Class Features(Rogue):
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.
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.
3rd level upgrade: sneak attack deals 2d6 damage
5th level upgrade: sneak attack deals 3d6 damage
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.
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.
Class Features(Bard):
Bardic Inspiration- You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest.
Spellcasting:
Cantrips- 2
1st Level Spell Slots- 2
Roguish Archetype(Scout):
Skirmisher- Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn’t provoke opportunity attacks.
Survivalist- When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.
Feats:
Mobile-
You are exceptionally speedy and agile. You gain the following benefits:
• Your speed increases by 10 feet.
• When you use the Dash action, difficult terrain doesn’t cost you extra movement on that turn.
• When you make a melee attack against a creature, you don’t provoke opportunity attacks from that creature for the rest o f the turn, whether you hit or not.
Magic Items:
Marble King's Command- A strong metal sword, with a tight marble handle that’s split between black and white, it features the presence that Marble king had on his subjects. This weapon deals an additional 1d4 necrotic damage on a hit. Your charisma score is increased by 2, up to a maximum equal to your score cap. Inspire your subjects. When you see a creature within 30 feet of you make a saving throw, you can use your reaction to give that creature advantage on the saving throw. This ability has two uses that refresh on a long rest.
This item is Glorybound
Racial Features:
Dex +2
Wis +1
Proficiency in: Acrobatics, Slight of Hand
Expert Forgery- You can duplicate other creatures' handwriting and craftwork. You have advantage on all checks made to produce forgeries or duplicates of existing objects.
Mimicry- You can mimic sounds you have heard, including voices. A creature that hears the sounds can tell they are imitations with a successful Wisdom (Insight) check opposed by your Charisma (Deception) check.
Divinity(Sekelcuse):
Church Boon
+1 Charisma
Lip Service
Skill Proficiency – Deception
Origin(The Skittering):
You start your career with 800 additional gold.
You gain proficiency in the Perception skill, and with Weaver's Tools.
You gain a +1 bonus to your Dexterity score.
Burden:
You must consume 8 times the normal amount that your race requires. However, you have no problem eating sentient races.
Languages:
Common
Auran
Class/Racial Features & Traits
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