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Kiera Maelis

13 Level (0/140000 XP for level-up) Sailor Background Human Race / Species / Heritage Lawful Neutral Alignment
Fighter
Level 10
Hit Dice: 10/10
1d10+3 Class 1
Rogue
Level 3
Hit Dice: 3/3
1d+3 Class 3

STR
15
+2
DEX
18
+4
CON
16
+3
INT
10
+0
WIS
16
+3
CHA
9
-1
118
Hit Points
+7
Initiative (DEX)
16
Armor Class (AC)
+5
Prof. Bonus
30
Speed (walk/run/fly)
5 / 5
Focus Die (D10)
Spellcasting ...
+8 Attack mod
WIS Ability
+3 Abi Mod
16 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+7 Strength
+4 Dexterity
+8 Constitution
+0 Intelligence
+8 Wisdom
-1 Charisma
saving throws
+9 Acrobatics DEX
+3 Animal Handling WIS
+0 Arcana INT
+7 Athletics STR
-1 Deception CHA
+0 History INT
+8 Insight WIS
-1 Intimidation CHA
+0 Investigation INT
skills
+3 Medicine WIS
+0 Nature INT
+8 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+0 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Scimitar (L) +9 DEX 1d6+4 slashing
 Finesse, light
Scimitar (R) +9 DEX 1d6+4 slashing
 Finesse, light
Sneak Attack +0 INT 2d6
Attacks

Spell Book

Fighting Style


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

Subclass: Swordsage


Disciplined Focus
When you choose this archetype at 3rd level, you begin to uncover truths within the multiverse that grant you power in combat. These disciplines are fueled by special dice called focus dice.

Discipline Maneuvers. You learn three discipline maneuvers of your choice which are detailed under "Discipline Maneuvers" below. Many maneuvers enhance an attack in some way. You can use only one maneuver per turn. You learn two additional discipline maneuvers of your choice at 7th, 10th, and 15th level. Each time you learn new maneuvers, you can also replace one maneuver you know with a different one.

Focus Dice. You have four focus dice, which are d8s. A focus die is expended when you use it. You regain all of your expended focus dice when you finish a short or long rest. You gain another focus die at 7th level and one more at 15th level.

Casting Spells. Some discipline maneuvers grant you the ability to cast spells. When you use a discipline maneuver to cast a spell, you cast the spell at its lowest level. Saving Throws. Some of your discipline maneuvers require your target to make a saving throw to resist the maneuver's effects. The saving throw DC is calculated as follows:
Discipline Maneuver save DC = 8 + your proficiency bonus + your Wisdom modifier

Sense Magic
Starting at 3rd level, you can innately sense the presence of magic. You know the detect magic spell, but when you cast it using this class feature, you can only cast it as a ritual.

Quick Thinking
At 7th level, your wits and your mind keep you one step ahead in battle. You gain a bonus to initiative rolls equal to your Wisdom modifier
In addition, you gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice).

Improved Focus
At 10th level, your focus dice turn into d10s. At 18th level, they turn into d12s.

Discipline Maneuvers
Absorb Elements. You can use your reaction and expend a focus die to cast the absorb elements spell.

Burning Blade. At the start of your turn, you can use a bonus action and expend a focus die to make a weapon you are holding burst into flame, which stays lit until the end of the current turn. Whenever you hit with a melee weapon attack using the flaming weapon, it deals extra fire damage equal to the result of the focus die. If you make multiple attacks, roll the focus die separately for each damage roll.

Flame Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one focus die to make a melee weapon attack against the creature. If the attack hits, instead of dealing the weapon's normal damage, it deals fire damage equal to the focus die roll + your Wisdom modifier.

Flame Thrust. When you take the Attack action on your turn and are wielding a melee weapon, you can expend a focus die to make one of your attacks as a flame thrust. For that attack, choose a creature within 30 feet of you. That creature must make a Dexterity saving throw as a white-hot ball of flame streaks from your weapon toward it. On a failed save, the target takes fire damage equal to 1d8 + the focus die roll.

Magic Athleticism. As an action, you can expend a focus die to cast the jump spell. Alternatively, whenever you make a Strength (Athletics) or Dexterity (Acrobatics) check, you can expend a focus die, adding the focus die roll to your check total.

Redirection Parry. When a creature misses you with a melee weapon attack, you can use your reaction and expend a focus die to redirect the blow at another creature. Choose a creature adjacent to you and within the attacker's reach. The attack targets that creature, and the new target takes damage equal to the focus die roll + your Wisdom modifier.

Rising Phoenix. You can use a bonus action and expend a focus die to give yourself a flying speed equal to your movement speed on foot. This speed only lasts until the end of your current turn. If you end your turn in the air and nothing else is holding you aloft, you fall.

Subclass: Swashbuckler


Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.

Rakish Audacity
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

Background


Ship's Passage
When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain of a schedule or route that will meet your every need. Your Dungeon Master will determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.

Feats


Reactive
Your reflexes in combat allow you to react to nearly everything going on around you. You can make a maximum number of opportunity attacks equal to your Dexterity modifier. The first time you make an opportunity attack in a round, you must use your reaction, but every time thereafter for the rest of the round, making an opportunity attack does not require your reaction.

Features & Traits

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Languages: Common, Halfling
Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: Thieves' tools, Navigator’s tools, vehicles (water & Air)

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Fighter


Hit Points

Hit Dice: d10 per Fighter level
Hit Points at first Level: 10 + Con Mod
Hit Points at Higher Levels: 1d10 (or 6) + your Con Mod

Proficiences

Armor: All armor, shields
Weapons: Simple weapons, martial weapons
Tools: None
Saving Throws: Str, Con
Skills: Choose two: Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.

Class Features

Fighting Styles

You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.  

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

Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.  

Martial Archetype

At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.  

Ability Score Improvement

When you reach 4th level, and again at 6th, 8th, 12th, 14th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Extra Attack

Beginning at 5th 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.  

Indomitable

Beginning at 9th level, 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.


Starting Equipment

  • (a) chain mail or (b) leather armor, longbow, and 20 arrows
  • (a) a martial weapon and a shield or (b) two martial weapons
  • (a) a light crossbow and 20 bolts or (b) two handaxes
  • (a) a dungeoneer’s pack or (b) an explorer’s pack

 


Subclass Options


Martial Archetype

Different fighters choose different approaches to perfecting their fighting prowess. The martial archetype you choose to emulate reflects your approach.

Aetherblade

Often mistaken for the telekinetic prowess of psionic warriors, an aetherblade isn't about the mind, but the soul. Through meditation, introspection, and the iron will required for total self mastery, fighters of this martial pursuit eventually learn to manipulate the world around them using nothing more than the desire to do so. More instinctual than thought, and more personal than magic, an aetherblade in action appears to be the eye in a storm of whirling death, instruments of war moving as if with a mind of their own. The only tell tale sign being the aether--or soul energy--flowing from their bodies to their weapons of choice

Arcane Archer

An Arcane Archer studies a unique elven method of archery that weaves magic into attacks to produce supernatural effects. Arcane Archers are some of the most elite warriors among the elves. They stand watch over the fringes of elven domains, keeping a keen eye out for trespassers and using magic-infused arrows to defeat monsters and invaders before they can reach elven settlements. Over the centuries, the methods of these elf archers have been learned by members of other races who can also balance arcane aptitude with archery.

Armiger

Typically bearing heraldic or heirloom weapons, those that follow the archetype of the armiger master a small subset of the vast arsenal of weaponry available to a fighter. Every attack made by an armiger is a display of their precision and speed, weaving between foes and finding an opening in every situation, utilizing both intuition and practice for their expertise.

Bannerlord

Skilled in combat both mounted and on foot, Bannermen are the noble, powerful leaders of the battlefield. Also called bannerets, chevaliers, and men-at-arms, these soldiers direct the flow of battle and bolster their allies with their very presence. Leaders by example, they are some of the first to enter the field and one of the last to leave it.

Battle Master

Those who emulate the archetypal Battle Master employ martial techniques passed down through generations. To a Battle Master, combat is an academic field, sometimes including subjects beyond battle such as weaponsmithing and calligraphy. Not every fighter absorbs the lessons of history, theory, and artistry that are reflected in the Battle Master archetype, but those who do are well-rounded fighters of great skill and knowledge.

Blademaker

Blademakers call weapons to their aid, slaying their foes with conjured blades. The weapons leave as fast as they came, and what weapons are called—as well as how the blademaker received this power (either training, or had it bestowed on them) can vary by warrior.

Blood Knight

The archetypal Blood Knight employs their own flesh and blood in the slaughter of their enemies. To a Blood Knight, battle is everything. It isn’t winning or losing that drives them so much as it is the opportunity for a good fight. And when they find that fight, they use everything they have to contest their opponent. They utilize blood sacrifices to cast spells and grant themselves additional offensive and defensive capabilities, though at a steep cost.

Brightbow

A Brightbow is one who has been gifted a divine bow by a god or some other celestial entity. The wielder of such a weapon is designated a champion of hope, with arrows that brighten the dark and lead the lost into a future of light. Only one with an unshakable conviction could wield such strength, and an even stronger warrior to use it to its capabilities.

Cavalier

The archetypal Cavalier excels at mounted combat. Usually born among the nobility and raised at court, a Cavalier is equally at home leading a cavalry charge or exchanging repartee at a state dinner. Cavaliers also learn how to guard those in their charge from harm, often serving as the protectors of their superiors and of the weak. Compelled to right wrongs or earn prestige, many of these fighters leave their lives of comfort to embark on glorious adventure.

Champion

The archetypal Champion focuses on the development of raw physical power honed to deadly perfection. Those who model themselves on this archetype combine rigorous training with physical excellence to deal devastating blows.

Chirurgeon

A chirurgeon is a warrior trained in the medical arts. Whilst the mundane sciences pale in efficacy when compared to the magical healing arts of the divine, they have their offensive uses too. A chirurgeon uses their knowledge to deliver precise, devastating blows to their enemies, and keep their allies alive at all costs when other methods have failed them.

Contract Killer

Contract Killers are the boogeymen of the criminal underworld, typically only employed by creatures who understand that sometimes to make sure a loose end stays tied up, you need a professional who can... go the distance. Also known as Soulstealers, unscrupulous individuals of this way of life make a goodly amount of coin working with devils, the most desperate to use their talents to acquire rare or particularly irritating souls. Students of this archetype usually work in pairs, master and pupil passing their trade on down the line, although also working in groups occasionally on bigger targets. The most essential thing to know about a Contract Killer is that when their targets die, the right to their soul is passed on to them. They can use that soul in trade, although certain souls are worth infinitely more than others. The appearance that deed takes is a physical one, and it differs between Contract Killers. You can choose your own appearance for your deeds, or roll on the table below.
Deed Appearance
d6 Appearance
1 A sealed scroll, frayed, singed, or stained.
2 Scrimshawed bone or ivory, exquisite in detail.
3 An etched slate of dull stone, ever cold to the touch.
4 A small figurine in the creature's likeness.
5 An uncut gem, pale light visible inside.
6 An iron coin, stamped with eldritch runes.

Cut-Throat

  A lightly-armored sellsword irritates an armored knight by dodging blows, tiring his opponent before striking home without fear of reprisal. A warrior in full plate trusts his cuirass to stop a savage cut as his own blade sends a head flying. A berserker uses a free hand to entrap a weapon arm and guts his enemy with vicious stabs of his shortsword.   These are the cut-throats, warriors without creed or code, the sellswords and the savages. No knightly apprenticeship or combat academy taught them battle, for they rise from the humblest origins and earn prestige though luck, wit and strength of arms. A cut-throat seizes the advantage at the moment it presents itself, knowing that to falter or gloat before the enemy is finished is to risk death oneself.

Deepstone Sentinel

A Deepstone Sentinel is a dwarven warrior who combines martial prowess with power over the earth itself. Each immerses itself in ancient teachings to learn its ways, and most become powerful protectors of their people. More rarely, a Deepstone Sentinel will search out their enemies to destroy them.
Restriction: Dwarves Only Only dwarves and duergar can become a Deepstone Sentinel. The teachings and rites needed to become a Deepstone Sentinel are held by the dwarves, who never let an outsider follow such powerful, ancient, and sacred traditions. Your DM may lift this restriction, as befits the campaign.

Dervish

Graceful and dangerous as their whirling blades, dervishes combine incredible skill with the illusion of reckless abandon in their whirling battle-dances. Incredibly dextrous, they leap in and out of the fray and transform into a whirlwind of death that enemies dare not touch.

Devout

An archetypical Devout bears a distinct resemblance to paladins and clerics, particularly in the way they present themselves. While they lack the divine magic offered by these classes, their divine fervor and unshakeable devotion to their gods are far from lacking. A Devout fights for their deity, commonly acting as crusaders or, less commonly, inquisitors of the faith. These fighters come from all walks of life, united by their zealotry and unbreakable faith. In their training, they become capable combatants, devoted friends, and learned scholars of their faith. A Devout’s way of life is arduous—they are always fighting for something, whether for their god, their companions, or a moral cause. They fully devote their mind and body to defending their allies and slaying their foes, as they can take on an almost trance-like demeanor during battle.

Discordant

In battle, blades clash and ring, shields break and snap, warriors yell and scream, and beneath it all, the sound of violence reigns supreme. One sound, however, stands out above the rest in your memory: the eternal song of the Perfect Chord, a manifestation of light and sound that bore witness to your conflict, collecting the cries of the wounded and the yells of the victors before vanishing once more. Inspired by this melody, you have dedicated your martial focus to the creation of dissonance, adjusting the vibrations of the universe to inflict a discordant cacophony of destructive power upon your adversaries. With weapons singing a tale of triumph and despair, you stand valiant before the chaos of everlasting war.

Dragon Warrior

Dragon warriors follow the teachings of ancient spirit dragons that once roamed the lands. They come from small communities that dedicate their lives to such creatures, looking after their shrines and holding holy ceremonies. It is during these ceremonies that the strongest of the tribe meet their protector and a deep connection is formed. Empowered by their deity, these dragon warriors set out into the world with their dragon watching over them.

Dragon Wrassler

While Fighters are generally considered masters of weaponry, some choose to go down a different path, learning to grapple creatures for a wild and crowd pleasing style of fighting. Many Dragon Wrasslers fight or fought in entertainment settings like fight pits or a colosseum, and have a knack for drawing a fight out with flashy moves. However, Dragon Wrasslers' true passion is proving their might, and many choose to become adventurers so they can find creatures beyond the strength of normal humanoids to test their mettle against.

Dreadnought

Where other fighters train with parries, ripostes, maneuvers, and any number of other techniques that require skill, Dreadnoughts simply develop their physical power and hone their bodies and wills to peak perfection. They don't see the need for other pursuits if they are able to simply withstand blows and hit hard enough that whatever they are fighting stops hitting back

Duelist

The archetypal Duelist is a paragon of weapons play. They are students of their weapon, its forms, its styles, and its hidden potential. Those who emulate this archetype use their momentum and practiced movements to unleash deadly onslaughts of chained attacks, flowing from one form to the next effortlessly as they dance across the battlefield.

Echo Knight

As mysterious and feared as their powers, Echo Knights have mastered the art of long-forgotten magic to summon the fading shades of unrealized timelines to aid them in battle. Surrounded by echoes of their own might, they charge into the fray as a cycling swarm of shadows and strikes.

Eldritch Knight

The archetypal Eldritch Knight combines the martial mastery common to all fighters with a careful study of magic. Eldritch Knights use magical techniques similar to those practiced by wizards. They focus their study on two of the eight schools of magic: abjuration and evocation. Abjuration spells grant an Eldritch Knight additional protection in battle, and evocation spells deal damage to many foes at once, extending the fighter’s reach in combat. These knights learn a comparatively small number of spells, committing them to memory instead of keeping them in a spellbook.

Ember Knight

An ember knight employs martial techniques combined with potent fire magic. While ember knights are often mistaken for the more common eldritch knights at first glance, the source of an ember knight’s magic comes from within, rather than from the study of magic. In this way they bare some resemblance to sorcerers. While the potential to become an ember knight might be within someone from birth, this potential typically doesn’t manifest until that person has a few battles under their belt. This event is generally referred to as an ember knight’s “awakening,” where they first begin to wield their fiery powers. Ember knights make for impressive combatants, capable of clearing out groups of enemies with the explosive blades they conjure, or merely cutting down their foes with weapons wreathed in flame. Their presence can inspire fear in their opponents, and awe in their onlookers. These warriors can easily find employment in times of war, where their magical capabilities can be used to wade through the tides of battle. Many become mercenaries, or even leaders of mercenary groups, and their services are often highly sought after. Anyone that employs an ember knight finds them to be worth their price.

Executioner

Trained in the grim art of delivering death as a means of reprisal to all forms of criminals and miscreants, lumbering men and women of great physical might who hide their faces behind masks, executioners are feared for the many ways in which they are versed in ending lives, often with a single strike of their huge blades. They are instruments of death, capable in equal parts of serving as oppressors or bringers of justice, but regardless of which role history asigns them they are a stern reminder that no crime goes unpunished.

Exemplar

Simple, mighty warriors who combine raw power with rigorous training. Regardless of the weapons they wield a Champion displays martial prowess honed to deadly perfection. They might be even more effective than other warriors using the tried and-true, or experiment with a variety of bizarre weapons and exotic fighting styles. A champion makes any warrior archetype possible.

Firebreather

Fire was the first aspect of nature mastered by man, the first unnatural power to guard the races against the terrors of the night. Over time, civilization has tamed the capricious and consuming flame, harnessing it not only for security and energy, but for entertainment. Firebreathers have graduated from tricks, performances, and religious exercises for the battlefield, and likewise discard liquid fuels for elemental magic

Ghost-faced Killer

The archetypal Ghost-Faced Killer is often a hired assassin or mercenary. They don terrifying masks that resemble supernatural demonic entities to strike fear into their foes. The first Ghost-Faced Killers are believed to have belonged to a clan of assassins that made a dark pact with a demon in exchange for supernatural gifts. In those times the ancient rites of that deal were a closely guarded secret, but now skilled and deadly warriors from all over have learned of the dark ritual that can imbue them with horrible power. Ghost-Faced Killers are usually cold-hearted warriors who have given up something personally important to achieve their dark power. They are dishonorable combatants that strike their foes when they are most vulnerable and use their supernatural gifts to cause fear wherever they go.

Ghost Knight

Ages ago, some knights and warriors began to commune with beings from the world of ghosts and spirits, studying their nature in order to replicate them on the battlefield This tradition is known for its close association with death, the spiritual realms, and the feverish dedication with which followers study the undead, learning and understanding all that there is to know about them. Known as Ghost Knights, these fighters develop abilities to see and enter the spirit world, imbue their weapons with ghostly power, and eventually can become incorporeal themselves.

Gunslinger

Most warriors and combat specialists spend their years perfecting the classic arts of swordplay, archery, or pole arm tactics. Whether duelist or infantry, martial weapons were seemingly perfected long ago, and the true challenge is to master them.   However, some minds couldn’t stop with the innovation of the crossbow. Experimentation with alchemical components and rare metals have unlocked the secrets of controlled explosive force. The few who survive these trials of ingenuity may become the first to create, and deftly wield, the first firearms.   This archetype focuses on the ability to design, craft, and utilize powerful, yet dangerous ranged weapons. Through creative innovation and immaculate aim, you become a distant force of death on the battlefield. However, not being a perfect science, firearms carry an inherent instability that can occasionally leave you without a functional means of attack. This is the danger of new, untested technologies in a world where the arcane energies that rule the elements are ever-present.   Should this path of powder, fire, and metal call to you, keep your wits about you, hold on to your convictions as a fighter, and let skill meet luck to guide your bullets to strike true.

Hollow Knight

The Hollow Knight is trained to invest themselves in the armor they wear, allowing them supernatural puissance with their chosen shell, but forcing them to rely on it in turn.

Hoplite

The hoplite is a warrior whose singular prowess and skill can defy even the most overwhelming odds. They are a hero among lesser warriors, the champion of a great army or a band of mighty myrmidons. The hoplite’s discipline and tenacity set them apart from other fighters. They excel at both holding a defensive line and breaking from their ranks to weave through a battlefield, devastating multiple foes.

Knight Librarians

Born out of the need to guard against the wanton destruction of books and knowledge, the Ancient Order of Knights Librarian was founded. The order was first formed, as legend says, by surviving knights of the Magic Kingdom of Arbia, after acquiring items had resulted in the loss of life and limb. It is thought that the Saint of Knowledge at the time inspired the creation of the Knight Librarians...enhancing their physical prowess with limited magical abilities. Whatever their true origins, these literary warriors are now known for building libraries -- bastions against ignorance, great and small -- in every village and city they pass through. They are also fierce champions of community; defenders against the Darkness.

Manhunter

Warriors and trackers, manhunters seek a single target and destroy them. Unaided by magic, they rely on their keen insight and indomitable determination to hunt down the unfortunate souls in their sights. Many manhunters are bounty hunters, while others are mercenaries, bandits, or soldiers who excel at eliminating dangerous battlefield threats.

Meteor Knight

Fighters who fight like falling stones, Meteor Knights are uniquely specialized in utilizing blunt weaponry to their maximum effectiveness. Fighters of this school typically prefer maces, war hammers, and mauls, although some utilize staves and clubs to resounding effect.

Mist Sovereign

There are those who see the mist as nothing more than mere fog that muddles the senses, and then there are those who see the beauty within it, the elegant and fluid movements, the constant swirling and rolling in its center like the tides of an everlasting battle raging on. These Fighters are the ones who are capable of harnessing the mists, and use it to reign supreme against those who would appose them.

Monster Hunter

As an archetypal Monster Hunter, you are an expert at defeating supernatural threats. Typically mentored by an older, experienced Monster Hunter, you learn to overcome a variety of unnatural defenses and attacks, including those of undead, lycanthropes, and other creatures of horror.

Praetorian Guard

Fighters who can call themselves a Praetorian Guard (though some call them devoted defenders) are elite bodyguards who specialize in defense and in protecting whoever (or whatever) they happen to be guarding. They are most often hired by elite nobility or other important figures, and are usually well compensated for their work. Others might be made the captain of a security force or a city watch.

Quartermaster

The Quartermaster is a fighter that focuses less on their own martial prowess, and more on enabling the other members of their adventuring party to rise to their fullest potential. With a slew of prepared rations, they help their allies stay in top condition, always ready to face to the next challenge.

Risen

A risen is a fighter raised from near-death by plants now at home within their body. Many risen move like jerky puppets, their organs encompassed by strange flora, bones half-turned to rotten wood. The forest within might one day call them to take root, but until then, they fight with the endurance only a dead thing can muster.

Samurai

The Samurai is a fighter who draws on an implacable fighting spirit to overcome enemies. A Samurai’s resolve is nearly unbreakable, and the enemies in a Samurai’s path have two choices: yield or die fighting.

Seventh Light

The first light of the world is the light of creation; the second, the light of birth; the third, the light of gods; the fourth, the light of the celestials and divine creatures; the fourth, the light of the stars; the fifth, the light of the sun; the sixth, the light of the moons; and the seventh, the light of the soul. Your light channels power from all previous, building ever higher on a divine tower.

Sharpshooter

Sharpshooters' impeccable aim make them invaluable allies on the battlefield, where they can pick off vital targets. Outside of war they are famous for both accuracy and showmanship. Sharpshooting holds a long history of competition and fame; skilled snipers can surpass great warrior

Slayer

Blood is the currency of the battlefield, and the reason why you fight. Your style edges on brutality, focusing only on the essence of victory and nothing more; to be a Slayer is to stain your hands eternally red for the thrill. Fighters of this archetype usually abuse their disciplined training for this purpose, hungrily seeking battle for more worthy combatants to test their prowess.

Spellscorn

Some fighters master specialized armor, or spend their lives training in certain weapons. A spellscorn ignores specialized martial disciplines and instead masters the destruction of a specific type of enemy: mages. While they do not necessarily stand against all magic users, they understand that such individuals represent a clear and present danger to the mundane people of the world, and many of them must be stopped at any cost. Many Spellscorn might practice magic themselves, and follow this archetype because they understand how easily this privilege can be abused.

Spirit General

As a commanding officer, you have lead men to their death. It is the burden of all commanders to watch their subordinates fall by blade, arrow and spell, but you have the additional burden of leading your fallen again. Unlike most soldiers, yours stayed loyal to you in their life, to their death, and in their death, and are willing to follow you for as long as you'll lead them.

Stillmind Warrior

The stillmind exercises a variety of secret techniques in order to cut themselves from the source of magic and life that underlies the universe. The effects of this training scar their soul, giving them an unnerving aura recognizable from a distance. The advantages of these techniques, however, are undeniable: Stillmind Warriors are able to resist the effects of hostile magic to an enviable degree, making them ideal assassins and bodyguards.

Stoneguard

The dwarves guard the secrets of the Stoneguard jealously, only allowing warriors of their own to learn them. These warriors are incredibly resilient and able to withstand tremendous punishment, learning techniques that help them to mitigate injury to themselves and their allies.
Restriction: Dwarves Only Only dwarves and duergar can learn the way of the stoneguard. The stoneguard fills a special role within the society and military ranks of dwarves. Your DM may lift this restriction, as befits the campaign.

Swordsage

The prowess of a Swordsage is different from that of other fighters; a Swordsage doesn't focus on raw power, learn specialized battle techniques, study magic, or simply hone skill. For a Swordsage, the connection to the weapon is a sacred one that goes beyond the physical. It is the wisdom of the smith, both the teacher and the student. A Swordsage seeks only to know the secret knowledge of the multiverse through combat, and every blow helps to come closer to that revelation. In this regard, a Swordsage only seeks truth, and through it uncovers power other warriors could never hope to achieve.

The Undying

The undying fighter is defined by their durability. Their numbers are few but each one is a legend on their own. An undying fighter will take as many blows in a day, and shrug them off, as many take in a lifetime. The undying lives and dies by their armor and shield, they are the first and last line of defense.

Timeless Monumental

Wandering between worlds, a massive fortress known as the Eternal Citadel collects forlorn travelers, hermits, and sole survivors to work in its service. Trapping these lost souls within its walls until they agree to follow the strange instincts brought on by the emotions and feelings the Citadel silently sends, this mysterious bastion works to preserve and protect all things, destroying only that which would bring ruin and desolation to the world. You are one of the few who have wandered inside at some point in your life, seeking shelter or knowledge, and now the influence of this place becomes clearly felt, granting you power and longevity to fight the forces of destruction for all eternity.

Tormentor

The Tormentor Martial Archetype is for creatures that have dedicated their whole lives into ruining their opponents' bodies. They specialize in hitting vital spots on a body and torturing someone without killing them. Tormentors are rough folks to travel with. They think of their enemies as toys and can be an obstacle in finishing them off quite often, but can gather any information by every means possible

Varangian

Warriors from the far reaches of the north who sailed and settled across the known world, who seek wealth through by any means possible. By plunder, mercantilism, ransom, or mercenary, these vagabonds accumulate the wealth of the world and use it to tie themselves to friends and allies through oath, wealth, and blood.

Warblade

A Warblade thrives in conflict. Battle is not only a skill to be practiced, but an art to be studied and perfected. Tireless study of weaponry and martial combat leads to mastery of battle in all forms. A Warblade often will travel far and wide in search of worthy opponents.

Warlord

Warlords are accomplished and competent battle leaders. They stand on the front line issuing commands and bolstering their allies while leading the battle with weapon in hand. Warlords know how to rally a team to win a fight.

Weaponsmith

A weaponsmith extends their skill with weaponry into a form of craft. Through a mixture of creativity and determination, a weaponsmith can enhance existing equipment and create something new

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + Con Mod
Hit Points at Higher Levels: 1d8 (or 5) + your Con Mod

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords.
Tools: Thieves' Tools
Saving Throws: Dex, Int
Skills: Choose four: Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.

Class Features

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.   At 6th level, you can choose two more of your proficiencies (in skills or with thieves’ tools) to gain this benefit.  

Sneak Attack

Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.   You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.   The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.  

Thieves’ Cant

During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.   In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.  

Cunning Action

Starting at 2nd level, 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.  

Roguish Archetype

At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.  

Uncanny Dodge

Starting at 5th level, 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.  

Evasion

Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as an ancient 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.  

Reliable Talent

By 11th level, 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

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.  

Slippery Mind

By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws.  

Elusive

Beginning at 18th level, 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.  

Stroke of Luck

At 20th level, 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.


Starting Equipment

  • (a) a rapier, (b) a longsword, or (c) any simple weapon
  • (a) a diplomat’s pack or (b) an entertainer's pack
  • (a) a lute or (b) any other musical instrument
  • Leather armor and a dagger

 


Subclass Options


Roguish Archetypes

Rogues have many features in common, including their emphasis on perfecting their skills, their precise and deadly approach to combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred techniques.  

Acrobat

Even Acrobats who are not inclined toward larcenous behavior are rarely looked up to by the rest of their society. Acrobats are almost always wanderers, as even a small town quickly tires of its entertainers, so they must move on to the next, where their tricks and displays may be considered new and impressive.

Agent

By using conjuration magic to create or summon weapons and armor when they need them, agents specialize in infiltration and espionage. An agent can enter a location entirely unarmed and unarmored, appearing innocuous while completing their task, and then summon the armaments they need at a moment's notice when conflict arises. Agents often work at the behest of governments and powerful factions as multipurpose operatives, such as spies or assassins.

Arcane Saboteur

There are rogues who enhance their stealth and agility with magical illusions and enchantments to become renowned thieves and burglars...and then there are their distant cousins. Arcane saboteurs hone their magical ability to conjure magical traps and evoke destructive force. Many of these rogues become hitmen and explosive experts, prized for their destructive ability.

Arcane Trickster

Some rogues enhance their fine-honed skills of stealth and agility with magic, learning tricks of enchantment and illusion. These rogues include pickpockets and burglars, but also pranksters, mischief-makers, and a significant number of adventurers.

Assassin

You focus your training on the grim art of death. Those who adhere to this archetype are diverse: hired killers, spies, bounty hunters, and even specially anointed priests trained to exterminate the enemies of their deity. Stealth, poison, and disguise help you eliminate your foes with deadly efficiency.

Blink

The legendary Blinks are master thieves and pickpockets with a supernatural knack for concealment. Having manifested a portal to a personal demiplane in your hands, you join their ranks as one of the few able to make contraband vanish in the blink of an eye.

Bloodcurser

Bloodcurser rogues focus their training on the art of blood magic, taking a grim path to ensure their targets will get eliminated, no matter the cost. Those who adhere to this archetype are mainly hired killers, bounty hunters or members of secret organizations that use vile means to remove their adversaries.

Bushidō

Those that follow the life of bushidō embrace skill, precision, and patience. Perfecting the perfect single strike in battle, while still applying these philosophies to all walks of life. These rogues shun most aspects of petty crime, but they do take actions into their own hands, which often gets them on the wrong side of the law.

Chameleon

Most rogues can hide, but few hide in plain sight. From mere disguises to physical changes in color, Chameleons master covert skills both mundane and magical to immerse themselves into any situation and strike at a moment's notice.

Daredevil

Where most people avoid danger, there are some that seek it out at every opportunity. Daredevils are those that relish the change to risk their lives, either by attempting dangerous stunts or putting themselves in harms way. From young ages, daredevils would rather be maneuvering through treetops or leaping from roof to roof. Daredevils have a knack for avoiding what for most would be certain death.   As a daredevil, what is it that drives you to perform these airborne feats of acrobatics? Is it a drive to push yourself to your absolute limits? The fame and attention it brings? Or just the adrenaline rush of risking life and limb?

Deadeye

A Deadeye specializes in attacking their enemies from afar. They are quicker than the eye can see, and seem to always have an eye on their target.   One second, a seemingly untouched bandit looks over his hoard of gold. The next second, a sharp whistle is heard as an arrow passes through the bandit's throat and into a tree nearby. A lone Deadeye smirks, a quarter of a mile away from his target.

Delinquent

Delinquents are the kind of people you don't make eye contact with when you walk down the street. The kids who when you see bunched up in an alley, or crowded around a clerk in a store, you know to just keep on walking. Rogues who travel down this path of expertise are masters in the art of really making their neighborhoods their bitch, and showing those who pushed them down what's what.

Diminutor

All rogues enjoy moving unnoticed, but your skills are always served best when you can operate underneath the noses of those around you. Literally. As a diminutor, you can tap into strange powers that allow you to shrink your very physical form to one small enough to pass by undetected, or take advantage of an opponents confusion and inability to properly defend against you. Able to slip past security some would think impenetrable, or cause havoc in a fight as an almost impossible to track blur of pint-sized death, diminutors are often spoken of as amusing ghost stories in underground circles.

Disciple

You were chosen among a select few to protect those of the faith. Whether it be from demons or devil or from corrupt members of the church you are sent to be judge, jury and executioner.

Divine Herald

Your strict upbringing made you an unwavering and swift agent of divine retribution. You don’t simply exist to serve the priests of your order, you have a higher purpose and calling–to alleviate the world of false prophets and heretics.

Dreadskull

Dreadskull's are often individuals how have form a symbiotic relationship with an angry spirit. The spirit uses the host to complete some task while the host gains a suite of horrifying powers. They appear like normal mortals, made of flesh and bone; But in an instant they can transform into a nightmarish creature that strikes fear into the hearts of the strongest of minds.

Duelist

The Duelist knows that the best way to defend your allies is to quickly dispatch your foes. When fighting back to back with a single ally, this rogue is able to quickly fell foes and turn disadvantage into advantage. The duelist combines high damage with distraction and survivability to act like the stinging hornet defending its hive.

Dungeoneer


Gatecrasher

A gatecrasher is a rogue with a particular affinity with portals. Master improvisers and students of the strange, they serve as explorers, couriers, and information brokers, indulging their insatiable appetite for traveling the planes, and learning everything they can about the multiverse and its inhabitants.

Graverobber

You’ve nearly died. Sometime recently, or earlier in your life, you’ve fallen to the brink of death and felt your heartbeat stop. In that moment, far from hope, your spirit wandered on the border of life and death, where it entered the Forbidden Graveyard. Amidst the sepulchers and crypts of this haunted dimension, you bore witness to the secrets of life and death, speaking with the fallen whose gaze chilled your very soul. Somehow, you returned from that fallen plane, but it has stained you. Your spirit is filled with both the eerie power of darkness and the flowing force of life, granting you the ability to touch the souls of others directly. You might still be living, but your every step is one of a dead man walking.

Hand of Glory

All kinds of wondrous powers are attributed in legend to the severed left hand of a thief, sometimes known as a Hand of Glory. These legends are partly true, but what they fail to mention is how they derive from the legends of tricksters and arsonists with hands that blazed with sunlight.

Hundred Faced

You adhere to an ancient art, through which you can split your body and mind into several selves. While your other selves are fragile due to being a fragment formed from you, they're able to scout ahead and assassinate your enemies. A Hundred Faced can turn a fair fight into a fatal ambush.

Infiltrator

Professional killers and talented socialites, Infiltrators combine a keen eye and quick reflexes with mastery of the blade, stealth, and carefully-chosen words. Glamorous assassins who must infiltrate all manner of societies, their tongues are just as sharp as their knives.

Inquisitive

As an archetypal Inquisitive, you excel at rooting out secrets and unraveling mysteries. You rely on your sharp eye for detail, but also on your finely honed ability to read the words and deeds of other creatures to determine their true intent. You excel at defeating creatures that hide among and prey upon ordinary folk, and your mastery of lore and your keen deductions make you well equipped to expose and end hidden evils.

LeBlanc

Rogues who embody this archetype are characterised by their impeccable manners, charm, and courteousness. They tend not to steal for material wealth, but rather the thrill of the act or correcting moral wrongs.

Little Bravo

Audacious, daring, and dauntless are some adjectives you gain doing to your bravery when you face opponents larger then you. As a halfling, you takes advantage of your size to move between your enemies, and attacking them from unlikely and unexpected spots. For you, as larger is the foe, greater is the fall.
Restriction: Halflings Only Only halflings can choose the roguish archetype of little bravo. This class reflects the inherent courage and daring of the halflings when facing creatures larger than their without hesitate. Your DM can fit this racial restriction to other kind of small races as gnomes, goblins, and kobolds, if it allow those races as option to player characters in its campaign. This restriction should reflects a kind of creatures of Small size that are bold, never a craven race that exists in the campaign setting of your DM.

Marauder

Trained in the use of all sorts of weaponry and with a keen eye for treasure, your skills as a Marauder make you a terror wherever there is something of value ripe for the taking. These warriors trade deceit and precise maneuvers for pure power and brutal efficiency. Marauders may travel the land as mounted raiders, or pillage the coasts on fast longships, making use of mobility and brutality to always strike where the rewards are greatest. Many pirates, raiders, and bandits follow this archetype, wandering land and sea in search of wealth or glory.

Mask

You embrace the concept of disguise and take it to its extreme. As a Mask, you devote yourself to a persona; an identity you don and doff as easily as another might change their clothes, and delight in exploring it to its fullest.

Mastermind

Your focus is on people and on the influence and secrets they have. Many spies, courtiers, and schemers follow this archetype, leading lives of intrigue. Words are your weapons as often as knives or poison, and secrets and favors are some of your favorite treasures.

Merchant

Merchants thrive in a cycle of finding and trading wares to tap into the might that comes with wealth. In time, you will understand the cost of survival, gain an eye for good product, and even access your reserves of wealth from miles away. You can put a price on anything, except your own ambition.

Mimetic

A rogue that follows the Mimetic archetype don’t rob or steal goods, it copy abilities possessed by other creatures. With a comprehension beyond normal about training and study, a mimetic can understand the way a creature access and gain certain abilities just watching it. With its supernatural power, the mimetic simulate with perfection an action it just saw and can even deprive a creature from using its power for a moment when reach a higher comprehension level

Mimic

Those Rogues who take it upon themselves to embody the Mimic archetype take after the monstrosities they are named for. With a suite of abilities involving mimicry of both form and skill, Mimic Rogues are not only powerful friends, but dangerous foes. They use an innate magically ability, that allows their shadow to shape and form into copies of what they can perceive.

Mycelian

The archetypal mycelian practices a particularly esoteric branch of alchemy. Through experimentation with spores and mushrooms, you create poisons potent enough to bring even legendary creatures to their knees.

Nightmare

Rogues of the Nightmare archetype excel at combat in the dark, inflicting terror into their foes. These combatants prefer to operate at night or in places that otherwise never see the light of day, and are feared by the common folk. Nightmare rogues often scout out their targets' deepest fears, replicating them to great effect.

Paramour

Some rogues are more interested in stealing hearts than gold pieces. These paramours wander from town to town and port to port having great love affairs and boisterous all nighters leaving a river of ex-lovers’ tears in their wake. Unlike arcane tricksters, the spells of paramours are natural expressions of their own charming talents rather than learned magic.

Phantom

Many rogues walk a fine line between life and death, risking their own lives and taking the lives of others. While adventuring on that line, some rogues discover a mystical connection to death itself. These rogues take knowledge from the dead and become immersed in negative energy, eventually becoming like ghosts. Thieves’ guilds value them as highly effective information gatherers and spies.   Many shadar-kai of the Shadowfell are masters of these macabre techniques, and some are willing to teach this path. In places like Thay in the Forgotten Realms and Karrnath in Eberron, where many necromancers practice their craft, a Phantom can become a wizard’s confidant and right hand. In temples of gods of death, the Phantom might work as an agent to track down those who try to cheat death and to recover knowledge that might otherwise be lost to the grave.   How did you discover this grim power? Did you sleep in a graveyard and awaken to your new abilities? Or did you cultivate them in a temple or thieves’ guild dedicated to a deity of death?

Quickshot

You are a masterful worker of thrown weapons; Whether you skulk, utilize a quick wit, maintain the silence of a ninja, or the thievery of a bandit, you can strike down a target within the blink of an eye.

Red Reaver

Some say that blood is the currency of the soul, describing it as the medium by which one may measure the value of a life. You subscribe to this ideology, training in the arts of bloodshed to reap a sanguine harvest. Blood is a tool, and one that can be used for good or for evil, just like any weapon. You learn to call upon the blood within your veins to dance like a shadow beyond the firelight, turning this precious ichor into a deadly instrument while waiting patiently for the right moment to strike. Benevolent orders often treat those like you as blessed by the divinities, for to wield blood grants the ability to heal and cure those who are afflicted by all manner of plague and poison, or to even reject death itself. The darker cults seek to train and indoctrinate red reavers like you as well, though often for cruel and malicious purpose. Your path is yours to choose. You need only follow the calling within the pulsing chambers of your heart.

Relic Seeker

Your focus is on the study of archaeological sites and arcane treasures. You wish to uncover the secrets of the past and use them to solve the mysteries of the present and future. As an archetypal Relic Seeker, you likely believe that knowledge and artifacts should never be hoarded by an individual, but shared with the greater community. You practice techniques for delving into lost ruins, and for the recovery, utilization, and safe transportation of potentially dangerous magical artifacts.

Ruffian

Some rogues, especially those descended from the larger, bulkier races favor a more direct approach than their lithe, graceful counterparts in the trade. Ruffians make a living as criminal enforcers, extorting the proprietors of their honest earnings in exchange for “protection”. If met with resistance, they usually begin by breaking a few objects, and failing that, breaking a few kneecaps - using the first available piece of merchandise at hand to do so.

Satellite

When a rogue finds the right teacher, or perhaps as a result of an accident or blessing, they can learn the ways of the Satellite. A Satellite can magically control the fundamentals of gravity, able to pull objects and creatures to each other or to avoid the brunt of its fatal pull. Using these skills, they can infiltrate difficult to access locations, move objects at will, and manipulate their enemies in the heat of battle. When you find yourself in a sticky situation, it's always nice to have a Satellite around to get you out of it at a moment's notice. The nature of their abilities lends them well to criminal exploits, but they can often be found using their powers for good, on the battlefield or off. The acquisition of these powers is a closely kept secret, so accidental discovery is typically how most individuals become a Satellite.

Scholar

Most scholars prefer to remain safe in the metaphorical "Ivory Tower" of academia, never far from the library or lecture hall— but not all. Whether by choice or necessity, certain well-educated experts with the hands-on skills of a rogue pursue field work alongside adventurers.   As an adventuring scholar, you use your expert knowledge for the benefit of allies, contributing well-researched lore on anything from the weaknesses of magical creatures to the construction of ancient tombs. Rogues like you are said to display a dedication to research, truth, and knowledge that can rival the higher calling of a cleric or paladin.

Scout

You are skilled in stealth and surviving far from the streets of a city, allowing you to scout ahead of your companions during expeditions. Rogues who embrace this archetype are at home in the wilderness and among barbarians and rangers, and many Scouts serve as the eyes and ears of war bands. Ambusher, spy, bounty hunter — these are just a few of the roles that Scouts assume as they range the world.

Shadow

Some rogues choose to delve into the intricacies of shadow magic, using its unique powers to enhance their skills in stealth and deception. These rogues are a very diverse subset, from simple thieves to hired killers to highly trained bounty hunters. By learning how to separate their shadow from their body, shadow rogues become difficult to catch and even harder to kill.

Shadowdancer

When you spend enough time lurking in the shadows, you begin to understand them better than others. You can tell the difference between the lighter or darker ones, not just by how much light they allow in, whether they are solid darkness or simply dim, but how they feel when you are inside them. Some are light as a summer breeze, while others wrap around you like a heavy cloak to keep you warm and safe. Perhaps you even talk to the blackness when the rest of the world is asleep.   The life of a rogue can be lonely at the best of times, after all, and what better companion for a thief than the shadows themselves. You aren’t even shocked when the shadows begin to talk back, whisper- ing the secrets they keep and encouraging you to embrace the power they offer.   Shadowdancers are a rarity, or more correctly they are rarely seen. And when they are, they look to be no more than any other nim- ble rogue, dancing and leaping across the dimly lit battlefield. Those with keen eyes sometimes see more though. They might in fact see a darker, near impenetrable black mass of shadows cascade around the rogue like water and follow their every footstep. They will likely watch in wonder as the darkness pushes blades aside and absorbs attacks. They will be finally struck with horror when the same shadows lash out at them, to wrap their arms and hold them tight while the rogue’s dagger finds its mark.

Sídhe

The fey teach that there are greater treasures to steal than a coin pouch, and you've learned well. Sídhe rogues delight in tricking the foolish, often tailoring the trophies they thieve to play jokes on their victims—taking the beauty of the vain, or the voice of the obnoxious.

Siphon

Rogues who embody this archetype are arcane skulkers, hiding in the shadows waiting to seize the essence of their victims. While most bandits and spies may learn how to decieve, you quite literally become deception, taking on the memories and traits of your targets.

Slider

There are many names for this particular set of skills, but those in the know refer to its practitioners as Sliders. Graced with supernatural power from their lineage or through a ritual passed down between fellow Sliders, they are able to ignore the friction generated by almost any surfaces and contort their body with inhuman flexibility, their elegance and speed allow them to perform twisted maneuvers across the battlefield, or access places they probably shouldn't. A marvel to behold, and a devil to catch. At their peak, they are a whirlwind of trouble that leave their foes lying humiliated in their dust.

Smuggler

Your specialty is getting items and people in and out of places unseen. You’ve focused your training on deception, stealth, and knowing the right folks to bribe. With the ability to do your job from anywhere, you build an ever-growing network and are always close to someone willing to help for a price. When you need something illegal or hard to find, it's only a matter of time and coin—and maybe you’ll take an extra cut for yourself.

Snowfall Specter

You heard the legends when you were young. The whispers in the night. The blood on fresh snow. The terror of the frozen dark. There were many horrors that lurked in the Long Dark, and many secrets as well. Snowfall Specter's have learned these secrets and heard these whispers, and they use them to wield the Long Dark against their foes. The Long Dark imbues them with the ability to terrify their foes with glimpses of the horrors that lurk within it, and their foes fall before them like snow flakes in a blizzard.

Soulknife

Most assassins strike with physical weapons, and many burglars and spies use thieves’ tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves’ guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy.   Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe.   As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power.

Spidertouched

There are many assassins, spies, and tricksters throughout the endless planes who take on the motif of a spider as their symbol, but you are one of the few for whom this symbol is truly accurate. You’ve learned your craft from the Weaver of Lies itself, an ancient creature spawned when the gods first deceived one another and the mortals they surveyed. Deities that hold sway over the crawling creatures of the dark and guilds of assassins and spies may grant powers such as these, but no matter the origin, you will take these forbidden techniques to your grave. Cloaked in the faces of others and bearing the deadly toxins of your teacher, you crawl along the shadows at the edges of the world, hunting for secrets and spinning webs of treachery.

Stage Magician

As a master in the art of misdirection, you are accustomed to being looked at and being the center of attention. You know how to make people look where you want them to look, how to hide things in plain sight, how to shuffle your cards with deadly accuracy, and how to escape any restraints. You may not be able to truly use magic, but your use of subterfuge and sleight of hand make your crowds think otherwise.

Stray Cat

Down the misty ally ways of the iron city an abandoned child has been taken in by a family of black cats warming them from the fresh snowfall. This child will eventually learn the powers of the trickster shifting their form and collecting secrets.

Swashbuckler

You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.   A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.

Steeplejack

Though most common or garden footpads prefer to keep their larcenous activities as close to the ground as possible, you are a veritable expert at cartwheeling and bouncing around the place willy nilly. You’re usually ahead of the competition by leaps and bounds.

Thief

You hone your skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and stealth, you learn skills useful for delving into ancient ruins, reading unfamiliar languages, and using magic items you normally couldn’t employ.

Thought Eater

Is there anything more delicious than a secret? Select investigators and blackmailers blessed with the powers of the feywild would contend that nothing is more desirable than emotion, which can be consumed to fuel magic, or simply leveraged against the original owner to bend them to your will.

Thunderbolt

While most rogues favor stealth and subterfuge, others favor shock and awe. These rogues, charged with elemental lightning, are one such archetype, and surge from one target to the next in a blinding display that leaves survivors dazzled and casualties burned to death.

Vivisectionist

You have devoted yourself to the study of anatomy and other bodily functions. More than just healing, you have learned just where to strike your target to inflict a crippling wound. Adherents of this archetype might be back-alley doctors, unscrupulous scientists, or simply common criminals wishing to gain an advantage over their foes.

War Jester

Most rogues prefer the shadows to hide themselves. But a strange few known as war jesters thrive on attention and the distraction they can bring. They use a wide variety of strange and often theatrical tricks and elements to confuse an enemy, and leave openings for their allies to strike where the defenses have been distracted.

Windblown

Some people train from youth to be fast. Others use magic to enhance their speed. And still others have an apparently supernatural edge. Operating on instinct and mundane skill, their eternal tailwind pushes them on. They are the Windblown, rogues favoring hit-and-run tactics with the wind at their back.

Witchblade

The order of the witchblades teaches its members to brew a wide variety of hellbroths, deadly poisons, corrosive acids, and other such concoctions and decoctions. Armed with coated blades and explosive vials of both chemical and alchemical mixtures, they are prepared for any situation. No matter how much wealth a noble accrues, or how big and strong a monster grows, they are nothing compared to the merciless touch of nature - and you are its vessel. These debilitating, mind-numbing effects are produced by secret recipes, which are often only bequeathed from parent to child, or mentor to mentee. This oral tradition usually goes back to a particularly creative, and conveniently amoral alchemist, a back-alley apothecary, a trained physician, or even a disgruntled gardener. Whichever the case might be, you know your way around both a dagger and a cauldron. In the hands of a witchblade like you, a couple droplets can change the course of history.

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Human

Ability Score Increase
Size Medium
Speed 30 ft

Age. Humans reach adulthood in their late teens and usually live less than a century.   Alignment. Humans tend toward no particular alignment. The best and worst are found among every human culture.   Size. Humans vary wildly in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Determination. When you make an attack roll, an ability check, or a saving throw, you can do so with advantage. Once you use this ability, you can't use it again until you finish a short or long rest.  

Subrace

There are three main subraces of humans, but they more closely represent their upbringing: astute, generalist, and vigorous. Choose one of these subraces.  

Astute Human

Astute humans are those, that either due to their upbringing or occupation, have chosen to hone their mind. They are the scholars, sages, and storytellers that make their living in large cities or bureaucratic organizations.   Ability Score Increase. Increase either your Intelligence, Wisdom, or Charisma score by 2, and one other Ability Score of your choice increases by 1.   Sharp Mind. You gain proficiency in one Intelligence, Wisdom, or Charisma skill of your choice. You gain expertise with that skill, which means you add double your proficiency bonus to skill checks with that skill.  

Generalist Human

Some humans never settle down on one specialty or way of life. They become restless if they stay in one place or have one occupation for too long. These generalist humans aren't great at any one thing, but they are pretty good at a lot of different things.   Ability Score Increase. Increase all of your Ability Scores by 1.   Skill Versatility. You gain proficiency in two skills of your choice.   Well Traveled. You either learn an additional language of your choice, gain proficiency with light armor, or gain proficiency with one tool or weapon of your choice.  

Vigorous Human

As a vigorous human, you know the value of a hard day's work. These humans come from the ranks of farmers and herdsmen, laborers and shopkeepers, smiths and carpenters.   Ability Score Increase. Increase either your Strength, Dexterity, or Constitution score by 2, and one other Ability Score of your choice increases by 1.   Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you complete a long rest.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on. The native language of an area is also an acceptable extra language given that Common is still relatively new.

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Created by

That.One.Guy.

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