SKULLZONE
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MagentaDNDBrin

Brin Skull

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CLASS : ROGUE

http://dnd5e.wikidot.com/rogue

SUBCLASS : THIEF

http://dnd5e.wikidot.com/rogue:thief

RACE : TIEFLING

https://www.dndbeyond.com/races/tiefling
http://dnd5e.wikidot.com/tiefling

BACKGROUND : OUTLANDER

https://blackcitadelrpg.com/outlander-5e/

SPELLS ABILITIES

lv.1 https://www.dndbeyond.com/spells/thaumaturgy
lv.5 https://www.dndbeyond.com/spells/darkness

https://5eguide.com/how-does-sneak-attack-work-in-dnd-5e

CUNNING ACTION

FAST HANDS https://rpgbot.net/dnd5/characters/classes/rogue/fast-hands

SNEAK ATTACK https://tabletopjoab.com/sneak-attack-in-dd-5e-explained/

SUBCLASS : 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.

Source: Player's Handbook 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. 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. 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. Use Magic Device

By 13th level, 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. Thief's Reflexes

When you reach 17th level, 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.

RACE TIEFLING text

Tiefling Traits Tieflings share certain racial traits as a result of their infernal descent. Ability Score Increase

Your Intelligence score increases by 1, and your Charisma score increases by 2. Age

Tieflings mature at the same rate as humans but live a few years longer. Size

Tieflings are about the same size and build as humans. Your size is Medium. Speed

Your base walking speed is 30 feet. Darkvision

Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Hellish Resistance

You have resistance to fire damage. Infernal Legacy

You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. Languages

You can speak, read, and write Common and Infernal.

THAUMATURGY

 Thaumaturgy

Level Cantrip Casting Time 1 Action Range/Area 30 ft Components V Duration 1 Minute School Transmutation Attack/Save None Damage/Effect Control

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

    Your voice booms up to three times as loud as normal for 1 minute.
    You cause flames to flicker, brighten, dim, or change color for 1 minute.
    You cause harmless tremors in the ground for 1 minute.
    You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
    You instantaneously cause an unlocked door or window to fly open or slam shut.
    You alter the appearance of your eyes for 1 minute.

If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.

DARKNESS

https://www.dndbeyond.com/spells/darkness

 Darkness

Concentration Level 2nd Casting Time 1 Action Range/Area 60 ft (15 ft ) Components V, M * Duration Concentration 10 Minutes School Evocation Attack/Save None Damage/Effect Control

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

  • - (bat fur and a drop of pitch or piece of coal)

ROGUE

Rogue

Rogues rely on skill, stealth, and their foes' vulnerabilities to get the upper hand in any situation. They have a knack for finding the solution to just about any problem, demonstrating a resourcefulness and versatility that is the cornerstone of any successful adventuring party.

You must have a Dexterity score of 13 or higher in order to multiclass in or out of this class. The Rogue Level Proficiency Bonus Sneak Attack Features 1st +2 1d6 Expertise, Sneak Attack, Thieves' Cant 2nd +2 1d6 Cunning Action 3rd +2 2d6 Roguish Archetype, Steady Aim (Optional) 4th +2 2d6 Ability Score Improvement 5th +3 3d6 Uncanny Dodge 6th +3 3d6 Expertise 7th +3 4d6 Evasion 8th +3 4d6 Ability Score Improvement 9th +4 5d6 Roguish Archetype feature 10th +4 5d6 Ability Score Improvement 11th +4 6d6 Reliable Talent 12th +4 6d6 Ability Score Improvement 13th +5 7d6 Roguish Archetype feature 14th +5 7d6 Blindsense 15th +5 8d6 Slippery Mind 16th +5 8d6 Ability Score Improvement 17th +6 9d6 Roguish Archetype feature 18th +6 9d6 Elusive 19th +6 10d6 Ability Score Improvement 20th +6 10d6 Stroke of Luck Class Features

As a rogue, you gain the following class features. Hit Points

Hit Dice: 1d8 per rogue level 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 Proficiencies

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

You start with the following equipment, in addition to the equipment granted by your background:

    (a) a rapier or (b) a shortsword
    (a) a shortbow and quiver of 20 arrows or (b) a shortsword
    (a) a burglar's pack, (b) dungeoneer's pack, or (c) an explorer's pack
    Leather armor, two daggers, and thieves' tools

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. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level. Archetype Source Arcane Trickster Player's Handbook

 Assassin 	Player's Handbook
 Inquisitive 	Xanathar's Guide to Everything
 Mastermind 	Xanathar's Guide to Everything
 Phantom 	Tasha's Cauldron of Everything
 Scout 	Xanathar's Guide to Everything
 Soulknife 	Tasha's Cauldron of Everything
 Swashbuckler 	Xanathar's Guide to Everything
 Thief 	Player's Handbook

D&D Beyond Partnered Content

 Wild Card 	Legends of Runeterra: Dark Tides of Bilgewater

Archived Unearthed Arcana Phantom Unearthed Arcana 72 - Subclasses Revisited

 Revived 	Unearthed Arcana 64 - Fighter, Ranger, Rogue
 Soulknife (2019) 	Unearthed Arcana 66 - Fighter, Rogue, Wizard
 Soulknife (2020) 	Unearthed Arcana 71 - Psionic Options Revisited

Steady Aim (Optional)

At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current turn. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. 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. 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 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. 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.