+18 | Expertise Bonus | |
+9 | Proficiency Bonus |
+9 | Strength | |
+13 | Dexterity | |
+10 | Constitution | |
+11 | Intelligence | |
+2 | Wisdom | |
+13 | Charisma |
+13 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+9 | Athletics | STR | |
+13 | Deception | CHA | |
+2 | History | INT | |
+11 | Insight | WIS | |
+22 | Intimidation | CHA | |
+2 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+4 | Performance | CHA | |
+4 | Persuasion | CHA | |
+2 | Religion | INT | |
+13 | Sleight of Hand | DEX | |
+22 | Stealth | DEX | |
+11 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Thanks to your infernal heritage, 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 grey.
You have resistance to fire damage.
You can cast the hellish rebuke spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your sorcerer level (minimum of 1).
You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level. You don’t gain this benefit for killing constructs or undead.
You can use your action to create a weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
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 show in 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 the area are easy marks or will provide a safe house for thieves on the run.
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 engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
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.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
You gain a +2 bonus to attack rolls you make with ranged weapons.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Thanks to extensive practice with the crossbow, you gain the following benefits:
You master fighting with two weapons, gaining the following benefits:
Dagger, Pitchfork, Chain, Tiger Fork, Whip, Light Crossbow, Hand Crossbow, Longbow, Shortsword, Sickle
Heavy Armour, Light Armour, Shields, Medium Armour
Thieves' Tools, Disguise Kit, Poisoner's Kit, Dice Set, Playing Card Set
Kassia values her autonomy and prefers to rely on herself. She is not one to easily submit to authority and often takes matters into her own hands.
Her emotions can be intense and quick to flare, especially when faced with situations that trigger her anger or frustration.
Growing up in challenging circumstances has made Kassia resourceful. She is adept at finding solutions in difficult situations and making the most out of limited resources.
Kassia is observant, always assessing her surroundings and the people around her. This trait contributes to her ability to navigate dangerous situations and detect potential threats.
Kassia prioritizes her own survival above all else. Growing up in a harsh environment, she learned that one must be willing to do whatever it takes to endure and thrive.
Having faced solitude and rejection, Kassia values her independence and self-reliance. She's wary of relying on others, as past experiences have taught her that self-sufficiency is key.
Kassia understands the importance of power and control. Her upbringing in a society that shunned her taught her to be wary of those in authority, making her attuned to power dynamics in any situation.
Driven by the teachings of her mysterious mentor (unaware it's her mother), Kassia harbors ambitions that align with darker paths.
Kassia feels a kinship with those who, like her, exist on the fringes of society. This bond leads her to empathise with the struggles of others who face prejudice or rejection.
Someone saved Kassia's life during her earlier years and she feels a deep sense of debt toward that individual.
Kassia's quick temper sometimes leads to impulsive actions, potentially causing complications or unintended consequences.
Due to her tumultuous past, Kassia finds it challenging to trust others, especially when it comes to forming deep connections.
While she might prefer subtlety, Kassia has a propensity for resorting to violence, particularly when faced with situations that trigger her anger or frustration.
Her strong desire for independence can sometimes lead her to reject assistance or collaboration, even when it could be beneficial.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
You know four cantrips of your choice from the tiefling sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Tiefling Sorcerer table.
You know two 1st level spells of your choice from the tiefling sorcerer spell list.
The Spells Known column of the Tiefling Sorcerer table shows when you learn more sorcerer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 3rd level in this class, you can learn one new spell of 1st or 2nd level.
Additionally, when you gain a level in this class, you can choose one of the sorcerer spells you know and replace it with another spell from the tiefling sorcerer spell list, which also must be of a level for which you have spell slots.
The Tiefling Sorcerer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these sorcerer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
For example, if you know the 1st level spell burning hands and have a 1st level and a 2nd level spell slot available, you can cast burning hands using either slot.
8 + your proficiency bonus + your Charisma modifier
your proficiency bonus + your Charisma modifier
When you reduce a hostile creature to 0 hit points, you gain temporary hit points equal to your Constitution modifier + your sorcerer level (minimum of 1).
You have 2 sorcery points. You can use your sorcery points to gain additional spell slots, or sacrifice spell slots to gain additional sorcery points. You can create spell slots no higher in level than 5th. You learn other ways to use your sorcery points as you reach higher levels.
Spell Slot Level | Sorcery Point Cost |
---|---|
1st | 2 |
2nd | 3 |
3rd | 5 |
4th | 6 |
5th | 7 |
You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 12th, 16th and 19th level.
You have 1 class point.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.
You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
You gain the ability to reap life energy from creatures you kill with your spells. Once per turn when you kill one or more creatures with a spell of 1st level or higher, you regain hit points equal to twice the spell’s level. You don’t gain this benefit for killing constructs or undead.
You gain 2 class points.
You learn the find familiar spell and can cast it as a ritual. The spell doesn’t count against your number of spells known.
When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite.
Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack of its own.
You can use your action to create a weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
Your weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die.
You can transform one magic weapon into your weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your weapon thereafter. You can’t affect an artifact or a sentient weapon in this way. The weapon ceases being your weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks.
You gain a grimoire from hell called a Book of Shadows. When you gain this feature, choose three cantrips from any class’s spell list. While the book is on your person, you can cast those cantrips at will. They don’t count against your number of cantrips known.
If you lose your Book of Shadows, you can perform a 1-hour ceremony to receive a replacement. This ceremony can be performed during a short or long rest, and it destroys the previous book. The book turns to ash when you die.
You gain 1 class point.
When you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction.
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
When you make an ability check or a saving throw, you can use this feature to add a d10 to your roll. You can do so after seeing the initial roll but before any of the roll’s effects occur.
Once you use this feature, you can’t use it again until you finish a short or long rest.
As a bonus action, you you can summon tentacles from below to hold a creature that you can see within 60ft of you in place, causing it to be restrained.
You can use this feature a number of times per day equal to your Wisdom modifier (minimum of once). You regain all uses of this feature after you finish a short or long rest.
Your ability to channel negative energy becomes more potent. Necrotic damage dealt by your sorcerer spells and abilities ignores resistance to necrotic damage.
When you use your action to cast a spell, you can use your bonus action to make a melee weapon attack and add your proficiency bonus on to this.
You gain 1 class point.
You can cast speak with dead at will, without expending a spell slot.
You can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.
If the creature succeeds on its saving throw, you can't use this feature on that creature again for 24 hours.
You can choose one damage type when you finish a short or long rest. You gain resistance to that damage type until you choose a different one with this feature. Damage from magical weapons or silver weapons ignores this resistance.
You gain 1 class point.
When you hit a creature with an attack, you can use this feature to instantly transport the target through the lower planes. The creature disappears and hurtles through a nightmare landscape.
At the end of your next turn, the target returns to the space it previously occupied, or the nearest unoccupied space. If the target is not a fiend, it takes 10d10 psychic damage as it reels from its horrific experience.
Once you use this feature, you can’t use it again until you finish a long rest.
You gain 1 class point.
Your very voice can be a source of horror for some. As an action, you may make all enemy creatures within 60ft of you make a Wisdom saving throw. A creature that can't hear the scream automatically succeeds on the save. On failure, they are frightened for 1 minute. At the end of their turn they may repeat this saving throw. A creature that succeeds on this saving throw is immune to your aura for 24 hours.
You regain use of this feature after you finish a short or long rest.
You produce a horrid droning sound to which demons are immune. Any creature that starts its turn with in 30 feet of you must succeed on a Constitution saving throw or fall unconscious for 10 minutes. A creature that can't hear the drone automatically succeeds on the save. The effect on the creature ends if it takes damage or if another creature takes an action to splash it with holy water. If a creature's saving throw is successful or the effect ends for it, it is immune to the drone for the next 24 hours.
You regain use of this feature after you finish a short or long rest.
You gain 1 class point.
You hurl a magical ball of fire that explodes at a point you can see within 120 feet of you. Each creature in a 20-foot-radius sphere centred on that point must make a Dexterity saving throw. The sphere spreads around corners. A creature takes 10d6 fire damage and 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
You must finish a long rest before you regain use of this feature.
As an action, you can concentrate on any number of creatures within 30 feet of you as if you were concentrating on a spell. No target can regain hit points for 1 minute or until you lose concentration on this effect.
You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all uses of this feature after a long rest.
You gain 1 class point.
You regain 4 expended sorcery points whenever you finish a short rest.
You can use your action to open a temporary gate to the abyss in a 30-foot radius centred on you. Once you use this feature, you can’t do so again until you finish a long rest.
Within this area, all terrain is affected by abyssan energy. For 1 minute, you gain the following benefits:
You can, as an action, surround yourself with an aura of gloom that lasts for 1 minute. The aura reduces any bright light in a 30-foot radius around you to dim light. Whenever an enemy that is frightened by you starts its turn in the aura, it takes 4d10 psychic damage. Additionally, you and any creatures you choose in the aura are draped in deeper shadow. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in this shadow.
While the aura lasts, you can use a bonus action on your turn to cause the shadows in the aura to attack one creature. You make a melee spell attack against the target. If the attack hits, the target takes necrotic damage equal to 3d10 + your Charisma modifier.
After activating the aura, you can't do so again until you finish a long rest.
Level | Class Points | Abilities | Optional Abilities | Sorcery Points | Cantrips Known | Spells Known | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 1 | Spellcasting, Dark One's Blessing | Reckless Attack, Devil's Sight, Grim Harvest | 0 | 4 | 2 | 2 | --- | --- | --- | --- | --- | --- | --- | --- |
2 | 1 | Sorcery Points | --- | 2 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- | --- | --- |
3 | 3 | --- | Pact of the Chain, Pact of the Blade, Pact of the Tome | 3 | 4 | 4 | 4 | 2 | --- | --- | --- | --- | --- | --- | --- |
4 | 3 | Ability Score Improvement | --- | 4 | 5 | 5 | 4 | 3 | --- | --- | --- | --- | --- | --- | --- |
5 | 3 | --- | --- | 5 | 5 | 6 | 4 | 3 | 2 | --- | --- | --- | --- | --- | --- |
6 | 4 | --- | One with Shadows, Shadow Step, Dark One's Own Luck, Inescapable Destruction, Deep Rot, Spellsword | 6 | 5 | 7 | 4 | 3 | 3 | --- | --- | --- | --- | --- | --- |
7 | 4 | --- | --- | 7 | 5 | 8 | 4 | 3 | 3 | 1 | --- | --- | --- | --- | --- |
8 | 4 | Ability Score Improvement | --- | 8 | 5 | 9 | 4 | 3 | 3 | 2 | --- | --- | --- | --- | --- |
9 | 4 | --- | --- | 9 | 5 | 10 | 4 | 3 | 3 | 3 | 1 | --- | --- | --- | --- |
10 | 5 | --- | Whispers of the Grave, Intimidating Presence, Fiendish Resilience | 10 | 6 | 11 | 4 | 3 | 3 | 3 | 2 | --- | --- | --- | --- |
11 | 5 | --- | --- | 11 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
12 | 5 | Ability Score Improvement | --- | 12 | 6 | 12 | 4 | 3 | 3 | 3 | 2 | 1 | --- | --- | --- |
13 | 5 | --- | --- | 13 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
14 | 6 | --- | Hurl Through Hell | 14 | 6 | 13 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | --- | --- |
15 | 6 | --- | --- | 15 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
16 | 6 | Ability Score Improvement | --- | 16 | 6 | 14 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | --- |
17 | 7 | --- | Primal Scream, Hellish Drone | 17 | 6 | 15 | 4 | 3 | 3 | 3 | 2 | 1 | 1 | 1 | 1 |
18 | 8 | --- | Hellfire Orb, Life Vacuum | 18 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 1 | 1 | 1 | 1 |
19 | 8 | Ability Score Improvement | --- | 19 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 1 | 1 | 1 |
20 | 9 | --- | Sorcerous Restoration, Demonic Apotheosis, Dread Lord | 20 | 6 | 15 | 4 | 3 | 3 | 3 | 3 | 2 | 2 | 1 | 1 |
None.
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.
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 show in 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 the area are easy marks or will provide a safe house for thieves on the run.
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.
You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 8th, 10th, 12th, 16th and 19th level.
You have 2 class points.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
You can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.
You gain proficiency with the disguise kit and the poisoner’s kit.
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.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You gain 1 class point.
When an attacker that you can see hits you with an attack, you can use your reaction to halve the attack’s damage against you.
You gain 1 class point.
You gain the ability to step from one shadow into another. When you are in dim light or darkness, as a bonus action you can teleport up to 60 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
You gain 1 class point.
You can nimbly dodge out of the way of certain area effects, such as a red dragon’s fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.
You gain 1 class point.
You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
You can unfailingly create false identities for yourself. You must spend seven days and 25 gp to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and officiallooking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.
If you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.
You gain 1 class point.
You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
You gain 1 class point.
You have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of magic items.
You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms.
Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
You gain 1 class point.
If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.
You gain 1 class point.
You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.
You gain 1 class point.
You have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can’t use this feature when you are surprised.
You become a master of instant death. When you attack and hit a creature that is surprised, it must make a Constitution saving throw (DC 8 + your Dexterity modifier + your proficiency bonus). On a failed save, double the damage of your attack against the creature.
You gain 1 class point.
You are so evasive that attackers rarely gain the upper hand against you. No attack roll has advantage against you while you aren’t incapacitated.
You gain 1 class point.
You have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20.
Once you use this feature, you can’t use it again until you finish a short or long rest.
Level | Sneak Attack | Class Points | Abilities | Optional Abilities |
---|---|---|---|---|
1 | 0 | 1d6 | Expertise, Sneak Attack, Thieves' Cant | --- |
2 | 0 | 1d6 | Cunning Action | --- |
3 | 2 | 2d6 | --- | Second Story Work, Fast Hands, Bonus Proficiencies, Assassinate, Two-Weapon Fighting |
4 | 2 | 2d6 | Ability Score Improvement | --- |
5 | 3 | 3d6 | --- | Uncanny Dodge |
6 | 4 | 3d6 | --- | Shadow Step |
7 | 5 | 4d6 | --- | Evasion |
8 | 5 | 4d6 | Ability Score Improvement | --- |
9 | 6 | 5d6 | --- | Supreme Sneak, Infiltration Expertise, Magical Ambush |
10 | 6 | 5d6 | Ability Score Improvement | --- |
11 | 7 | 6d6 | --- | Reliable Talent, Volley, Whirlwind Attack |
12 | 7 | 6d6 | Ability Score Improvement | --- |
13 | 8 | 7d6 | --- | Use Magic Device, Imposter |
14 | 9 | 7d6 | --- | Blindsense |
15 | 10 | 8d6 | --- | Slippery Mind |
16 | 10 | 8d6 | Ability Score Improvement | --- |
17 | 11 | 9d6 | --- | Thief's Reflexes, Death Strike |
18 | 12 | 9d6 | --- | Elusive |
19 | 12 | 10d6 | Ability Score Improvement | --- |
20 | 13 | 10d6 | --- | Stroke of Luck |
None.
You adopt a particular style of fighting as your specialty. Choose one of the following options.
You gain a +2 bonus to attack rolls you make with ranged weapons.
While you are wearing armour, you gain a +1 bonus to AC.
When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
You have four superiority dice, which are d8s. A superiority die is expended when you use it. You regain all of your expended superiority dice when you finish a short or long rest.
You gain another superiority die at 7th level and one more at 15th level.
You learn three manoeuvres of your choice. You can only use one manoeuvre per attack.
When you take the Attack action on your turn, you can forgo one of your attacks and use a bonus action to direct one of your companions to strike. When you do so, choose a friendly creature who can see or hear you and expend one superiority die. That creature can immediately use its reaction to make one weapon attack, adding the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to disarm the target, forcing it to drop one item of your choice that it’s holding. You add the superiority die to the attack’s damage roll, and the target must make a Strength saving throw. On a failed save, it drops the object you choose. The object lands at its feet.
When you hit a creature with a weapon attack, you can expend one superiority die to distract the creature, giving your allies an opening. You add the superiority die to the attack’s damage roll. The next attack roll against the target by an attacker other than you has advantage if the attack is made before the start of your next turn.
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.
You can expend one superiority die and use a bonus action on your turn to feint, choosing one creature within 5 feet of you as your target. You have advantage on your next attack roll against that creature. If that attack hits, add the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn.
When you make a melee weapon attack on your turn, you can expend one superiority die to increase your reach for that attack by 5 feet. If you hit, you add the superiority die to the attack’s damage roll.
When you hit a creature with a weapon attack, you can expend one superiority die to manoeuvre one of your comrades into a more advantageous position. You add the superiority die to the attack’s damage roll, and you choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks from the target of your attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to frighten the target. You add the superiority die to the attack’s damage roll, and the target must make a Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.
When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dexterity modifier.
When you make a weapon attack roll against a creature, you can expend one superiority die to add it to the roll. You can use this manoeuvre before or after making the attack roll, but before any effects of the attack are applied.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack's damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you push the target up to 15 feet away from you.
On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Charisma modifier.
When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die to the attack's damage roll.
When you hit a creature with a melee weapon attack, you can expend one superiority die to attempt to damage another creature with the same attack. Choose another creature within 5 feet of the original target and within your reach. If the original attack roll would hit the second creature, it takes damage equal to the number you roll on your superiority die. The damage is of the same type dealt by the original attack.
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to knock the target down. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Strength saving throw. On a failed save, you knock the target prone.
Whenever you or an allied creature you can see within 30 feet of you misses a weapon attack, as a reaction you may call upon them, allowing to immediately make another attack against the creature adding your Charisma modifier to the damage roll. You can use this feature equal to your Charisma modifier (minimum of once).
You can increase on ability score of your choice by 2 or you can increase two ability scores of your choice by 1. You can't increase an ability score above 20 using this feature. You can choose instead to select a feat for your character. You gain this feature again when you reach 6th, 8th, 12th, 14th, 16th and 19th level.
You can attack twice, instead of once, whenever you take the Attack action on your turn.
The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.
You can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
You have 1 class point.
You can spend class points on any features that you have unlocked and have not already selected. You must spend class points when you gain them, and cannot save them for future levels.
You gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.
You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded, deafened, or incapacitated.
You learn to inspire others in battle. A creature that has a Superiority die from you can roll that die and add the number rolled to a weapon damage roll it just made. Alternatively, when an attack roll is made against the creature, it can use its reaction to roll the Superiority die and add the number rolled to its AC against that attack, after seeing the roll but before knowing whether it hits or misses.
You gain 1 class point.
You can use your action to end one effect on yourself that is causing you to be charmed or frightened.
If you spend at least 1 minute observing or interacting with another creature outside combat, you can learn certain information about its capabilities compared to your own. The DM tells you if the creature is your equal, superior, or inferior in regard to two of the following characteristics of your choice:
You gain 1 class point.
You can use your action to make a ranged attack against any number of creatures within 10 feet of a point you can see within your weapon’s range. You must have ammunition for each target, as normal, and you make a separate attack roll for each target.
You can use your action to make a melee attack against any number of creatures within 5 feet of you, with a separate attack roll for each target.
Your weapon attacks score a critical hit on a roll of 18-20.
When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.
You gain 1 class point.
You gain preternatural senses that help you fight creatures you can’t see. When you attack a creature you can’t see, your inability to see it doesn’t impose disadvantage on your attack rolls against it.
You are also aware of the location of any invisible creature within 30 feet of you, provided that the creature isn’t hidden from you and you aren’t blinded or deafened.
Level | Class Points | Abilities | Optional Abilities |
---|---|---|---|
1 | 0 | Fighting Style, Second Wind | --- |
2 | 0 | Action Surge | --- |
3 | 1 | Superiority Dice, Manoeuvres | Danger Sense, Combat Inspiration |
4 | 1 | Ability Score Improvement | --- |
5 | 1 | Extra Attack | --- |
6 | 1 | Ability Score Improvement | --- |
7 | 1 | Superiority Die Improvement | --- |
8 | 1 | Ability Score Improvement | --- |
9 | 1 | Indomitable | --- |
10 | 2 | --- | Stillness of Mind, Know Your Enemy, Additional Fighting Style |
11 | 2 | Extra Attack Improvement | --- |
12 | 2 | Ability Score Improvement | --- |
13 | 2 | Superiority Die Improvement, Indomitable Improvement | --- |
14 | 2 | Ability Score Improvement | --- |
15 | 2 | --- | --- |
16 | 2 | Ability Score Improvement | --- |
17 | 3 | Indomitable Improvement | Volley, Whirlwind Attack, Superior Critical, Relentless |
18 | 4 | --- | Fighter's Senses |
19 | 4 | Ability Score Improvement | --- |
20 | 4 | Extra Attack Improvement | --- |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Thanks to your infernal heritage, 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 grey.
You have resistance to fire damage.
You have advantage on saving throws against being frightened.
You have proficiency with the dagger and pitchfork.
You know the insight of fear and death blade cantrips. Once you reach 3rd level, you can cast the hellish rebuke spell once with this trait, and you regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Divination
By focusing all of your energy on this spell for 1 minute, you can attempt to gleam an insight into a creature's greatest fears. One humanoid of your choice within range must succeed on a Wisdom saving throw, else you may search their brain and know their deepest fears.
0-level (Cantrip) Necromancy
You enchant a blade you wield with a slain soul. If you have slain an enemy in the last turn, you can cast this spell as a bonus action. Until the start of your next turn, a bladed weapon you wield gains a +2 bonus on damage rolls. A creature hit by this weapon must succeed on a Wisdom saving throw or become frightened of you until the start of your next turn.
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
0-level (Cantrip) Abjuration
You throw a small shining ball of fire at a creature within range that brands it with your mark. Make a ranged spell attack against the target. On a hit, the target takes 1d6 fire damage and is branded until the end of your next turn. While it is branded, the target takes an extra 1d4 fire damage every time it takes fire damage. If you cast this spell on a creature that is already branded, its current brand lasts until the end of your next turn, but it does not gain another brand.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6) and 17th level (4d6).
0-level (Cantrip) Evocation
You make a weapon attack that rings the target in flames. As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the weapon's melee attack reach, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in rings of flame until the start of your next turn. If the target willingly moves before then, it immediately takes 1d6 fire damage, and the spell ends.
At 5th level, the damage the target takes for moving increases to 2d6. It increases further at 11th level (3d6) and 17th level (4d6).
0-level (Cantrip) Evocation
You twist your body back then snap forward with a hissing open maw releasing a venomous spit. Make a ranged spell attack against an object or creature within range. On a hit, the target takes either 1d8 poison damage or 1d8 acid damage, as you decide when casting this spell.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). When you roll multiple damage dice, you can roll any amount for acid damage and any amount for poison damage, as you decide when casting this spell.
0-level (Cantrip) Enchantment
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
This spell's damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4) and 17th level (4d4).
0-level (Cantrip) Abjuration
Ritual - does not require spell slot, takes 10 minutes longerYou can target up to 6 willing creatures. A creature protected by withstand heat suffers no harm from being in a hot environment. It automatically succeeds on all saving throws made to resist the effects of Extreme Heat weather conditions. The creature’s equipment is likewise protected.
1-level Evocation
You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
1-level Necromancy
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.
1-level Conjuration
You cause a multitude of ribbon-like shadows to instantaneously explode outward in a 5 foot radius sphere from a point that you choose, restraining nearby creatures. Each creature within the radius must succeed on a Constitution saving throw, or be restrained until the end of your next turn. The shadows vanish once they are no longer restraining a given creature.
When you cast this spell using a spell slot of 2nd level or higher, you can increase the radius of the sphere by 5 feet for each slot level above 1st.
2-level Necromancy
Boil the blood in the veins of a creature you can see in range. The target takes 1d6 necrotic damage. For the duration, at the beginning of each of its turns the target must make a Constitution saving throw. On a failed save, the target takes 1d4 necrotic damage and is paralysed until the start of its next turn. On a successful save, the effect ends on the target.
This spell has no effect on creatures without blood or blood flow such as constructs, oozes, or undead.
When you cast this spell using a spell slot of 2nd level or higher, the damage that occurs after a failed save increases by 1d4 for each slot level above 2nd.
2-level Evocation
While your hands are empty, you create ethereal-looking claws on your knuckles that glow a fiery red. Assign your two claws damage types: either fire or force. They can be matching or different damage types (i.e. left is fire and right is force, or left is force and right is force).
The claws are considered light melee weapons and attacks with them are melee weapon attacks. The first attack made on each turn with this spell will take a standard action, while the second attack will take a bonus action. On a hit, the target takes 1d6 + your spellcasting ability modifier of your chosen damage.
When you cast this spell using a spell slot 4th level or higher, the damage on each claw increases by 1d6 chosen damage every two slot levels above 2nd.
2-level Conjuration
You summon three orbs of warm darkness that seek enemies. Each orb targets the closest hostile creature that they can see within range, and deals 1d8 + 1 necrotic damage to the target. The orbs all strike simultaneously. This spell has no effect on constructs.
When you cast this spell using a spell slot of 3rd level or higher, the spell creates one more orb for each slot level above 2nd.
3-level Necromancy
When another creature strikes you with a melee weapon attack, you use your reaction to cast this spell. Your blood lunges towards that creature, and deals 2d6 piercing damage, then latches on. For the duration, the creature must make a Constitution saving throw at the start of each of its turns. On a success, the spell ends. On a failure, the creature takes 2d6 necrotic damage.
When you cast this spell using a spell slot of 4th or higher, increase the piercing damage by 1d6 for every spell slot level above 3rd.
3-level Enchantment
A bolt hits a creature in range, and great pain takes over the targets mind. The target must make a Intelligence saving throw. On a failed save, it takes 6d6 psychic damage and falls prone. If the target succeeds on its saving throw, it takes half as much damage and isn't knocked prone.
When you cast this spell using a spell slot of 4th level or higher the target takes an additional 1d6 damage for each slot level above 3rd.
4-level Illusion
You affect one target in range that you can see. That target must make a Wisdom saving throw. On a failed save, the creature sees everything around it in the worst possible light. Allies look hateful or even become monsters, a beautiful garden appears dying and covered in rot, a tranquil pool looks covered in slime and filled with dead fish. The target becomes frightened of the most horrific-looking thing for the duration of the spell. If that object is removed from the target's sight for more than ten minutes, the target will become frightened of something else. The target will also become increasingly paranoid during this time. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The spell also ends early if an affected creature is subjected to the remove curse spell or similar magic.
4-level Illusion
You tap into the nightmares of a creature you can see within range and create an illusory manifestation of its deepest fears, visible only to that creature. The target must make a Wisdom saving throw. On a failed save, the target becomes frightened for the duration. At the start of each of the target’s turns before the spell ends, the target must succeed on a Wisdom saving throw or take 4d10 psychic damage. On a successful save, the spell ends.
When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d10 for each slot level above 4th.
5-level Necromancy
Ritual - does not require spell slot, takes 10 minutes longerYou attempt to control the blood of a creature that you can see within range. The target creature must succeed a constitution saving throw or be charmed by you for the duration.
While the target is charmed, you have a telepathic link with it as long as the two of you are on the same plane of existence. You can use this telepathic link to issue commands to the creature while you are conscious (no action required), which it does its best to obey. You can specify a simple and general course of action, such as “Attack that creature,” “Run over there,” or “Fetch that object.” If the creature completes the order and doesn’t receive further direction from you, it defends and preserves itself to the best of its ability.
You can use your action to take total and precise control of the target. Until the end of your next turn, the creature takes only the actions you choose, and doesn’t do anything that you don’t allow it to do. During this time you can also cause the creature to use a reaction, but this requires you to use your own reaction as well.
Each time the target takes damage, it makes a new Constitution saving throw against the spell. If the saving throw succeeds, the spell ends.
This spell has no effects on creatures without blood or bloodflow such as constructs, oozes, or undead.
When you cast this spell using a 6th level spell slot, the duration is concentration, up to 1 hour. When you use a 7th level spell slot, the duration is concentration, up to 3 hours. When you use a spell slot of 8th level or higher, the duration is concentration, up to 8 hours. When you use a spell slot of 9th level or higher, the duration is concentration, up to 12 hours.
6-level Necromancy
You tap into the latent energy inside every being. You take necrotic damage equal to four times your level. This damage cannot be reduced or negated in any way.
You may cast another spell on the same turn as this spell. Until the end of your turn, any spells cast by you deal maximum damage.
7-level Necromancy
You raise your hands and thrust them forward, violently flinging foul rays of energy from your fingertips. Each creature in a 60-foot cone must make a Constitution saving throw. On a failed save, a creature suffers one level of exhaustion; on a failure of 5 or more, it gains two levels of exhaustion instead.
8-level Conjuration
You create a shadowy door on a flat solid surface that you can see within range. The door is large enough to allow Medium creatures to pass through unhindered. When opened, the door leads to a demiplane that appears to be an empty room 30 feet in each dimension, made of wood or stone. When the spell ends, the door disappears, and any creatures or objects inside the demiplane remain trapped there, as the door also disappears from the other side.
Each time you cast this spell, you can create a new demiplane, or have the shadowy door connect to a demiplane you created with a previous casting of this spell. Additionally, if you know the nature and contents of a demiplane created by a casting of this spell by another creature, you can have the shadowy door connect to its demiplane instead.
Statblocks for your Trinkets, businesses, building, castles, empires.