+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+0 | Strength | |
+7 | Dexterity | |
+1 | Constitution | |
+7 | Intelligence | |
+0 | Wisdom | |
+3 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+0 | Athletics | STR | |
+3 | Deception | CHA | |
+3 | History | INT | |
+0 | Insight | WIS | |
+3 | Intimidation | CHA | |
+7 | Investigation | INT |
+0 | Medicine | WIS | |
+3 | Nature | INT | |
+0 | Perception | WIS | |
+3 | Performance | CHA | |
+7 | Persuasion | CHA | |
+3 | Religion | INT | |
+11 | Sleight of Hand | DEX | |
+11 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|
Once a day, you can tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
The gnome can take the Disengage or Hide action as a bonus action on each of its turns.
When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.
You can move through the space of any creature that is of a size larger than yours.
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 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.p]
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 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 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 have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Skilled at mimicry and dramatics, you gain the following benefits:
You are exceptionally speedy and agile. You gain the following benefits:
You learn two cantrips of your choice from the Wizard Spell List.
In addition, choose one 1st-level spell from that same list. You learn that spell and can cast it at its lowest level. Once you cast it, you must finish a long rest before you can cast it again.
Your spellcasting ability for these spells is Intelligence.
Scooby possesses a mischievous and playful demeanor that is hard to shake. He often finds humor in unlikely situations and enjoys pulling pranks on both allies and rivals.
There's a natural curiosity about Scooby; he's always eager to learn, discover, and explore. This inquisitive trait is what led him to steal an airship and venture into the unknown.
Scooby embraces an adventurous spirit, seeking excitement and thrills in the various heists and activities orchestrated by the Shadow Syndicate. He enjoys the unpredictable nature of his criminal endeavors.
Despite his mischievous tendencies, Scooby possesses a keen intellect when it comes to solving problems, especially those requiring quick thinking and resourcefulness.
A characteristic gnomish wit accompanies Scooby in conversations and interactions. He uses humor as a coping mechanism and a way to disarm potential threats.
Despite his involvement in criminal activities, Scooby maintains an optimistic outlook on life. He believes in making the most of every situation and finding joy even in the darkest corners of Perlis.
Scooby values the freedom to explore the world without constraints, fueled by an insatiable curiosity inherited from his gnome lineage.
Life is an adventure to be enjoyed, and Scooby believes in infusing moments with mischief and laughter, adding a touch of whimsy to the mundane.
Embracing the inventive spirit of his parents, Scooby holds a deep appreciation for innovation and creative problem solving.
Scooby cherishes individuality and believes in forging his path, unbound by societal expectations or norms.
A life of mischief and daring escapades has instilled in Scooby an ability to adapt swiftly to changing circumstances and navigate the unpredictable twists of life.
Scooby feels a deep sense of loyalty to the Shadow Syndicate, the criminal organization he's become a part of. He considers the members of the syndicate as his extended family.
Despite his rebellious nature, Scooby holds a sense of pride and connection to his parents' legacy as inventors of the airship. He might seek to honor their memory in his own way.
Scooby has a fondness for gadgets, especially those related to inventions and gnomish craftsmanship. This bond reflects his appreciation for the ingenuity of his people.
Scooby's insatiable curiosity about the world outside drives a bond with the desire to explore and experience new things, even if it means bending or breaking the rules.
Scooby often acts on whims and impulses, sometimes without considering the potential consequences. This impulsive behavior can lead to trouble or unintended outcomes.
Despite his experiences in the criminal world, Scooby tends to be overly trusting of others, making him susceptible to deception and manipulation.
Scooby has a natural aversion to authority figures, which can lead to clashes with those in positions of power. This rebellious streak may hinder his ability to navigate certain situations.
Scooby's curiosity and short attention span can lead to him being easily distracted, making it challenging for him to stay focused on tasks or plans.
In serious or tense situations, Scooby may struggle to maintain a serious demeanor. His inclination to inject humor or levity into serious matters can be perceived as insensitivity.
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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Once a day, you can tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
When a Large or larger creature within 5 feet of you hits or misses you with an attack, you can use your reaction to attack that creature immediately after its attack, provided that you can see the creature.
The gnome can take the Disengage or Hide action as a bonus action on each of its turns.
When you roll a 1 on an attack roll, ability check or saving throw, you can reroll the die and must use the new roll.
You can move through the space of any creature that is of a size larger than yours.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.
0-level (Cantrip) Illusion
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.
If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object - such as a chair, muddy footprints, or a small chest - it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
1-level Illusion
Creatures must make a Wisdom save to notice a specific, small item magically guised on your person.
An object you touch, smaller than 1 cubic foot, blurs into insignificance. For the duration of this spell, any creature that searches someone concealing that item must make a Wisdom saving throw. On a failed save, the creature fails to notice the item, and cannot make an ability check to find it. On a success, the creature is immune to the effect of this cantrip on that item for 24 hours and may make an appropriate ability check to find the item. If the concealed object is threatening or out of place, the creature has advantage on this saving throw.
If you cast this spell multiple times, you can affect up to three objects once each, and you can dismiss such any or all of these effects as an action.
Statblocks for your Trinkets, businesses, building, castles, empires.