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Nalani Nkomo

19 Level (0/355000 XP for level-up) Ferali Background Wood Elf Race / Species / Heritage Alignment
Wood Elf Sorcerer
Level 1
Hit Dice: 1/1
1d6+2 Class 1
Rogue
Level 15
Hit Dice: 15/15
1d8+2 Class 2
Fighter
Level 3
Hit Dice: 3/3
1d10+2 Class 3

STR
13
+1
DEX
19
+4
CON
14
+2
INT
12
+1
WIS
16
+3
CHA
10
+0
130
Hit Points
+9
Initiative (DEX)
15
Armor Class (AC)
+6
Prof. Bonus
30
Speed (walk/run/fly)
4 / 4
Superiority Dice
Spellcasting ...
+9 Attack mod
WIS Ability
+3 Abi Mod
17 Save DC
+12 Expertise Bonus
+6 Proficiency Bonus
+7 Strength
+10 Dexterity
+8 Constitution
+7 Intelligence
+9 Wisdom
+0 Charisma
saving throws
+10 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+7 Athletics STR
+0 Deception CHA
+1 History INT
+9 Insight WIS
+6 Intimidation CHA
+1 Investigation INT
skills
+9 Medicine WIS
+7 Nature INT
+9 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+1 Religion INT
+4 Sleight of Hand DEX
+16 Stealth DEX
+15 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +7 STR 1d8+1 piercing
 Ammunition (range 150/600), heavy, two-handed
Dagger +7 STR 1d4+1 piercing
 Finesse, light, thrown (range 20/60)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending +9 1 minute Touch Instantaneous VSM
Minor Illusion +9 1 action 30 ft 1 minute SM
Poison Spray +9 1 action 10 ft Instantaneous 1d12 VS
Thorn Whip +9 1 action 30 ft Instantaneous 1d6 VSM

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Hail of Thorns +9 1 bonus action Self Concentration, up to 1 minute 1d10 V
Hush +9 1 action Touch Concentration, up to 10 minutes S

Wood Elf


Fighting Style
Fighting Style

You gain a plus +2 bonus to attack rolls you make with ranged weapons.



Natural Explorer
Natural Explorer

You are particularly familiar with the jungle and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to the jungle, your proficiency bonus is doubled if you are using a skill that you’re proficient in.


While traveling for an hour or more in the forest, you gain the following benefits:



  • Difficult terrain doesn’t slow your group’s travel.

  • Your group can’t become lost except by magical means.

  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.

  • If you are traveling alone, you can move stealthily at a normal pace.

  • When you forage, you find twice as much food as you normally would.

  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.


Fey Ancestry
Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.



Trance
Trance

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.



Wood Elf Sorcerer


Land's Stride
Land's Stride

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.


In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.



Rogue


Sneak Attack
Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.


You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.


The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.



Thieves' Cant
Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.


In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a gang, 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.



Cunning Action
Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.



Subclass Options


Second Story Work
Second Story Work

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.



Assassinate
Assassinate

You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.



Uncanny Dodge
Uncanny Dodge

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.



Shadow Step
Shadow Step

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.



Evasion
Evasion

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.



Supreme Sneak
Supreme Sneak

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.



Volley
Volley

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.



Reliable Talent
Reliable Talent

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.



Blindsense
Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.



Infiltration Expertise
Infiltration Expertise

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.



Fighter


Archery
Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.



Second Wind
Second Wind

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.



Action Surge
Action Surge

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.



Superiority Dice
Superiority Dice

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.



Subclass Options

Danger Sense
Danger Sense

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.



Feats


Alert

Alert

Always on the lookout for danger, you gain the following benefits:

 
  • You gain a +5 bonus to initiative.
  • You can't be surprised while you are conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen.

 


Sharpshooter

Sharpshooter

You have mastered ranged weapons and can make shots that others find nigh-impossible. You gain the following benefits:

 
  • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
  • Your ranged weapon attacks reduce your target's cover rating by one step. Three-quarters cover reduces to half cover. Half cover becomes no cover. This does not affect a target in total cover as they are still not an eligible target for your attack.
  • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If that attack hits, you add +10 to the attack's damage.


Healer

Healer

You are an able physician, allowing you to mend wounds quickly and get your allies back in the fight. You gain the following benefits:

 
  • When you use a healer's kit to stabilize a dying creature, that creature also regains 1 hit point.
  • As an action. you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points from this feat again until it finishes a short or long rest.


Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

Languages


Elvish, Ferali, Common



Weapon Proficiencies


Longsword, Shortsword, Shortbow, Longbow, Dagger, Light Crossbow, Tiger Fork, Hand Crossbow



Armour Proficiencies


Light Armour, Medium Armour



Tool Proficiencies


Herbalism Kit, Thieves' Tools, Woodcarver's Tools


Languages & Proficiencies
Pragmatic Execution

Nalani approaches tasks with a pragmatic mindset, valuing efficiency and results over unnecessary complexities. She believes in getting the job done swiftly and effectively, leaving little room for sentimentality.



Steely Determination

Fueled by a desire to provide for her mother and rise above her family's troubled past, Nalani displays unwavering determination. She faces challenges head-on, refusing to be deterred by obstacles in her path.



Cautious Planning

Having learned the importance of careful planning in the jungle's unpredictable environment, Nalani applies the same meticulous approach to her assignments. She prefers strategic thinking and calculated moves over impulsive actions.



Independent Resolve

Raised in seclusion and shaped by the absence of her father, Nalani has developed a strong sense of independence. She relies on her own skills and instincts, often distancing herself from unnecessary dependencies.



Reserved Demeanor

Nalani is not one to openly share her thoughts or emotions. Her reserved nature extends to her interactions with others, maintaining a professional distance that reinforces her air of mystery.



Adaptability

Having grown up learning survival skills in the jungles of Feralon, Nalani possesses a keen sense of adaptability. She can navigate diverse situations, swiftly adjusting to new environments and challenges.



Resourceful Nature

Nalani's upbringing instilled resourcefulness as a core trait. Whether in procuring supplies, planning an ambush, or dealing with unexpected setbacks, she demonstrates resourcefulness in every aspect of her life.



Stern Exterior

Brusque and to the point, Nalani presents a stern exterior that reflects her commitment to professionalism. She values straightforward communication and expects the same from those she interacts with.

Personality Traits
Self-Reliance

Nalani values the ability to depend on herself and her skills. Growing up without the security of noble life taught her the importance of self-reliance, and she believes in being self-sufficient in all aspects of her life.



Pragmatism

Nalani is practical and results-oriented. She focuses on what needs to be done to achieve her goals and doesn't dwell on unnecessary complexities. Efficiency and practicality guide her decisions, making her a swift and effective operative.



Protective Instinct

Despite her brusque exterior, Nalani harbors a deep protective instinct, especially toward her mother. She prioritizes the safety and well-being of those she cares about, going to great lengths to shield them from harm.



Freedom from Chains

Having lived in hiding and navigating the criminal underworld, Nalani cherishes her freedom. She values the ability to move and act without constraints, and she's wary of anything or anyone that might threaten her autonomy.



Mercenary Loyalty

Nalani is loyal to those who provide her with opportunities and resources. Her allegiance to the Shadow Syndicate is rooted in the benefits it brings, and she values partnerships that offer mutual advantages.



Survival of the Fittest

Nalani believes in the law of the jungle, where only the strongest and most adaptable survive. She sees life as a constant struggle, and her survival skills have been honed by this harsh perspective.



Wealth Accumulation

Driven by a desire for financial security, Nalani seeks to accumulate wealth and treasures. The allure of a comfortable life and the ability to provide for her mother motivates her to take on lucrative contracts and heists.


Ideals
Maternal Devotion

Nalani's strongest bond is to her mother. She is driven by a deep love and devotion to protect her, ensuring that the hardships of their past won't repeat. Her actions often revolve around securing a better life for her mother.



Shadow Syndicate Brotherhood

Nalani feels a strong bond with her fellow members of the Shadow Syndicate. The shared experiences, trust, and mutual reliance forged in the criminal underworld create a sense of camaraderie that she values.



Personal Independence

Nalani highly values her independence and personal freedom. Any bond that might threaten her autonomy or tie her down is approached cautiously. She cherishes the ability to make her own choices and live life on her terms.



Acquisition of Wealth

Nalani has a strong bond with the pursuit of wealth. The desire for financial security and a comfortable life drives many of her actions. Contracts and heists that promise substantial rewards appeal to this bond.



Professional Reputation

Nalani values her reputation within the Shadow Syndicate and the criminal underworld. Maintaining a positive professional image is essential for securing lucrative contracts and gaining the trust of potential employers.



Rogue's Code

Nalani adheres to a set of unwritten rules among rogues and assassins. This rogue's code governs her actions, emphasizing discretion, loyalty among thieves, and a sense of honor in her criminal pursuits.



Hatred for Injustice

While not motivated by a quest for vengeance, Nalani harbors a deep disdain for injustice. She bonds with those who share her distaste for those who abuse power and victimize others, aligning herself with causes that oppose such wrongdoing.


Bonds
Secretive Demeanor

Due to her secretive and reserved nature, Nalani struggles with trusting others fully. This can create difficulties in forming deep connections and alliances, as she is often guarded about her true feelings and motives.



Merciless Professionalism

In her pursuit of contracts and wealth, Nalani can display a cold and merciless professionalism. This may lead her to prioritize personal gain over ethical considerations, straining relationships and earning her a fearsome reputation.



Difficulty Dealing with Authority

Nalani's independent streak makes it challenging for her to follow orders unquestioningly. She may resist authority figures and balk at being told what to do, potentially causing conflicts within organized groups.



Tendency for Ruthlessness

Nalani's pursuit of success can sometimes make her ruthless, especially when it comes to eliminating obstacles or rivals. This ruthlessness may lead her to make decisions that others perceive as heartless or excessively harsh.


Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Wood Elf Sorcerers

hit dice: 1d6
hit points at 1st level: 6 + your Constitution modifier
hit points at higher levels: 1d6 (or 4) + your Constitution modifier per sorcerer level after 1st
armor proficiencies: None
weapon proficiencies: None
tools: Herbalism kit
saving throws: Wisdom, Dexterity
skills: Choose two from Animal Handling, Arcana, Medicine, Nature, Perception, Stealth and Survival
starting equipment:
spellcasting:

You know four cantrips of your choice from the wood elf sorcerer spell list. You learn additional sorcerer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Wood Elf Sorcerer table.

You know two 1st level spells of your choice from the wood elf sorcerer spell list.

The Spells Known column of the Wood Elf 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 wood elf sorcerer spell list, which also must be of a level for which you have spell slots.

The Wood Elf 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.

 

Spellcasting Ability

Spell save DC:

8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier:

your proficiency bonus + your Wisdom modifier


class features:

Level 2

Sorcery Points

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.

 
Spell Slot LevelSorcery Point Cost
1st2
2nd3
3rd5
4th6
5th7
 

Charm Animals and Plants

As an action, you invoke the power of the forest. Each beast or plant creature that can see you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is charmed by you for 1 minute or until it takes damage. While it is charmed by you, it is friendly to you and other creatures you designate. You must take a short or long rest before you can perform this action again.

 

Level 3

Animal Companion

You gain an animal companion that accompanies you on your adventures and is trained to fight alongside you. Choose a beast that is no larger than Medium and that has a challenge rating of 1/4 or lower. Add your proficiency bonus to the beast’s AC, attack rolls, and damage rolls, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals its normal maximum or four times your sorcerer level, whichever is higher.

The beast obeys your commands as best as it can. It takes its turn on your initiative, though it doesn’t take an action unless you command it to. On your turn, you can verbally command the beast where to move (no action required by you). You can use your action to verbally command it to take the Attack, Dash, Disengage, Dodge, or Help action.

While traveling through your favoured terrain with only the beast, you can move stealthily at a normal pace.

If the beast dies, you can obtain another one by spending 8 hours magically bonding with another beast that isn’t hostile to you, either the same type of beast as before or a different one.

 

Level 4

Ability Score Improvement

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.

subclass options:

Level 1

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.

 

Optional Abilities

Natural Recovery

You can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your sorcerer level (rounded up) and none of the slots can be 6th level or higher. You can't use this feature again until you finish a long rest.

For example, when you are a 4th-level sorcerer, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st level slots.

 

Land's Stride

Moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such as those created by the entangle spell.

 

Level 3

You gain 1 class point.

 

Optional Abilities

Voice of the Wood Elf

You can communicate telepathically with your animal companion and perceive through your animal companion’s senses as long as you are on the same plane of existence. Additionally, while perceiving through your animal companion’s senses, you can also speak through your animal companion in your own voice, even if your animal companion is normally incapable of speech.

 

Level 6

You gain 1 class point.

 

Optional Abilities

Exceptional Training

On any of your turns when your animal companion doesn't attack, you can take a bonus action to command the beast to take the Dash, Disengage, Dodge or Help action on its turn.

 

Solidarity

Attack rolls made by you and your animal companion have advantage when attacking a creature already hit by an attack roll made by the other during the same turn.

 

Wood Elf Flexibility

When you use your action to make a range weapon attack, you can use your bonus action to cast a sorcerer spell using a sorcerer spell slot.

 

Level 10

You gain 1 class point.

 

Optional Abilities

Spirit Walker

You can cast the commune with nature spell, but only as a ritual and while you have an animal companion by your side. When you do so, the spirit of nature talks through your animal companion to convey the information you seek.

 

Hide In Plain Sight

You can spend 1 minute creating camouflage for yourself. You must have access to fresh mud, dirt, plants, soot, and other naturally occurring materials with which to create your camouflage.

Once you are camouflaged in this way, you can try to hide by pressing yourself up against a solid surface, such as a tree or wall, that is at least as tall and wide as you are. You gain a +10 bonus to Dexterity (Stealth) checks as long as you remain there without moving or taking actions. Once you move or take an action or a reaction, you must camouflage yourself again to gain this benefit.

 

Magical Ambush

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.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Nature's Sanctuary

Creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your sorcerer spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours.

The creature is aware of this effect before it makes its attack against you.

 

Bestial Fury

Your animal companion can make two attacks when you command it to use the Attack action.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Master of Nature

You gain the ability to command animals and plant creatures. While creatures are charmed by your Charm Animals and Plants feature, you can take a bonus action on your turn to verbally command what each of those creatures will do on its next turn.

 

Share Spells

When you cast a spell targeting yourself, you can also affect your animal companion with the spell if the beast is within 30 feet of you.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Spell Bombardment

When you roll damage for a spell and roll the highest number possible on any of the dice, choose one of those dice, roll it again and add that roll to the damage. You can use the feature only once per turn.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Elder Champion

You can assume the form of an ancient force of nature, taking on an appearance you choose. For example, your skin might turn green or take on a bark-like texture, your hair might become leafy or moss-like, or you might sprout antlers or a lion-like mane.

Using your action, you undergo a transformation. For 1 minute, you gain the following benefits:

 
  • At the start of each of your turns, you regain 10 hit points.
  • Whenever you cast a sorcerer spell that has a casting time of 1 action, you can cast it using a bonus action instead.
  • Enemy creatures within 10 feet of you have disadvantage on saving throws against your wood elf sorcerer spells and abilities.
 

Once you use this feature, you can't use it again until you finish a long rest.

 

Sorcerous Restoration

You regain 4 expended sorcery points whenever you finish a short rest.

 

Wood Elf Sorcerer Table

LevelClass PointsAbilitiesOptional AbilitiesSorcery PointsCantrips KnownSpells Known1st2nd3rd4th5th6th7th8th9th
11SpellcastingNatural Recovery, Land's Stride0422------------------------
21Sorcery Points, Charm Animals and Plants---2433------------------------
32Animal CompanionVoice of the Wood Elf34442---------------------
42Ability Score Improvement---45543---------------------
52------556432------------------
63---Exceptional Training, Solidarity, Wood Elf Flexibility657433------------------
73------7584331---------------
83Ability Score Improvement---8594332---------------
93------951043331------------
104---Spirit Walker, Hide in Plain Sight, Magical Ambush1061143332------------
114------11612433321---------
124Ability Score Improvement---12612433321---------
134------136134333211------
145---Nature's Sanctuary, Bestial Fury146134333211------
155------1561443332111---
165Ability Score Improvement---1661443332111---
176---Master of Nature, Share Spells17615433321111
187---Spell Bombardment18615433331111
197Ability Score Improvement---19615433332111
208---Elder Champion, Sorcerous Restoration20615433332211

Rogues

hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st
armor proficiencies: Light armour, medium armour
weapon proficiencies: Dagger, light crossbow, tiger fork, hand crossbow, longbow
tools: Thieves' tools
saving throws: Dexterity, Intelligence
skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, Stealth
starting equipment:
spellcasting:

None.

class features:

Level 1

Expertise

Choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.

 

Sneak Attack

You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.

You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.

The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.

 

Thieves' Cant

During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.

In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.

 

Level 2

Cunning Action

Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.

 

Level 4

Ability Score Improvement

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.

subclass options:

Level 3

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.

 

Optional Abilities

Second Story Work

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.

 

Fast Hands

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.

 

Bonus Proficiencies

You gain proficiency with the disguise kit and the poisoner’s kit.

 

Assassinate

You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

 

Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Level 5

You gain 1 class point.

 

Optional Abilities

Uncanny Dodge

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.

 

Level 6

You gain 1 class point.

 

Shadow Step

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.

 

Level 7

You gain 1 class point.

 

Optional Abilities

Evasion

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.

 

Level 9

You gain 1 class point.

 

Optional Abilities

Supreme Sneak

You have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

 

Infiltration Expertise

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.

 

Magical Ambush

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.

 

Level 11

You gain 1 class point.

 

Optional Abilities

Reliable Talent

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.

 

Volley

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.

 

Whirlwind Attack

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.

 

Level 13

You gain 1 class point.

 

Optional Abilities

Use Magic Device

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.

 

Imposter

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.

 

Level 14

You gain 1 class point.

 

Optional Abilities

Blindsense

If you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.

 

Level 15

You gain 1 class point.

 

Optional Abilities

Slippery Mind

You have acquired greater mental strength. You gain proficiency in Wisdom saving throws.

 

Level 17

You gain 1 class point.

 

Optional Abilities

Thief's Reflexes

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.

 

Death Strike

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.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Elusive

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.

 

Level 20

You gain 1 class point.

 

Optional Abilities

Stroke of Luck

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.

 

Rogue Table

LevelSneak AttackClass PointsAbilitiesOptional Abilities
101d6Expertise, Sneak Attack, Thieves' Cant---
201d6Cunning Action---
322d6---Second Story Work, Fast Hands, Bonus Proficiencies, Assassinate, Two-Weapon Fighting
422d6Ability Score Improvement---
533d6---Uncanny Dodge
643d6---Shadow Step
754d6---Evasion
854d6Ability Score Improvement---
965d6---Supreme Sneak, Infiltration Expertise, Magical Ambush
1065d6Ability Score Improvement---
1176d6---Reliable Talent, Volley, Whirlwind Attack
1276d6Ability Score Improvement---
1387d6---Use Magic Device, Imposter
1497d6---Blindsense
15108d6---Slippery Mind
16108d6Ability Score Improvement---
17119d6---Thief's Reflexes, Death Strike
18129d6---Elusive
191210d6Ability Score Improvement---
201310d6---Stroke of Luck

Fighters

hit dice: 1d10
hit points at 1st level: 10 + your Constitution modifier
hit points at higher levels: 1d10 (or 6) + your Constitution modifier per barbarian level after 1st
armor proficiencies: Shields and one armour weight of your choice
weapon proficiencies: Choose one group: dagger, shortsword, sickle, whip; javelin, spear, pike, halberd; flail, morningstar, mace, warhammer; dagger, shortbow, longbow, whip; light hammer, warhammer, handaxe, greataxe; lance, shortsword, greatsword, longsword; scimitar, whip, sickle, glaive
tools:
saving throws: Strength, Constitution
skills: Intimidation, Survival
starting equipment:
spellcasting:

None.

class features:

Level 1

Fighting Style

You adopt a particular style of fighting as your specialty. Choose one of the following options.

 
Archery

You gain a +2 bonus to attack rolls you make with ranged weapons.

 
Defence

While you are wearing armour, you gain a +1 bonus to AC.

 
Duelling

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.

 
Great Weapon Fighting

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.

 
Protection

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.

 
Two-Weapon Fighting

When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

 

Second Wind

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.

 

Level 2

Action Surge

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.

 

Level 3

Superiority Dice

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.

 

Manoeuvres

You learn three manoeuvres of your choice. You can only use one manoeuvre per attack.

 
Commander’s Strike

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.

 
Disarming Attack

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.

 
Distracting Strike

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.

 
Evasive Footwork

When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

 
Feinting Attack

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.

 
Goading Attack

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.

 
Lunging Attack

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.

 
Manoeuvring Attack

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.

 
Menacing 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.

 
Parry

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.

 
Precision Attack

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.

 
Pushing Attack

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.

 
Rally

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.

 
Riposte

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.

 
Sweeping Attack

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.

 
Trip 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.

 
Guidance

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).

 

Level 4

Ability Score Improvement

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.

 

Level 5

Extra Attack

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.

 

Level 9

Indomitable

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.

subclass options:

Level 3

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.

 

Optional Abilities

Danger Sense

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.

 

Combat Inspiration

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.

 

Level 10

You gain 1 class point.

 

Optional Abilities

Stillness of Mind

You can use your action to end one effect on yourself that is causing you to be charmed or frightened.

 

Know Your Enemy

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:

 
  • Strength score
  • Dexterity score
  • Constitution score
  • Armour Class
  • Current hit points
  • Total class levels (if any)
  • Fighter class levels (if any)
 

Additional Fighting Style

You can choose a second option from the Fighting Style class feature.  

Level 17

You gain 1 class point.

 

Optional Abilities

Volley

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.

 

Whirlwind Attack

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.

 

Superior Critical

Your weapon attacks score a critical hit on a roll of 18-20.

 

Relentless

When you roll initiative and have no superiority dice remaining, you regain 1 superiority die.

 

Level 18

You gain 1 class point.

 

Optional Abilities

Fighter's Senses

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.

 

Fighter Table

LevelClass PointsAbilitiesOptional Abilities
10Fighting Style, Second Wind---
20Action Surge---
31Superiority Dice, ManoeuvresDanger Sense, Combat Inspiration
41Ability Score Improvement---
51Extra Attack---
61Ability Score Improvement---
71Superiority Die Improvement---
81Ability Score Improvement---
91Indomitable---
102---Stillness of Mind, Know Your Enemy, Additional Fighting Style
112Extra Attack Improvement---
122Ability Score Improvement---
132Superiority Die Improvement, Indomitable Improvement---
142Ability Score Improvement---
152------
162Ability Score Improvement---
173Indomitable ImprovementVolley, Whirlwind Attack, Superior Critical, Relentless
184---Fighter's Senses
194Ability Score Improvement---
204Extra Attack Improvement---

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Wood Elves

ability score increase: Your Dexterity score increases by 2, and your Wisdom score increases by 1
age: Baby/Toddler: 0-11, Child: 12-29, Teen: 30-45, Young Adult: 46-67, Adult: 68-157, Elder: 158+, Average Lifespan: 225 years
Size: Medium
speed: 35
Languages: Common, Elvish
parent race: Elves
race features:

Wood Elf Weapon Training

You have proficiency with the longsword, shortsword, shortbow and longbow.

 

Fighting Style

You gain a plus +2 bonus to attack rolls you make with ranged weapons.

 

Natural Explorer

You are particularly familiar with the forest and are adept at traveling and surviving in such regions. When you make an Intelligence or Wisdom check related to the forest, your proficiency bonus is doubled if you are using a skill that you’re proficient in.

While traveling for an hour or more in the forest, you gain the following benefits:

  • Difficult terrain doesn’t slow your group’s travel.
  • Your group can’t become lost except by magical means.
  • Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
  • If you are traveling alone, you can move stealthily at a normal pace.
  • When you forage, you find twice as much food as you normally would.
  • While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.
 

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can't put you to sleep.

 

Trance

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: tbd
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Minor Illusion

0-level (Cantrip) Illusion

Casting Time: 1 action
Range/Area: 30ft
Components: S, M
Materials: tbd
Duration: 1 minute

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.

Poison Spray

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 10ft
Components: V, S
Duration: Instantaneous
Attack/Save: Constitution saving throw
Damage/Effect: poison

You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.

At higher levels:

This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12) and 17th level (4d12).

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time: 1 action
Range/Area: 30ft
Components: V, S, M
Materials: tbd
Duration: Instantaneous
Attack/Save: melee spell attack
Damage/Effect: piercing

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.

At higher levels:

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Level 1 Spells

Hail of Thorns

1-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Concentration, up to 1 minute
Attack/Save: ranged weapon attack, Dexterity saving throw
Damage/Effect: piercing

The next time you hit a creature with a ranged weapon attack before the spell ends, this spell creates a rain of thorns that sprouts from your ranged weapon or ammunition. In addition to the normal effect of the attack, the target of the attack and each creature within 5 feet of it must make a Dexterity saving throw. A creature takes 1d10 piercing damage on a failed save, or half as much damage on a successful one.

At higher levels:

If you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st (to a maximum of 6d10).

Available for: Frejkin, Wood Elf Sorcerers

Hush

1-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: S
Duration: Concentration, up to 10 minutes

You touch a creature and imbue it with silence. For the duration, the target has advantage on Dexterity (Stealth) checks to avoid detection while moving.

At higher levels:

When you cast this spell using a spell slot of 2nd level or higher you can target one additional creature for each spell slot level above 1st.

Statblocks for your Trinkets, businesses, building, castles, empires.

Amulet of Proof against Detection and Location

Wondrous Item

Uncommon Requires Attunement

While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.


Ring of Evasion

Ring

Rare Requires Attunement

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.



Created by

Namiridite.

Statblock Type

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