+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+1 | Constitution | |
+3 | Intelligence | |
-2 | Wisdom | |
+3 | Charisma |
+2 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+0 | Arcana | INT | |
-1 | Athletics | STR | |
+6 | Deception | CHA | |
+0 | History | INT | |
-2 | Insight | WIS | |
+3 | Intimidation | CHA | |
+0 | Investigation | INT |
-2 | Medicine | WIS | |
+0 | Nature | INT | |
-2 | Perception | WIS | |
+6 | Performance | CHA | |
+6 | Persuasion | CHA | |
+0 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
-2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Shortsword | -1 | STR | 1d8-1 | piercing | |
finesse, light | |||||
Rapier | -1 | STR | 1d8-1 | piercing | |
finesse | |||||
Dagger | +2 | STR | 1d4-1 | piercing | |
finesse, light, thrown (20/60) |
You have advantage on saving throws against poison, and you have resistance against poison damage.
You have advantage on saving throws against poison, and you have resistance against poison damage.
You know how to strike subtly and exploit a foe's distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon.
You don't need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn't incapacitated, and you don't have disadvantage on the attack roll.
The amount of the extra damage increases as you gain levels in this class, as show in in the Sneak Attack column of the Rogue table.
During your rogue training you learned thieves' cant, a secret mix of dialect jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves' cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in the area are easy marks or will provide a safe house for thieves on the run.
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.
Your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage or Hide action.
You gain the ability to climb faster than normal; climbing no longer costs you extra movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.
You have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
For example, if you’re a 4th level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd level spell slot or two 1st level spell slots.
You prepare the list of wizard spells that are available for you to cast. To do so, choose a number of wizard spells from your spellbook equal to your Intelligence modifier + your wizard level (minimum of one spell).
Comments