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| - | =====Rogue Lucky===== | ||
| - | [[character: | ||
| - | Rogue using subclass abilities from various other sub-classes | ||
| - | ==== Rogue Introduction ==== | ||
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| - | **Hit Points** | ||
| - | ***Hit Dice:** 1d8 per rogue level | ||
| - | ***Hit Points at 1st Level:** 8 + your Constitution modifier | ||
| - | ***Hit Points at Higher Levels:** 1d8 (or 5) + your Constitution modifier per rogue level after 1st | ||
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| - | **Proficiencies** | ||
| - | ***Armor:** Light armor | ||
| - | ***Weapons: | ||
| - | ***Tools:** Thieves' | ||
| - | ***Saving Throws:** Dexterity, Charisma | ||
| - | ***Skills: | ||
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| - | **Equipment** | ||
| - | You start with the following equipment, in addition to the equipment granted by your background: | ||
| - | *(a) a rapier or (b) a shortsword | ||
| - | *(a) a shortbow and quiver of 20 arrows or (b) a shortsword | ||
| - | *(a) a burglar' | ||
| - | *Leather armor, two daggers, and thieves' | ||
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| - | ====Level 1 Rogue==== | ||
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| - | **Expertise** \\ | ||
| - | At 1st level, choose two of your skill proficiencies, | ||
| - | At 6th level, you can choose two more of your proficiencies (in skills or with thieves' | ||
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| - | **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 a 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, | ||
| - | 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. | ||
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| - | **Thieves' | ||
| - | During your rogue training you learned thieves' | ||
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| - | 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' | ||
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| - | ====Level 2 Rogue==== | ||
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| - | **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 action can be used only to take the Dash, Disengage, or Hide action. | ||
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| - | ====Level 3 Rogue==== | ||
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| - | **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. | ||
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| - | **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. | ||
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| - | ====Level 4 Rogue==== | ||
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| - | **Feat: Mage initiate** \\ | ||
| - | Source: Player' | ||
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| - | Choose a class: bard, cleric, druid, sorcerer, warlock, or wizard. You learn two cantrips of your choice from that class' | ||
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| - | In addition, choose one 1st-level spell to learn from that same list. Using this feat, you can cast the spell once at its lowest level, and you must finish a long rest before you can cast it in this way again. | ||
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| - | Your spellcasting ability for these spells depends on the class you chose: Charisma for bard, sorcerer, or warlock; Wisdom for cleric or druid; or Intelligence for wizard. | ||
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| - | ====Level 5 Rogue==== | ||
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| - | **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' | ||
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| - | ====Level 6 Rogue==== | ||
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| - | ====Level 7 Rogue==== | ||
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| - | ====Level 8 Rogue==== | ||
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| - | **Feat: Strixhaven Initiate** \\ | ||
| - | Source: Strixhaven: A Curriculum of Chaos | ||
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| - | You have studied some magical theory and have learned a few spells associated with Strixhaven University. | ||
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| - | Choose one of Strixhaven' | ||
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| - | You can cast the chosen 1st-level spell without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spell using any spell slots you have. | ||
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| - | Your spellcasting ability for this feat's spells is Intelligence, | ||
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| - | Lorehold Choose two from Light, Sacred Flame, and Thaumaturgy. Choose one 1st-level Cleric or Wizard spell. | ||
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| - | ====Level 9 Rogue==== | ||
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| - | **Superior Mobility** | ||
| - | At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well. | ||
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| - | ====Level 10 Rogue==== | ||
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| - | **Feat: Initaite of High Sorcerey** \\ | ||
| - | Source: Dragonlance: | ||
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| - | Prerequisite: | ||
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| - | You've received training from magic-users affiliated with the Mages of High Sorcery. | ||
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| - | Choose one of the three moons of Krynn to influence your magic: the black moon, Nuitari; the red moon, Lunitari; or the white moon Solinari. You learn one cantrip of your choice from the Wizard spell list and two 1st-level spells based on the moon you choose, as specified in the Lunar Spells table. | ||
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| - | Lunitari Choose two from Color Spray, Disguise Self, Feather Fall, and Longstrider | ||
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| - | You can cast each of the chosen 1st-level spells without a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast the spells using any spell slots you have. | ||
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| - | Your spellcasting ability for this feat’s spells is Intelligence, | ||
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| - | ====Level 11 Rogue==== | ||
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| - | **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. | ||
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| - | ====Level 12 Rogue==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 13 Rogue==== | ||
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| - | **Elegant Maneuver** | ||
| - | Starting at 13th level, you gain advantage on Dexterity (Acrobatics) and Strength (Athletics) checks. | ||
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| - | ====Level 14 Rogue==== | ||
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| - | **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. | ||
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| - | ====Level 15 Rogue==== | ||
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| - | **Slippery Mind** \\ | ||
| - | By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving throws. | ||
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| - | ====Level 16 Rogue==== | ||
| - | **Ability Score or Feat** | ||
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| - | ====Level 17 Rogue==== | ||
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| - | **Thief' | ||
| - | When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal initiative and your second turn at your initiative minus 10. You can't use this feature when you are surprised. | ||
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| - | ====Level 18 Rogue==== | ||
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| - | **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. | ||
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| - | **Stroke of Luck** \\ | ||
| - | At 18th 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, | ||
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| - | Once you use this feature, you can't use it again until you finish a short or long rest. | ||
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| - | ==== Class Introduction ==== | ||
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| - | ====Level 1 Class ==== | ||
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| - | ====Level 2 Class ==== | ||