Winter
Level 10 Rogue Ancestry: dark elven
Prof: +5 Feats: 3 Skills: ?
Stat | Base | Anc | Class | Total |
---|---|---|---|---|
Str | 0 | 0 | 0 | 0 |
Dex | 2 | 1 | 1 | 4 |
Con | 1 | 0 | 0 | 1 |
Int | 2 | 0 | 1 | 3 |
Wis | 1 | 1 | 0 | 2 |
Cha | 0 | 1 | 0 | 1 |
Classes
Ancestry
- Fleetness of Foot: +1 Dex. You gain +2 movement speed per rank. You do not leave footprints in natural terain.
- Red Eyes in the Dark: +1 Wis. Your eyes are attuned to the darkness of the Underdark. In darkness, they reflect crimson light, like the eyes of a cat. You gain Darkvision.
- Allure of the Fey: +1 Cha. You have an undefinable charm. Upon first meeting someone, if you are not evidently a threat to them, you can roll Cha vs Wis; on success, their attitude shifts up one level on first sight of you.
Class
- Rogue: The basic training of a rogue grants you:
- +1 to Dex and Int
- Proficiency in Acrobatics, Sleight of Hand, and Stealth
- +1 HP/level
- Proficiency with Dex-based martial weapons (finesse weapons, bows, etc)
- Sneak Attack: when you have advantage with a weapon attack, and it hits, you inflict critical damage.
- Cunning Action: as a swift action, once per round, you Dash, Disengage, or Hide.
- Assassin
- +1 to Dex
- Death Attack: when you use a Sneak Attack against a creature that is below 25% HP, or they are unaware that they are in combat, or they are unable to defend themselves (stunned, paralysis, etc), you inflict double critical damage on hit.
- Poisoner: +1 Con. You are proficient in the craft of Poisons, and have resistance to poison damage, as well as advantage to any saves against secondary effects of poison.
- Spellthief
- +1 to Int
- Spellsteal: Swift action (cunning action), melee range; you attempt to steal a spell from the subject. Subject must have the ability to cast spells, and still have available spell slots or Mana. Roll a Dexterity (Sleight of Hand) check; the DC to steal any given spell is 10 + 5 per the spell's rank. On success, you steal the highest-level spell allowed by your roll that the subject possesses. On failure, nothing happens. When you steal a spell, the subject loses the spell slot, and you gain a single, consumable use of that spell, exactly as described. You may use it any time before the next long rest; if not used by then, it fades away.
- Option: Normally, the spell stolen is determined randomly by the DM, from among all available spells of the designated level the subject has available. However, if you know what spells the subject has (perhaps by casting [[Scan]], or having observed a spell being cast by the subject), you can "call" a specific spell before rolling your check; the DC increases by 2, but if you succeed, you steal the exact spell you specify.
- Option: Instead of stealing the spell itself, you may regain 1 point of Mana per level of the spell. The subject still loses the spell slot, but you don't gain a use of their spell, merely the Mana. You can exceed your maximum Mana with this method, but whenever your Mana is above maximum, the excess drains away at a rate of 1 per minute.
- Option: You can target a non-consumable magic item, draining its power temporarily to restore your Mana. The item is non-functional for 24 hours, and you gain Mana based on its rarity: 1 if uncommon, 3 rare, 5 very rare, 10 legendary. If the item is held by someone else who doesn't want you to drain it, they are allowed a Dex contest to avoid it.
- Scan: Bonus action, 60-ft range; you scan one target, learning if it possesses magical abilities. Roll a Investigation check; on a result of 15 or higher, you learn the list of spells or magical abilities it has available (of up to the level you yourself can cast), and any resistance to magic it possesses. On a 20 or higher, you learn of any vulnerabilities to magic it might possess, and spells of any level it has available.
- Spell Lock: Reaction to an enemy casting within your reach; make a melee attack. If it hits, target must pass a Con save or lose the spell they are casting, as well as being unable to cast any spells of that school until they pass another Con save (minimum 1 round).