This is an old revision of the document!


Rouge LV1: Expertise
two skill proficiencies, or one skill proficiencies & proficiency with thieves' tools.
proficiency bonus is doubled for those proficiencies checks.
6th level, choose two more proficiencies (in skills or with thieves' tools).

Rouge LV1: Thieves' Cant
you learned thieves' cant, It 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.

Rouge LV2: Cunning Action
Bonus Action to take the Dash, Disengage, or Hide action.

Rouge LV5: Uncanny Dodge
when you can see an attacker that hits you can use a reaction, halve the attack's damage.

Fighter LV1: Fighting Style Thrown Weapon Fighting
You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll.

Fighter LV3: Student of War
At 3rd level, you gain proficiency with one type of artisan's tools of your choice.

Fighter LV5: Extra Attack
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Rouge LV1: Sneak Attack
Once per turn, you can deal sneak attack damage to one creature you hit with an attack. Prerequisets for Sneak Attack

  • if you have advantage on the attack roll OR an enemy of the target is within 5 feet that isn't incapacitated
    • Must not have disadvantage on the attack roll
  • The attack must use a finesse or a ranged weapon.
Rouge Level Total Sneak Dice
Level 1 1 D6
Level 3 2 D6
Level 5 3 D6
Level 7 4 D6
Level 9 5 D6
Level 11 6 D6
Level 13 7 D6

Rouge LV3: Psionic Talent
Gain one Psionic Die. (Starting Size D6)
Dice changes size

  • Decreses in size on max roll
  • Increases in size on minimal roll
  • Long rest to refresh/reset
  • Natual size increases as per levels bellow
    • LV5 Rouge = D8 Psionic Dice
    • LV11 Rouge = D10 Psionic Dice
  • Bonus Action to reset dice to its natural size, Must finish a long rest to use this skill again

You can use your Psionic Talent die in the following ways:

Rouge LV3: Psi-Bolstered Knack
if you fail a proficient skill/tool check, roll your Psionic Talent die, add the result to the check, potentially turning failure into success.

Rouge LV3: Psychic Blades
When you are about to make a melee or ranged weapon attack against a creature, you can manifest a psychic blade from your free hand and make the attack with that blade.
This magic blade is a simple melee weapon with the finesse and thrown properties. It has a normal range of 60 feet and no long range, and on a hit, it deals psychic damage equal to 1d6 plus the ability modifier you used for the attack roll. The blade vanishes immediately after it hits or misses its target, and it leaves no mark on its target if it deals damage.
After you attack with the blade, you can make a melee or ranged weapon attack with a second psychic blade as a bonus action on the same turn, provided your other hand is free to create it. The damage die of this bonus attack is 1d4, instead of 1d6.

Fighter LV1: Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.

Fighter LV2: Action Surge
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

Feat: Lucky
3 Luck points
Long Rest Recovery
When you make an ability check, saving throw, attack roll or attack roll against you.
spend one luck point, roll another d20 and choose which of the d20s is used for the roll.
If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.

Feat: Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:

  • You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class.
  • If you already have superiority dice, you gain one more.

Skill Proficiencies Medicine, Sleight of Hand
Tool Proficiencies Tattoo Tools, forgery kit

Equipment

  • A set of fine clothes
  • a set of tattooing tools
  • a forgery kit
  • a set of weighted dice
  • a deck of marked cards
  • a double sided coin
  • a belt pouch containing 15 gp

Feature: Word Weaver You have had to deal with people all your life. You have picked up a knack with weaving words together to make almost anyone warm up to you quickly. Able to craft amazing lies or brutal truths Weather that be smooth words to impress the earn a night of pleasure or sharp words designed to cut down trouble before it starts. But these skills don't stop with your voice you are just as skilled with letters on parchment. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or the handwriting you are trying to copy.

Platinum Gold Silver Copper
0 25 14 0
Item Stats
Head Griss's Hat A keep sake from better times
Amulet Amulet of proof against Scrying
Cloak Cloak of Displacement Disadvantage for attackers
Clothes Well Traveled Clothes A Normal set of clothes, Clean but well worn
Armour Leather Armour AC=12+Dexterity
Arms/Hands Gloves of Thievery +5 to Slight of hand & Thieves tools checks
Ring/s
Belt Dagger Belt A custom belt capable of holding 12 Daggers
Boots
Shield/Ammo/Offhand
Weapon Dagger x10 1d4 Slashing, Thrown, Light
Sub-Weapon
  • Tattooist Tools
  • Forgery Kit
  • Weighted Dice
  • Double sided Coin
  • Deck of Marked Cards
  • Thieves Tools

The Pile

  • 10 Daggers
  • Dagger Belt
  • Leather Armour
  • Explorers Pack
  • Set of Fine Clothes
  • Belt pouch
  • Artist Sketch Book

Formular =

Total Capacity Current Load Equiped Load
000ibs 000Ibs 000Ibs
  • character/blackout/stats.1599897697.txt.gz
  • Last modified: 4 years ago
  • (external edit)