Dalton - Background - Skittering. The Skittering | You always keep a look out for spiders. Skill Prof – Perception
Dalton - Background - Skittering Corruption effect. Bonus - +1 Dexterity | Effect - You must consume 8 times the normal amount that your race requires. You, however have no problem eating sentient races.
Homeland - Dalton - Almost not a Pussy Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.
Homeland - Dalton - Kinda smarter A Doltenian has a strong mind. +1 Wisdom
Sekelcuse - Lip Service Skill Proficiency – Deception
Shackled Legion - Caught Stealing from Mummy Tomb. (Grave Robbery) Benefit: You receive proficiency with the sleight of hand skill, if you already have proficiency you gain a +2 to rolls in that skill.
Tool Prof Freemen Perk - Cartographer's Tools, Navigator's Tools and Waterborne Vehicles.
Lv 1 Thief perk - Thieves Tools. Lv 1 Factionless perk - Disguise Kit.
+2 Dex Cap Freemen
Lv 1 Human Varient Feat - 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 of the turn, whether you hit or not.
Lv 4 ASI Athlete +1 Dex. Increase your Strength or Dexterity by 1, to a maximum of 20. When you are prone, standing up uses only 5 feet of your movement. Climbing doesn't cost you extra movement. You can make a running long jump or a running high jump after moving only 5 feet on foot, rather than 10 feet.
Lv 8 ASI Observant Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Expertise Lv 1 Rogue expertise - Stealth, Sleight of Hand, Lv 6 Rogue Expertise - Perception, Thieves Tools.
Lv 1 Rogue Skill -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.
Lv 1 Rogue Skill - 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.
Lv 2 Rogue Skill - 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.
Lv 3 Rogue Archetype - Theif 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.
Lv 3 Rogue Archetype Skill - Fast Hands Starting at 3rd level, 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.
Lv 3 Rogue Archetype Skill - Second-Story Work When you choose this archetype at 3rd level, 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.
Lv 5 Rogue Skill - 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.
Lv 7 Rogue Skill - Evasion Beginning at 7th level, 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.
lv9 Rogue Thief Skill - Supreme Sneak
Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.
Class/Racial Features & Traits
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