| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +0 | Strength | |
| +7 | Dexterity | |
| +3 | Constitution | |
| +3 | Intelligence | |
| +3 | Wisdom | |
| -1 | Charisma |
| +7 | Acrobatics | DEX | |
| +5 | Animal Handling | WIS | |
| +1 | Arcana | INT | |
| +0 | Athletics | STR | |
| -1 | Deception | CHA | |
| +1 | History | INT | |
| +5 | Insight | WIS | |
| -1 | Intimidation | CHA | |
| +1 | Investigation | INT | |
| -3 | Rizz | CHA |
| +3 | Medicine | WIS | |
| +1 | Nature | INT | |
| +5 | Perception | WIS | |
| -1 | Performance | CHA | |
| -1 | Persuasion | CHA | |
| +1 | Religion | INT | |
| +9 | Sleight of Hand | DEX | |
| +9 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Shortsword | +7 | DEX | 1d6+5 | piercing | |
| light, finesse (vex) | |||||
| Scimitar | +7 | DEX | 1d6+5 | slashing | |
| light, finesse (nick) | |||||
| Light crossbow | +7 | DEX | 1d8+5 | piercing | |
| ammunition (80/320), loading, two handed (slow) | |||||
| Whip | +7 | DEX | 1d4+5 | slashing | |
| finesse, reach (slow) | |||||
Studded Leather Armor
Travelers' Clothes
Fine Clothes
Thieves' tools
Climber's kit
Shovel
Crowbar
Bullseye Lantern
Pole (10 ft)
2x Rope (50 ft)
Caltrops (bag of 20)
2x Net
languages: common, gnome, thieves can't, goblin
tool kits: thieves tools, poisoners kit
The statblocks of your Weapons, armor and other important/magical equipment
https://roll20.net/compendium/dnd5e/Items:Scimitar?expansion=33335
Weapon
Common
Finesse, Light
Nick
A scimitar is a backsword or saber with a distinctive curved blade that broadens toward the point, historically used by cavalry. Known for its sharp convex edge designed for slashing in mounted combat, it serves as a symbol of honor and authority in various cultures.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d6 | Slashing |
Cost: 25 GP
Weight: 3 lb
https://roll20.net/compendium/dnd5e/Items:Shortsword?expansion=33335
Weapon
Common
Finesse, Light
Vex
A short sword is a hand-held weapon with a blade typically measuring between 16 and 24 inches, designed for close-quarters combat, thrusting, and slashing. Often used in combination with a shield or as a backup weapon, they are characterized by superior maneuverability and are often used one-handed, bridging the gap between a dagger and a longsword.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d6 | Piercing |
Cost: 10 GP
Weight: 2 lb
https://roll20.net/compendium/dnd5e/Items:Light%20Crossbow?expansion=33335
Weapon
Common
Ammunition (Bolt), Loading, Two-Handed
Slow
A light crossbow is a two-handed ranged weapon designed for faster loading and maneuvering compared to heavy crossbows, typically firing bolts using a manual, single-motion draw or a simple lever like a goat's foot.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Ranged | 1d8 | Piercing | 80/320 ft |
Cost: 25 GP
Weight: 5 lb
https://roll20.net/compendium/dnd5e/Items:Whip?expansion=33335
Weapon
Common
Finesse, Reach
Slow
A whip is a flexible implement, typically consisting of a handle and a lash, used for striking to inflict pain, provide cues to animals, or produce a sharp, audible crack.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d4 | Slashing |
Cost: 2 GP
Weight: 3 lb
Player's Handbook
Armor (Light)
Common
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
| Type | AC | STR Req. | Stealth Dis. |
|---|---|---|---|
| Light | 12 + Dex modifier | No |
Cost: 45 gp
Weight: 13 lbs
The statblocks of your class features
| Level | Proficiency Bonus | Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Roguish Archetype : Thief, Steady Aim (Optional), Archetype Feature : Fast Hands, Archetype Feature : Second-Story Work | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Uncanny Dodge | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Archetype Feature : Supreme Sneak | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Reliable Talent | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Archetype Feature : Use Magic Device | 7d6 |
| 14 | +5 | Blindsense | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Archetype Feature : Thief's Reflexes | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Ability Score Improvement | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
You start with the following equipment, in addition to the equipment granted by your background:
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
| Level | Proficiency Bonus | Features | Sneak Attack |
|---|---|---|---|
| 1 | +2 | Expertise, Sneak Attack, Thieves' Cant | 1d6 |
| 2 | +2 | Cunning Action | 1d6 |
| 3 | +2 | Roguish Archetype : Soulknife, Steady Aim (Optional), Archetype Feature : Psionic Power (d6), Psychic Blades | 2d6 |
| 4 | +2 | Ability Score Improvement | 2d6 |
| 5 | +3 | Uncanny Dodge, Psionic Power (d8) | 3d6 |
| 6 | +3 | Expertise | 3d6 |
| 7 | +3 | Evasion | 4d6 |
| 8 | +3 | Ability Score Improvement | 4d6 |
| 9 | +4 | Archetype Feature : Soul Blades | 5d6 |
| 10 | +4 | Ability Score Improvement | 5d6 |
| 11 | +4 | Reliable Talent, Psionic Power (d10) | 6d6 |
| 12 | +4 | Ability Score Improvement | 6d6 |
| 13 | +5 | Archetype Feature : Psychic Veil | 7d6 |
| 14 | +5 | Blindsense | 7d6 |
| 15 | +5 | Slippery Mind | 8d6 |
| 16 | +5 | Ability Score Improvement | 8d6 |
| 17 | +6 | Archetype Feature : Rend Mind, Psionic Power (d12) | 9d6 |
| 18 | +6 | Elusive | 9d6 |
| 19 | +6 | Ability Score Improvement | 10d6 |
| 20 | +6 | Stroke of Luck | 10d6 |
You start with the following equipment, in addition to the equipment granted by your background:
Most assassins strike with physical weapons, and many burglars and spies use thieves' tools to infiltrate secure locations. In contrast, a Soulknife strikes and infiltrates with the mind, cutting through barriers both physical and psychic. These rogues discover psionic power within themselves and channel it to do their roguish work. They find easy employment as members of thieves' guilds, though they are often mistrusted by rogues who are leery of anyone using strange mind powers to conduct their business. Most governments would also be happy to employ a Soulknife as a spy. Amid the trees of ancient forests on the Material Plane and in the Feywild, some wood elves walk the path of the Soulknife, serving as silent, lethal guardians of their woods. In the endless war among the gith, a githzerai is encouraged to become a Soulknife when stealth is required against the githyanki foe. As a Soulknife, your psionic abilities might have haunted you since you were a child, only revealing their full potential as you experienced the stress of adventure. Or you might have sought out a reclusive order of psychic adepts and spent years learning how to manifest your power. Source: Tasha's Cauldron of Everything
| Level | Proficiency Bonus | Features | Spells Known |
|---|---|---|---|
| 1 | +2 | Favored Enemy, Natural Explorer, Deft Explorer (optional), Favored Foe (optional) | - |
| 2 | +2 | Spellcasting, Fighting Style | 2 |
| 3 | +2 | Primeval Awareness, Ranger Conclave : Gloom Stalker, Primal Awareness Deviation (optional), Conclave Feature : Gloom Stalker Magic, Dread Ambusher, Umbral Sight | 3 |
| 4 | +2 | Ability Score Improvement | 3 |
| 5 | +3 | Extra Attack | 4 |
| 6 | +3 | Favored Enemy improvement , Natural Explorer Improvement, Deft Explorer Improvement (optional) | 4 |
| 7 | +3 | Conclave Feature : Iron Mind | 5 |
| 8 | +3 | Ability Score Improvement, Fleet of Foot | 5 |
| 9 | +4 | 6 | |
| 10 | +4 | Natural Explorer Improvement, Hide in Plain Sight, Deft Explorer Improvement (optional), Nature's Veil (Optional) | 6 |
| 11 | +4 | Conclave Feature : Stalker's Fury | 7 |
| 12 | +4 | Ability Score Improvement | 7 |
| 13 | +5 | 8 | |
| 14 | +5 | Favored Enemy Improvement, Vanish | 8 |
| 15 | +5 | Conclave Feature : Shadowy Dodge | 9 |
| 16 | +5 | Ability Score Improvement | 9 |
| 17 | +6 | 10 | |
| 18 | +6 | Feral Senses | 10 |
| 19 | +6 | Ability Score Improvement | 11 |
| 20 | +6 | Foe Slayer | 11 |
| Ranger Level | Spell |
|---|---|
| 3rd | Speak with Animals |
| 5th | Beast Sense |
| 9th | Speak with Plants |
| 13th | Locate Creature |
| 17th | Commune with Nature |
| Ranger Level | Spell |
|---|---|
| 3rd | Disguise Self |
| 5th | Rope Trick |
| 9th | Fear |
| 13th | Greater Invisibility |
| 17th | Seeming |
You start with the following equipment, in addition to the equipment granted by your background:
| Level | 1st | 2nd | 3rd | 4th | 5th |
|---|---|---|---|---|---|
| 1 | - | - | - | - | - |
| 2 | 2 | - | - | - | - |
| 3 | 3 | - | - | - | - |
| 4 | 3 | - | - | - | - |
| 5 | 4 | 2 | - | - | - |
| 6 | 4 | 2 | - | - | - |
| 7 | 4 | 3 | - | - | - |
| 8 | 4 | 3 | - | - | - |
| 9 | 4 | 3 | 2 | - | - |
| 10 | 4 | 3 | 2 | - | - |
| 11 | 4 | 3 | 3 | - | - |
| 12 | 4 | 3 | 3 | - | - |
| 13 | 4 | 3 | 3 | 1 | - |
| 14 | 4 | 3 | 3 | 1 | - |
| 15 | 4 | 3 | 3 | 2 | - |
| 16 | 4 | 3 | 3 | 2 | - |
| 17 | 4 | 3 | 3 | 3 | 1 |
| 18 | 4 | 3 | 3 | 3 | 1 |
| 19 | 4 | 3 | 3 | 3 | 2 |
| 20 | 4 | 3 | 3 | 3 | 2 |
Gloom stalkers are at home in the darkest places: deep under the earth, in gloomy alleyways, in primeval forests, and wherever else the light dims. Most folk enter such places with trepidation, but a gloom stalker ventures boldly into the darkness, seeking to ambush threats before they can reach the broader world. Such rangers are often found in the Underdark, but they will go any place where evil lurks in the shadows. Source: Xanathar's Guide to Everything
Statblocks for your familiars, mounts etc.
DnD 5e DMG
Vehicle Common
Vehicle (land) Carrying Capacity: 3 passengers or 600 lbs cargo (1 passenger = 200lbs) Crew 1, AC 11, HP 50 Passengers: Indicates the number of Small and Medium passengers the vehicle can accommodate. Accommodations: no special accomodations Cargo: The maximum tonnage the vehicle can carry. Damage Threshold: If a vehicle has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points. Vehicle Repair: Repairs to a damaged vehicle can be made while the vehicle is parked. Repairing 10 hit point of damage requires 1 day and costs 15 gp for materials and labor.
Cost: 15gp Weight: 200lbs
DnD 5e DMG
Vehicle Common
Vehicle (land) Carrying Capacity: 5 passengers or 1000 lbs cargo (1 passenger = 200lbs) Crew 1, AC 11, HP 50 Passengers: Indicates the number of Small and Medium passengers the vehicle can accommodate. Accommodations: no special accomodations Cargo: The maximum tonnage the vehicle can carry. Damage Threshold: If a vehicle has a Damage Threshold, it has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the ship's hit points. Vehicle Repair: Repairs to a damaged vehicle can be made while the vehicle is parked. Repairing 10 hit point of damage requires 1 day and costs 15 gp for materials and labor.
Cost: 35gp Weight: 400lbs
Beast of Burden. The mule is considered to be a Large animal for the purpose of determining its carry capacity.
Sure-Footed. The mule has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.
Hooves. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 1d4+2 bludgeoning damage.
Statblocks for race/species of the character.
Always on the lookout for danger, you gain the following benefits:
Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.
Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally is Incapacitated.
You have inexplicable luck that can kick in at just the right moment, granting you the following benefits:
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus. You can spend the points on the benefits below, and you regain your expended Luck Points when you finish a Long Rest.
Advantage. Immediately after you roll a d20 for a d20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an Attack Roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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