+8 | Expertise Bonus | |
+4 | Proficiency Bonus | |
+2 | Jack of all Trades |
+4 | Strength | |
+7 | Dexterity | |
+4 | Constitution | |
+6 | Intelligence | |
+1 | Wisdom | |
+3 | Charisma |
+3 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+0 | Athletics | STR | |
+3 | Deception | CHA | |
+2 | History | INT | |
+9 | Insight | WIS | |
+7 | Intimidation | CHA | |
+6 | Investigation | INT |
+1 | Medicine | WIS | |
+2 | Nature | INT | |
+9 | Perception | WIS | |
+3 | Performance | CHA | |
+7 | Persuasion | CHA | |
+2 | Religion | INT | |
+7 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+5 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
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 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.
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 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.
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.
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 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.
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.
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.
Charisma 13 or higher
You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can’t gain temporary hit points from this feat again until it has finished a short or long rest.
Ophelia possesses an insatiable thirst for adventure, always seeking the next thrill and exploring uncharted territories. This spirit fuels her drive and determination in both her security role and her pirate activities.
Regardless of the challenges she faces, Ophelia maintains an energetic and optimistic outlook. Her positive attitude serves as a source of inspiration for the security team and helps boost morale in difficult situations.
While not officially the leader of the security team, Ophelia naturally takes charge in intense situations. Her ability to make quick decisions and inspire confidence in her team makes her a de facto leader in critical moments.
Ophelia possesses a charismatic charm that aids her in navigating social situations. This skill proves useful when negotiating with others, whether it's convincing a potential ally or talking her way out of a tight spot.
Ophelia values the freedom to navigate her own path and make her own choices.
She believes in unwavering loyalty to her fellow pirates, fostering a tight-knit and trustworthy group.
Ophelia seeks to break away from societal norms, encouraging a more open-minded perspective on life.
She appreciates and learns from the various cultures encountered during their voyages, promoting understanding and acceptance.
Ophelia finds purpose in exploring the unknown, constantly seeking new horizons and thrills.
She values living in the moment, making the most of every experience and enjoying life's journey.
Ophelia believes in a code of justice for pirates, ensuring fairness and ethical behavior among the crew.
She may advocate for responsible and sustainable practices to preserve the natural beauty of the seas and islands.
Ophelia's strongest bond is with her sister Venus, forming an unbreakable connection through shared experiences and adventures.
She feels a deep sense of loyalty to her pirate crew, viewing them as an extended family with whom she shares the dangers and rewards of their unconventional lifestyle.
Her bond with the thrill of exploration and the desire to discover new lands and treasures fuels her adventurous spirit.
Ophelia may have a strong connection to the culture of Keala, drawing strength from the values and traditions of her homeland.
Ophelia feels a profound connection to her parents, who were skilled navigators. Their teachings and the enchanted artifacts passed down to her are a constant source of inspiration and guidance.
The bonds forged in the criminal underworld connect Ophelia to individuals who have played pivotal roles in her and Venus's employment at Masozi. These connections are essential to their secretive double life.
The magical Tidal Amulet is more than just an enchanted tool; it symbolizes Ophelia's deep affinity with the sea and her ability to navigate the waters. She considers it a bond with the vast ocean that has shaped her life.
Ophelia's reliance on the Ephemeral Star Chart creates a unique bond with the celestial realm. She sees it as a cosmic guide, aligning her journeys with the stars and ensuring her crew's safety during nocturnal adventures.
Ophelia's thrill-seeking nature sometimes leads her to make impulsive decisions without thoroughly assessing the consequences. This can put her and her sister, as well as the security team, in precarious situations.
Her insatiable appetite for adventure and excitement may cloud her judgment, causing her to prioritize the thrill over the safety of herself and those around her. This recklessness could lead to unintended complications.
Ophelia values her independence and can be resistant to following orders or seeking assistance. This inclination to handle everything on her own might hinder collaboration and teamwork in critical situations.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.
Statblocks for your Trinkets, businesses, building, castles, empires.