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Thaliel 'Thorn' Miraline

4 Level (0/6500 XP for level-up) Urban Druidic Outcast Background Half-Elf Race / Species / Heritage Chaotic Good Alignment
Rogue (Phantom)
Level 4
Hit Dice: 4/4
1d8+0 Class 1

STR
10
+0
DEX
16
+3
CON
11
+0
INT
12
+1
WIS
16
+3
CHA
12
+1
25
Hit Points
+3
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
15
Passive Perception
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+5 Dexterity
+0 Constitution
+3 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+1 Arcana INT
+0 Athletics STR
+1 Deception CHA
+1 History INT
+5 Insight WIS
+3 Intimidation CHA
+1 Investigation INT
skills
+3 Medicine WIS
+1 Nature INT
+5 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+1 Religion INT
+3 Sleight of Hand DEX
+3 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Temperfang Dagger +5 DEX 1d4+3 piercing
 When unsheathed from extreme heat (like a forge or lava), deals an additional +1 fire damage for 10 minutes. The blade glows when someone nearby tells a lie. Finesse, Light, Melee, Thrown (range 20ft/60ft at disadvantage)
Rapier +5 DEX 1d8+3 piercing
Scrapshard Bow +3 DEX 1d6+3 piercing
 Ranged, 80ft/320ft at disadvantage. Arrows fragment on impact: on hit, target must make a DC 12 CON save or bleed (1 extra damage/round for 1d4 rounds). 5 ft radius splash
Attacks


see class traits tab for Rogue stuff

Fey Touched - Misty Step, Speak With Animals castable once per day


Half-elf traits;


Darkvision-60ft
Fey Ancestry- advantage on saving throws against being charmed, and magic can't put you to sleep.
Skill Versatility (General). You gain proficiency in two skills (Race feat)




Features & Traits


Leather Armor (AC 11+DEX), burglar’s pack (open to see what's inside), Daggers x2, thieves’ tools, journal, wax

Scrapshard Bow, Temperfang Dagger




Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money


Languages; Common, Elven, Thieves Cant


Armor: Light armor


Weapons: Simple weapons, hand crossbows, longswords, rapiers, short swords


Tools: Thieves’ tools




Languages & Proficiencies


sassy, reserved




Personality Traits


privacy, agency




Ideals


Green Dome Druid Enclave, Memory Incense Black Market Trade




Bonds


Doesn't open up well




Flaws


Short (5'8), thicc latina-looking half-elf. For a half elf. Neon pink hair, morphing to vines at ends. Wears fake bunny ears. Older, about 750. Half-elf.

Once a bioterrorist turned informant, Thorn was in deep cover in the Earth Dome's mycelial network—uncovering Anti-Hymn fungal cults when he vanished. She was later found inside a calcified root chamber, alive but changed. Thorn was cast out from their drudic circle, and while she found solace in business she lost her way in the process.




Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Temperfang Dagger

Weapon

Uncommon

When unsheathed from extreme heat (like a forge or lava), deals an additional +1 fire damage for 10 minutes.

The blade glows when someone nearby tells a lie.


A finely crafted dagger with 'Trundlemoore Smithing' inscribed on the shining and polished blade; This dagger has deep brown soft leather lining the grip, with the Trundlemoore Smithing School logo stamped into each side.



Type Damage Damage Range
Simple Melee 1d4 / 1d4+(1 fire) Slashing 20/60

Cost: 75
Weight: 1 lb

Scrapshard Bow

Weapon

Uncommon When attuned, the bow's drawstring will respond to its user's touch. Requires Attunement

Ranged 80/320. Arrows fragment on impact: on hit, target must make a DC 12 CON save or bleed (1 extra damage/round for 1d4 rounds).

5ft splash radius


A shortbow that practically looks like a piece of rusted trash. The limbs are made of rusted metal cobbled together with whatever fasteners and scrap metal the creator could find. It seems like in the middle of its creation its creator decided 'fuck it, I don't have enough metal, lets just make it magic.'

The hollow limbs contain a glowing beam, which also makes up the drawstring; The arrows are crafted from thin air, drawing rusted metal from the environment and the bow itself to create its own ammunition.



Type Damage Damage Range
Simple Ranged 1d6 / 1d6 Piercing 80/320

Cost: 180
Weight: 4 lbs

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Proficiences

Tools: Thievery
Languages: Thieves' Cant
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Overview & Creation

Rogues are, more than anything else, those gifted with a knack for picking up skills. They can get this from a brutal childhood, or extreme circumstances of hardship. They didn’t have the luxury of peace and relaxation. They are skilled, more than anyone of similar experience, and quick and cunning to boot. They know how to twist the knife, and where to strike to make it hurt. They study complex devices of the old world and the new, and this risk-seeking nature comes from a supreme confidence to avoid the pitfalls it brings. At the heart of all this is a blessing from the universe to being the luckiest son-of-a-bitch on the planet.  


 


Class Features

Expertise

At 1st Level, choose two of your Proficiencies, or one of your skill Proficiencies and your Thievery Proficiency. 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 Thievery) to gain this benefit.  

Second-Story Work

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.  

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 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.  

Roguish Specialty

You choose an specialty that you emulate in your growth as a rogue, pushing a particular brand of abilities (shown at the bottom of this page). Your specialty choice grants you additional features at 3rd, 9th, 13th, and 17th level.  

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 can be used only to take the Aim, Dash, Disengage, or Hide action.
  • Aim: You give yourself advantage on your next attack roll against a target you can see. You can use this only if you haven’t moved during this turn, and after you use the action, your speed is 0 until the end of the current turn.
  • Dash: You gain extra movement for the current turn. The increase equals your speed, after applying any modifiers.
  • Disengage: Your movement doesn’t provoke Opportunity Attacks for the rest of the turn.
  • Hide: You make a Stealth check versus creatures Passive Perception in an attempt to hide. If successful the target loses track of you but knows your last general position. Recommend this action is taken up mid-movement for maximum affect.
 

Ability Score Improvement or Feat

When you reach 4th Level, and again at 6th, 8th, 12th, 14th, 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. Alternatively you can take a Feat from the Feats List.  

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.  

Use Magic Device

At 11th 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.  

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. You can use this feature three times, regaining expended uses on a long rest.


Starting Equipment

Roll 3d4 x10gp

  All rogues have certain priorities, bypassing security systems be they human or mechanical. But end of the day the route they travel can be wildly different. Stealth, or Charm or brute force, the method makes the man. Or woman.


Subclass Options

Arcane Trickster

A fusion of legerdemain and arcane illusions, the arcane trickster is a potent master of controlling other people’s memories and experience of events. While a lot of rogues need to be stealthy, arcane trickster can bind your mind while he takes the jewels off your neck.   Illusionist Dropout Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
2 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Thieves’ Tools (25gp) and Apprentice Spellbook (50gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.  

Mage Hand Legerdemain

When you select this specialty, you learn three cantrips: Mage Hand and two other cantrips of your choice from the Wizard Spell List. When you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:
  • You can stow one object the hand is holding in a container worn or carried by another creature.
  • You can retrieve an object in a container worn or carried by another creature.
  • You can use Thieves’ tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Sleight of Hand check contested by the creature’s Passive Perception. In addition, you can use the bonus action granted by your Cunning Action to control the hand. You learn another Wizard Cantrip of your choice at 10th level.  

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells at first level or higher.  

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.  

Spells Known of 1st Level and Higher

You know three 1st-level Wizard Spells of your choice, two of which you must choose from the Enchantment and Illusion spells on the Wizard Spell List. The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more Wizard Spells of 1st level or higher. Each of these spells must be an Enchantment or Illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level. The spells you learn at 8th, 14th, and 20th level can come from any school of magic. Whenever you gain a level in this class, you can replace one of the Wizard Spells you know with another spell of your choice from the Wizard Spell List. The new spell must be of a level for which you have spell slots, and it must be an Enchantment or Illusion spell, unless you’re replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.  

Spellcasting Ability

Intelligence is your spellcasting ability for your Wizard Spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.   Spell Save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell Attack Modifier = your proficiency bonus + your Intelligence modifier  

Study Magic

You spend 10 minutes to prepare yourself to examine the pure magical energy of the Weave. For the next ten minutes after your preparations you can sense the faint aura of magic around visible creatures and objects within 30 feet of you. The aura tells you the spells school of magic and any noticeable source of magical energy. This ability can penetrate thin barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.  

Magical Ambush

Starting at 9th level, if you are hidden from a creature when you cast a spell on it, the creature has disadvantage on any saving throw it makes against the spell this turn.  

Versatile Trickster

At 13th level, you gain the ability to distract targets with your Mage Hand. As a bonus action on your turn, you can designate a creature within 5 feet of the spectral hand created by the spell. Doing so gives you advantage on attack rolls against that creature until the end of the turn.  

Spell Thief

At 17th level, you gain the ability to magically steal the knowledge of how to cast a spell from another spellcaster. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use your reaction to force the creature to make a saving throw with its spellcasting ability modifier. The DC equals your spell save DC. On a failed save, you negate the spell’s effect against you, and you steal the knowledge of the spell if it is at least 1st level and of a level you can cast (it doesn’t need to be a wizard spell). For the next 8 hours, you know the spell and can cast it using your spell slots. The creature can’t cast that spell until the 8 hours have passed. Once you use this feature, you can’t use it again until you finish a long rest.  

Assassin

The most deadly of specialties if you get a drop on your target. They don’t handle groups as well as other rogues either, their specialty in the alpha strike above all else. How they get into position to do this? Stealth, disguises and fast-talking; as many ways as assassination targets.   Poisoner Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Light Crossbow (1d8 piercing, range 80/320ft, Ammunition, Loading, Two-Handed): 5lb, 25gp
2 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Blowgun (1 piercing, range 25/100ft, Ammunition, Loading): 1lb, 1gp
Poisoner’s Kit (3gp) and Thieves’ Tools (25gp)
Burglar’s Pack (4gp) containing a backpack, a bag of 1,000 ball bearings, 50ft of hemp rope, string, bells, a crowbar, a hooded lantern, flasks of oil, tinderbox.  

Blackcraft Mastery

When you choose this specialty, you can take a masterful interest in the ways of poison and disguise. You gain proficiency with Disguises and Poisoning, both of these can be selected as options for your Expertise. When a target of your poison is surprised, they automatically fail their saving throw against it, unless that creature is immune to Poison.  

Assassinate

Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit. You also gain an additional option for your Cunning Actions;
  • Envenom: You use a bonus action to apply a Poison to a blade or ten pieces of ammunition.
 

Tokens of the Departed

By 9th level, when a life ends in your presence, you’re able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you open your free hand and a Tiny trinket appears there, a soul trinket (the DM chooses the trinket’s form). While the soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, as your vitality is enhanced by the life essence within the object. You can have a maximum number of soul trinkets equal to your proficiency bonus, and you can’t create one while at your maximum. As an action, you can destroy one of your soul trinkets, no matter where it’s located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It’s under no obligation to be truthful, and it answers as concisely as possible, eager to be free.  

Ghost Walk

When you reach 13th level, you can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object. You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.  

Audience with Death

By 17th level, when at death’s door, you can converse with the powers of death. You have advantage on death saving throws, and whenever you make a death saving throw, your spirit can ask an entity of death a question that can be answered with “yes,” “no,” or “unknown.” The entity answers truthfully, using the knowledge of all those who you’ve killed.  

Inquisitive

This specialty is for the chess master, the politican, or the interrogator. They have a mastery of insight and ferreting deception, even in the heart of battle. This keen perception is so powerful it can even discern invisible threats or unique weaknesses.   Detective Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
2 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Thieves’ Tools (25gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp)  

Ear for Deceit

When you choose this specialty you develop a keen ear for picking out lies. Whenever you make a Wisdom (Insight) check to determine whether a creature is lying, treat a roll of 7 or lower on the d20 as an 8.  

Insightful Fighting

At 3rd level, you gain the ability to decipher an opponent’s tactics and develop a counter to them. As a bonus action, you make a Wisdom (Insight) check against a creature you can see that isn’t incapacitated, contested by the target’s Charisma (Deception) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. You also gain an two additional options for your Cunning Actions;
  • Reveal: You use a bonus action to make Perception check against a hidden or Invisible creature. When revealed, the target is no longer considered hidden to you or others.
  • Uncover: You use a bonus action to make an Investigation check and reveal an invisible or hidden clue or object.
 

Steady Eye

At 9th level, you gain advantage on any Wisdom (Perception) or Intelligence (Investigation) check if you move no more than half your speed on the same turn.  

Unerring Eye

At 13th level, your senses are almost impossible to foil. As an action, you sense the presence of illusions, shapechangers not in their original form, and other magic designed to deceive the senses within 30 feet of you, provided you aren’t Blinded or Deafened. You sense that an effect is attempting to trick you, but you gain no insight into what is hidden or into its true nature. You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

Eye for Weakness

At 17th level, you learn to exploit a creature’s weaknesses by carefully studying its tactics and movement. While your Insightful Fighting feature applies to a creature, your Sneak Attack damage against that creature increases by 3d6.  

Mastermind

Spies, politicians and courtiers all need to deceive. And this specialty is all about deception. A smooth confident exterior hides a wildly quick and frantic mind, mastering misdirection and deceit. They are also tactically brilliant, distracting foes at critical points to assist their allies dig in some steel.   Spy Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
12 Dart (1d4 piercing, range 20/60ft, Finesse): 1/4lb, 5cp
Saddled Horse (50gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.
Soap & Perfume: (2gp)  

Master of Intrigue

When you choose this specialty you gain proficiency with the Disguises, Scribing and three Languages of your choice. Additionally, you know the Guidance cantrip and can cast it as a bonus action.  

Master of Tactics

Starting at 3rd level, you can use the Help action on a target within 30ft of you, rather than 5ft if the ally sees or hears you. You also gain an additional option for your Cunning Actions;
  • Help: You grant advantage on the next ability check or attack an ally makes before the start of your next turn.
 

Insightful Manipulator

Starting at 9th level, you can learn certain information about its capabilities by pressing against them in social settings or games of intellect. Whenever you use the Master of Intrigue or Master of Tactics against a creature, you learn the creatures Intelligence, Wisdom, Charisma, and infer a part of their history and personality. You can use this feature three times, regaining expended uses on a long rest. Upon reaching 13th level, you can use this feature six times between long rests, and beginning at 17th level, you can use it nine times between long rests.  

Misdirection

Beginning at 13th level, you can sometimes cause another creature to suffer an attack meant for you. When you are targeted by an attack while a creature within 5 feet of you is granting you cover against that attack, you can use your reaction to have the attack target that creature instead of you.  

Soul of Deceit

Starting at 17th level, your thoughts can’t be read by telepathy or other means, unless you allow it. You can present false thoughts by making a Deception check contested by the mind reader’s Insight check. Additionally, no matter what you say, magic that would determine if you are telling the truth indicates you are being truthful if you so choose, and you can’t be compelled to tell the truth by magic.  

Mistwalker

A master of the open field, mistwalkers train towards the use of natural phenomenon to great affect. Often trained in the ways of the druids, they use mist and natural cover in urban environments to get past guardsmen and security systems and carry out their work.   Forester Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp and Handaxe (1d6 slashing, range 20/60ft, Light): 2lb, 5gp
Shortbow (1d6, 80/320 range, Ammunition): 2lb, 25gp
An Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Ways of the Mists

When you choose this specialty you gain proficiency in the Druidic Language, as well as Nature and Perception skills if you don’t already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.  

Mantle of Fog

Starting at 3rd level, you are always lightly obscured during combat. At the beginning of your turn, you and the surrounding 20ft are lightly obscured by whatever natural phenomenon is appropriate. Mist, foliage or smoke. This obscurement is light and your allies cannot benefit from it. If another creature attempts to hide within your Mantle of Fog, you have advantage to Perception checks against it.  

Stride of the Mists

At 9th level, you gain the ability to leap around the battlefield within fog. You can cast Misty Step a number of times equal to your Wisdom modifier (minimum of 1). If you are within natural cover, you can use this ability to teleport anywhere while within the area of cover. This ability recharges on a long rest.  

Mantle of Smog

Starting at 13th level, your ability to conjure natural cover has grown. At the beginning of your turn in combat, you are surrounded by 40ft of lightly obscured natural cover. Your allies can benefit from this obscurement and can ignore any affects on their perception.  

Grasp of the Mist

Starting at 17th level, you can cause the mist itself to strike your foes. You cause the mist to attack a hostile creature within it. This attack uses your attack stats, and deals 0 damage, but can benefit from your Sneak Attack even if you have already used it this turn, but you can’t use your Sneak Attack against the same target more than once in a turn.    

Sawbone

You have trained yourself in the science of medicine. The Sawbones learns every inch of physical anatomy, and uses it to heal their allies and hit their enemies where it hurts most. Back-alley doctors, battlefield medics, mad scientists, and other practitioners of all things biological can be Sawbones of one form or another. You heal your allies, harvest parts from dead monsters, and silence your enemies with deadly precision.   Surgeon Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Rapier (1d8 piercing): 2lb, 25gp
Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Herbalist Pouch (10gp)
Healer’s Kit (4gp): When used with a healing proficiency, allows you to stabilise a dying ally out of combat. Proficiency in Medicine allows you to grant them 1 hit point after this healing, as well as diagnose mundane diseases and poisons.
Veteran’s Cane (4gp): A special scabbard that can hold a finesse weapon. It looks like an ordinary walking cane.
Scholar’s Pack (14gp) Containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Back Alley Medicine

When you take this archetype you gain proficiency in the Medicine, and the Herbalism skill. You may use your Intelligence modifier instead of your Wisdom modifier for all Medicine checks. When picking your Expertise, you can select Herbalism as well as Thievery Tool proficiencies. Whenever you use a Herbalism Tincture to Restore Hit Points to a creature, the creature regains additional Hit Points equal to 1d8 + your Intelligence modifier (This ability does not stack with other class features that boost healing). This increases to 2d8 + your Intelligence modifier at 13th level.  

Rushed Treatment Plan

Starting at 3rd level, you have mastered anatomy and it's many weaknesses. As a bonus action, you make an Intelligence (Medicine) check against a creature you can see, contested by the target’s Wisdom (Disguise) check. If you succeed, you can use your Sneak Attack against that target even if you don’t have advantage on the attack roll, but not if you have disadvantage on it. This benefit lasts for 1 minute or until you successfully use this feature against a different target. You also gain an two additional options for your Cunning Actions;
  • Staunch Bleeding: You use a bonus action to end the Bleeding condition or stabilize a dying creature.
  • Quick Restorative: You use a bonus action to administer a Herbalism tincture to a creature with 5 feet.
 

Grim Salvage

Starting at 9th level, you have learned how to craft tinctures, poisons, and alchemy items extraordinary fast. Spending 1 minute to harvest from a magical creature you can make a crafting check using the fresh materials at your disposal. Depending on the strength of the creature, you gain a bonus to your roll equal to their number of Hit Die divided by 2 (rounded up). These items will last until your next long rest, but will become ruined from the rushed processing.  

Adept Immunization

At 13th level, you've established a routine of administering small doses of poison to yourself in order to build up your body's defences. You are immune to nonmagical Poison and Disease. Whenever you make a constitution saving throw, you can add your intelligence modifier to the total.  

Surgical Strikes

At 17th level, your attacks are guided by your anatomical expertise. Whenever you perform a Sneak Attack on a creature, that creature's maximum hit points are reduced by the amount of damage dealt. That creature can't regain hit points until the start of your next turn. Your attacks are precise and subtle. Whenever you kill a creature, you can do so in a way that makes it seem like they died of natural causes.    

Soul Knife

The Soul-knives are a select order of Black Lotus assassins that use psionic potential to deadly affect. They summon blades of keen and deadly telekinetic force, augment their bodies agility or fortitude. Their blades eventually start to manifest psionic terror in their foes, and bend light around their hiding forms. The greatest of the art can use the fear of their psionic blade to literally stun a foe with pure fear.   Black Lotus Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Quartz Resonance (10gp)
Thieves’ Tools (25gp)
Scholar’s Pack (14gp) containing a backpack, a notebook, ink & pen, parchment, a little bag of sand, and a sealing wax.  

Psychic Blade

When you select this archetype, you can manifest your psionic power as shimmering blades of psychic energy. Whenever you take the Attack action or Opportunity Attack reaction, 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 your Psionic Energy Die (1d6 to start) 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 one die smaller than your Psionic Energy Die (1d4 to start instead of 1d6).  

Psionic Talent

Starting at 3rd level, you harbor a wellspring of psionic energy within yourself. This energy is represented by your Psionic Energy dice, which are each a d6. You have a number of these dice equal to twice your proficiency bonus, and they fuel various psionic powers you have, which are detailed below. Some of your powers expend the Psionic Energy die they use, as specified in a power's description, and you can't use a power if it requires you to use a die when your dice are all expended. You regain all your expended Psionic Energy dice when you finish a long rest. In addition, as a bonus action, you can regain one expended Psionic Energy die, but you can't do so again for an hour. When you reach certain levels in this class, the size of your Psionic Energy dice increases: at 5th level (d8), 11th level (d10), and 17th level (d12). The powers below use your Psionic Energy dice;
  • Psi-Bolstered Knack: When your non-psionic training fails you, your psionic power can help: if you fail an ability check using a skill or tool with which you have proficiency, you can roll one Psionic Energy die and add the number rolled to the check, potentially turning failure into success. You expend the die only if the roll succeeds.
  • Psychic Whispers: You can establish telepathic communication between yourself and others-perfect for quiet infiltration. As an action, choose one or more creatures you can see, up to a number of creatures equal to your proficiency bonus, and then roll one Psionic Energy die. For a number of hours equal to the number rolled, the chosen creatures can speak telepathically with you, and you can speak telepathically with them. To send or receive a message (no action required), you and the other creature must be within 1 mile of each other. A creature can't use this telepathy if it can't speak any languages, and a creature can end the telepathic connection at any time (no action required). You and the creature don't need to speak a common language to understand each other. The first time you use this power after each long rest, you don't expend the Psionic Energy die. All other times you use the power, you expend the die.
 

Soul Blades

At 9th level, your Psychic Blades are now an expression of your psi-suffused soul, giving you these powers that use your Psionic Energy dice:
  • Homing Strikes: If you make an attack roll with your Psychic Blades and miss the target, you can roll your Psionic Talent die and add the number rolled to the attack roll. If this causes the attack to hit, you expend the Psionic Energy die.
  • Psychic Teleportation: As a bonus action, you manifest one of your Psychic Blades, expend one Psionic Energy die and roll it, and throw the blade at an unoccupied space you can see, up to a number of feet away equal to 10 times the number rolled. You then teleport to that space, and the blade vanishes.
 

Psionic Veil

Beginning at 13th level, you can weave a veil of psychic static to mask yourself. As an action, you can magically become Invisible, along with anything you are wearing or carrying, for 1 hour or until you dismiss this effect (no action required). This invisibility ends if you deal damage to a creature or if you force a creature to make a saving throw. Once you use this feature, you can’t do so again until you finish a long rest, unless you expend a Psionic Energy die to use this feature again.  

Rend Mind

At 17th level, you can sweep your Psychic Blades directly through a creature’s mind. When you use your Psychic Blades to deal Sneak Attack damage to a creature, you can force that target to make a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier). If the save fails, the target is Stunned for 1 minute. The stunned target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once you use this feature, you can't do so again until you finish a long rest, unless you expend three Psionic Energy dice to use it again.  

Swashbuckler

No other rogue is more at home in the midst of combat, able to move around other opponents like they’re floating on air. They strike with impunity, using the slightest of distractions to slip past their opponents guard and show their careless panache.   Pirate Build
Studded Leather (12 + Dex mod AC): 11lb, 45gp
Sabre (1d8 slashing): 3lb, 25gp and Scimitar (1d6 slashing, Light): 2lb, 10gp
4 Dagger (1d4 piercing, range 20/60ft, Finesse, Light): 1lb, 2gp
Explorers Pack (2gp) containing a backpack, 50ft of hemp rope, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, and a waterskin.  

Rakish Audacity

Starting when you select this specialty, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier. You also gain an additional way to use your Sneak Attack;
  • You don’t need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don’t have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
 

Fancy Footwork

When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can’t make opportunity attacks against you for the rest of your turn.  

Panache

At 9th level, your charm becomes extraordinarily beguiling. As an action, you can make a Charisma (Persuasion) check contested by a creature’s Wisdom (Insight) check. The creature must be able to hear you, and the two of you must share a language. If you succeed on the check and the creature is hostile to you, it has disadvantage on attack rolls against targets other than you and can’t make opportunity attacks against targets other than you. This effect lasts for 1 minute, until one of your companions attacks the target or affects it with a spell, or until you and the target are more than 60 feet apart. If you succeed on the check and the creature isn’t hostile to you, it is Charmed by you for 1 minute. While Charmed, it regards you as a friendly acquaintance. This effect ends immediately if you or your companions do anything harmful to it.  

Elegant Maneuver

Starting at 13th level, you can use a bonus action on your turn to gain advantage on the next Dexterity (Acrobatics) or Strength (Athletics) check you make during the same turn.  

Master Duelist

Beginning at 17th level, your mastery of the blade lets you turn failure into success in combat. If you miss with an attack roll, you can roll it again with advantage. You can use this feature three times, regaining expended charges on a long rest.

Tasha's Cauldron of Everything p62

Rogue (Phantom)

Level Feature
3rd Whispers of the Dead, Wails from the Grave
9th Tokens of the Departed
13th Ghost Walk
17th Death's Friend
hit dice: 1d8 per level
hit points at 1st level: 8 + Constitution modifier
hit points at higher levels: 1d8 + Constitution modifier per level
armor proficiencies: No additional armor proficiencies.
weapon proficiencies: No additional weapon proficiencies.
tools: No additional tool proficiencies.
saving throws: No additional saving throw proficiencies.
skills: No additional skill proficiencies.
starting equipment:
No additional equipment.
spellcasting:
None.

class features:
Whispers of the Dead
3rd-level Phantom feature
Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.

Wails from the Grave
3rd-level Phantom feature
As you nudge someone closer to the grave, you can channel the power of death to harm someone else as well. Immediately after you deal your Sneak Attack damage to a creature on your turn, you can target a second creature that you can see within 30 feet of the first creature. Roll half the number of Sneak Attack dice for your level (round up), and the second creature takes necrotic damage equal to the roll's total, as wails of the dead sound around them for a moment.
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

Tokens of the Departed
9th-level Phantom feature
When a life ends in your presence, you're able to snatch a token from the departing soul, a sliver of its life essence that takes physical form: as a reaction when a creature you can see dies within 30 feet of you, you can open your free hand and cause a Tiny trinket to appear there, a soul trinket. The DM determines the trinket's form or has you roll on the Trinkets table in the Player's Handbook to generate it.
You can have a maximum number of souls equal to your proficiency bonus, and you can't create one while at your maximum.
You can use soul trinkets in the following ways:
  • While a soul trinket is on your person, you have advantage on death saving throws and Constitution saving throws, for your vitality is enhanced by the life essence within the object.
  • When you deal Sneak Attack damage on your turn, you can destroy one of your soul trinkets that's on your person and then immediately use Wails from the Grave, without expending a use of that feature.
  • As an action, you can destroy one of your soul trinkets, no matter where it's located. When you do so, you can ask the spirit associated with the trinket one question. The spirit appears to you and answers in a language it knew in life. It's under no obligation to be truthful, and it answers as concisely as possible, eager to be free. The spirit knows only what it knew in life, as determined by the DM.

Ghost Walk
13th-level Phantom feature
You can phase partially into the realm of the dead, becoming like a ghost. As a bonus action, you assume a spectral form. While in this form, you have a flying speed of 10 feet, you can hover, and attack rolls have disadvantage against you. You can also move through creatures and objects as if they were difficult terrain, but you take 1d10 force damage if you end your turn inside a creature or an object.
You stay in this form for 10 minutes or until you end it as a bonus action. To use this feature again, you must finish a long rest or destroy one of your soul trinkets as part of the bonus action you use to activate Ghost Walk.

Death's Friend
17th-level Phantom feature
Your association with death has become so close that you gain the following benefits:
  • When you use your Wails from the Grave, you can deal the necrotic damage to both the first and the second creature.
  • At the end of a long rest, a soul trinket appears in your hand if you don't have any soul trinkets, as the spirits of the dead are drawn to you.
subclass options:
This is one of the subclasses available to Rogues. For other subclasses, see Rogue.

Fey Touched

Your exposure to the Feywild’s magic has changed you, granting you the following benefits:
   

  • Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
  • You learn the Misty Step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can’t cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells’ spellcasting ability is the ability increased by this feat.

 

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PHB/SCAG

Half-Elf

Walking in two worlds but truly belonging to neither, half-elves combine what some say are the best qualities of their elf and human parents: human curiosity, inventiveness, and ambition tempered by the refined senses, love of nature, and artistic tastes of the elves. Some half-elves live among humans, set apart by their emotional and physical differences, watching friends and loved ones age while time barely touches them. Others live with the elves, growing restless as they reach adulthood in the timeless elven realms, while their peers continue to live as children. Many half-elves, unable to fit into either society, choose lives of solitary wandering or join with other misfits and outcasts in the adventuring life.

Of Two Worlds

To humans, half-elves look like elves, and to elves, they look human. In height, they’re on par with both parents, though they’re neither as slender as elves nor as broad as humans. They range from under 5 feet to about 6 feet tall, and from 100 to 180 pounds, with men only slightly taller and heavier than women. Half-elf men do have facial hair, and sometimes grow beards to mask their elven ancestry. Half-elven coloration and features lie somewhere between their human and elf parents, and thus show a variety even more pronounced than that found among either race. They tend to have the eyes of their elven parents.

Diplomats or Wanderers

Half-elves have no lands of their own, though they are welcome in human cities and somewhat less welcome in elven forests. In large cities in regions where elves and humans interact often, half-elves are sometimes numerous enough to form small communities of their own. They enjoy the company of other half-elves, the only people who truly understand what it is to live between these two worlds.   In most parts of the world, though, half-elves are uncommon enough that one might live for years without meeting another. Some half-elves prefer to avoid company altogether, wandering the wilds as trappers, foresters, hunters, or adventurers and visiting civilization only rarely. Like elves, they are driven by the wanderlust that comes of their longevity. Others, in contrast, throw themselves into the thick of society, putting their charisma and social skills to great use in diplomatic roles or as swindlers.

Half-Elf Names

Half-elves use either human or elven naming conventions. As if to emphasize that they don’t really fit in to either society, half-elves raised among humans are often given elven names, and those raised among elves often take human names.
EXCELLENT AMBASSADORS Many half-elves learn at an early age to get along with everyone, defusing hostility and finding common ground. As a race, they have elven grace without elven aloofness and human energy without human boorishness. They often make excellent ambassadors and go-betweens (except between elves and humans, since each side suspects the half-elf of favoring the other).
ability score increase: our Charisma score increases by 2, and two other ability scores of your choice increase by 1.
age: Half-elves mature at the same rate humans do and reach adulthood around the age of 20. They live much longer than humans, however, often exceeding 180 years.
Size: Medium
speed: 30ft
Languages: You can speak, read, and write Common, Elvish, and one extra language of your choice.
race features:

Darkvision

Thanks to your elf blood, 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.

Fey Ancestry

You have advantage on saving throws against being charmed, and magic can’t put you to sleep.

Skill Versatility

You gain proficiency in two skills of your choice.

Half-Elf Variants

Some half-elves in Faerûn have a racial trait in place of the Skill Versatility trait. If your DM allows it, your half-elf character can forgo Skill Versatility and instead take the elf trait Keen Senses or a trait based on your elf parentage:

Drow Half Elf

Drow Magic

A half-elf of drow descent can forgo Skill Versatility and instead choose the drow’s Drow Magic: You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire 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.

High Half-Elf

High Elf Descent

A half-elf of moon elf or sun elf descent can forego Skill Versatility and instead choose the high elf’s Elf Weapon Training or Cantrip.

Wood Half-Elf

Wood Elf Descent

A half-elf of wood elf descent can forgo Skill Versatility and instead choose the wood elf’s Elf Weapon Training, Fleet of Foot, or Mask of the Wild.

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Statblocks for your spells.

Level 1 Spells

Misty Step

2-level Conjuration

Casting Time: 1 bonus action
Range/Area: Self
Components: V
Duration: Instantaneous

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Speak with Animals

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 10 minutes

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favour for you, at the DM’s discretion.

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adryan357.

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