Class:
Dunmeri Traits:
- Dunmeri Heritage: +2 to any two ability scores you choose
Ancestor Guardian: You resist Fire damage. As a reaction, you can also choose to take no fire damage if any hits you. You can use this trait the number of times equal to your Constitution modifier. (minimum of 1) You regain all expended uses of this at the end of a long rest. Both Ancestor traits have their uses in tandem.
Ancestor’s Wrath: You can create a flame cloak around you that deals fire damage equal to 1d4 + your Constitution modifier. You can use this trait the number of times equal to your Constitution modifier. (minimum of 1) You regain all expended uses of this at the end of a long rest. Both Ancestor traits have their uses in tandem.
Ashlander: You have 60ft vision through smoke, smog or ash.
1st:
Expertise:
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:
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.
2nd:
Cunning Action:
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.
3rd:
Roguish Archetype:
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
Steady Aim (Optional):
As a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn.
Assassinate:
You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.
Other:
Moonshadow. As an action, you can cast the spell Invisibility on yourself without expending a spell slot. Once you use this ability, you cannot use it again until after your next long rest.
Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.