 | Strength | |
+11 | Dexterity | |
+0 | Constitution | |
+4 | Intelligence | |
+8 | Wisdom | |
+11 | Charisma |
+8 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
+10 | Arcana | INT | |
+2 | Athletics | STR | |
+17 | Deception | CHA | |
+10 | History | INT | |
+14 | Insight | WIS | |
+17 | Intimidation | CHA | |
+16 | Investigation | INT |
+5 | Medicine | WIS | |
+7 | Nature | INT | |
+8 | Perception | WIS | |
+11 | Performance | CHA | |
+17 | Persuasion | CHA | |
+10 | Religion | INT | |
+22 | Sleight of Hand | DEX | |
+11 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger of Venom | +12 | DEX | 1d4+1+5 | Piercing | |
Finesse, light, thrown (range 20/60) | |||||
Infiltrator's Key | +12 | DEX | 1d4+1+5 | Piercing | |
Finesse, light, thrown (range 20/60) |
The statblocks of your Weapons, armor and other important/magical equipment
DMG, page 172
Armor (Light)
Varies
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.Sewn into the armor is a patch, bearing the words "Property of Edwinton Beansly". It's rather conspicious — fortunately, it's in a spot that gets covered up while the armor is actually being worn.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12 + Dex | No |
Weight: 13lb
Wondrous Item
Uncommon
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
PHB, page 154. Additional information from XGE, page 84. Available in the SRD.
Tool Varies
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks. Components. Thieves' tools include a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence. Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. Thieves' Tools
Activity | DC |
Pick a lock | Varies |
Disable a trap | Varies |
Cost: 25 gp Weight: 1 lb
Weapon
Rare
You gain a +1 bonus to Attack and Damage Rolls made with this Magic Weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an Attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become Poisoned for 1 minute. The Dagger can't be used this way again until the next dawn.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1D4+1 / 2D10 | Piercing | 20/60 |
Cost: 55G
Weight: 1lb
Wondrous Item
Rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
DMG, page 150
Wondrous Item
Uncommon Requires Attunement
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.Marked with the initials: "E.B."
Weight: 1lb
The statblocks of your class features
Level | Proficiency Bonus | Features | Sneak Attack |
---|---|---|---|
1 | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
2 | +2 | Cunning Action | 1d6 |
3 | +2 | Roguish Archetype : Mastermind, Steady Aim (Optional), Archetype Feature : Master of Intrigue, Master of Tactics | 2d6 |
4 | +2 | Ability Score Improvement | 2d6 |
5 | +3 | Uncanny Dodge | 3d6 |
6 | +3 | Expertise | 3d6 |
7 | +3 | Evasion | 4d6 |
8 | +3 | Ability Score Improvement | 4d6 |
9 | +4 | Archetype Feature : Insightful Manipulator | 5d6 |
10 | +4 | Ability Score Improvement | 5d6 |
11 | +4 | Reliable Talent | 6d6 |
12 | +4 | Ability Score Improvement | 6d6 |
13 | +5 | Archetype Feature : Misdirection | 7d6 |
14 | +5 | Blindsense | 7d6 |
15 | +5 | Slippery Mind | 8d6 |
16 | +5 | Ability Score Improvement | 8d6 |
17 | +6 | Archetype Feature : Soul of Deceit | 9d6 |
18 | +6 | Elusive | 9d6 |
19 | +6 | Ability Score Improvement | 10d6 |
20 | +6 | Stroke of Luck | 10d6 |
You start with the following equipment, in addition to the equipment granted by your background:
Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures. Source: Xanathar's Guide to Everything
Level | Proficiency Bonus | Features | Cantrips Known | Spells Known |
---|---|---|---|---|
1 | +2 | Spellcasting, Bardic Inspiration (d6) | 2 | 4 |
2 | +2 | Jack of All Trades, Song of Rest (d6) | 2 | 5 |
3 | +2 | Bard College : , College Feature : Bonus Proficiencies, Cutting WordsExpertise | 2 | 6 |
4 | +2 | Ability Score Improvement | 3 | 7 |
5 | +3 | Bardic Inspiration (d8), Font of Inspiration | 3 | 8 |
6 | +3 | Countercharm, College Feature : Additional Magical Secrets | 3 | 9 |
7 | +3 | 3 | 10 | |
8 | +3 | Ability Score Improvement | 3 | 11 |
9 | +4 | Song of Rest (d8) | 3 | 12 |
10 | +4 | Bardic Inspiration (d10), Expertise, Magical Secrets | 4 | 14 |
11 | +4 | 4 | 15 | |
12 | +4 | Ability Score Improvement | 4 | 15 |
13 | +5 | Song of Rest (d10) | 4 | 16 |
14 | +5 | Magical Secrets, College Feature : Peerless Skill | 4 | 18 |
15 | +5 | Bardic Inspiration (d12) | 4 | 19 |
16 | +5 | Ability Score Improvement | 4 | 19 |
17 | +6 | Song of Rest (d12) | 4 | 20 |
18 | +6 | Magical Secrets | 4 | 22 |
19 | +6 | Ability Score Improvement | 4 | 22 |
20 | +6 | Superior Inspiration | 4 | 22 |
You start with the following equipment, in addition to the equipment granted by your background:
You have learned to untangle and reshape the fabric of reality in harmony with your wishes and music. Your spells are part of your vast repertoire, magic that you can tune to different situations.
Level | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|
1 | 2 | - | - | - | - | - | - | - | - |
2 | 3 | - | - | - | - | - | - | - | - |
3 | 4 | 2 | - | - | - | - | - | - | - |
4 | 4 | 3 | - | - | - | - | - | - | - |
5 | 4 | 3 | 2 | - | - | - | - | - | - |
6 | 4 | 3 | 3 | - | - | - | - | - | - |
7 | 4 | 3 | 3 | 1 | - | - | - | - | - |
8 | 4 | 3 | 3 | 2 | - | - | - | - | - |
9 | 4 | 3 | 3 | 3 | 1 | - | - | - | - |
10 | 4 | 3 | 3 | 3 | 2 | - | - | - | - |
11 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
12 | 4 | 3 | 3 | 3 | 2 | 1 | - | - | - |
13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | - | - |
15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | - |
16 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | - |
17 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
PHB
0-level (Cantrip) Illusion
PHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerSRD
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPlayer's Handbook p284
1-level Conjuration
Ritual - does not require spell slot, takes 10 minutes longerThis spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can't attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a Bonus Action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.
If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
PHB
1-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerPHB
2-level Divination
PHB
2-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.