| +3 | Strength |
| +5 | Dexterity |
| +2 | Constitution |
| +3 | Intelligence |
| +2 | Wisdom |
| -1 | Charisma |
| +2 | Acrobatics |
| +4 | Animal Handling |
| +0 | Arcana |
| +8 | Athletics |
| -1 | Deception |
| +0 | History |
| +2 | Insight |
| +2 | Intimidation |
| +3 | Investigation |
| +2 | Medicine |
| +0 | Nature |
| +5 | Perception |
| -1 | Performance |
| -1 | Persuasion |
| +0 | Religion |
| +5 | Sleight of Hands |
| +8 | Stealth |
| +2 | Survival |
| Weapon | Attack | Damage |
|---|---|---|
| the "didi khmali" | 1d20+5 | 1d10+3 |
| Halfling Dagger | 1d20+5 | 1d4+3 |
| Halfling Light Crossbow | 1d20+4 | 1d4+3 |
| "Sneak Attack" | 3d6 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
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 lb
Weapon
Common
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - this is the damage when the weapon is used with two hands to make a melee attack.| Type | Damage | Damage | Range |
|---|---|---|---|
| Martial Melee | 1d8 / 1d10 | Slashing | Melee |
Weapon
Common
Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.
| Type | Damage | Damage | Range |
|---|---|---|---|
| Simple Melee | 1d4 | Piercing | 20/60 |
Cost: 2gp
Weight: 1 lb
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
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
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