This action can be used only to take the Dash, Disengage, or Hide action. You can take a Bonus Action on each of your turns in combat. Starting at your second level, your quick thinking and agility allow you to move and act quickly. 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. It takes four times longer to convey such a message than it does to speak the same idea plainly. Only another creature that knows thieves’ cant understands such messages. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies.Īt 6th level, you can choose two more of your proficiencies (in skills or with thieves tools) to gain this benefit.ĭuring 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. However if some circumstance or feature allows them to react during another creature's turn, such as an Attack of Opportunity, the Battlemaster's Commander’s Strike, or the Thief Archetype's "Thief's Reflexes", and all other qualifications are met, the Rogue may get a second or third Sneak Attack during a single round of combat.Īt 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieve's tools. Rogues typically only get one Sneak Attack per round of combat.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.As you gain levels, the amount of damage increases, as shown on the level table. The attack must use a finesse or a ranged weapon. Once per turn, you can deal extra 1d6 damage to one creature you hit with an attack if you have Advantage on the attack roll. You know how to strike subtly and exploit a foe’s distraction. Every four levels, your bonus increases by one point. Leather armor, two daggers, and thieves’ tools.(a) a burglar’s pack, (b) a dungeoneer’s pack, or (c) an explorer’s pack.(a) a shortbow and quiver of 20 arrows or (b) a shortsword.You start with the following equipment, in addition to the equipment granted by your background: Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth.Weapons: Simple weapons, hand crossbows, longswords, Rapiers, Shortswords.Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st.Hit Points at 1st Level: 8 + your Constitution modifier.
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