- Base
- Hit Die: 1d8
- Proficiencies: light armor, longsword, shortsword, hand crossbow, rapier, simple weapons, int and dex saves, thieves' tools, acrobatics, sleight of hand, stealth, perception
- Level 1
- Initial HP: 8 + Con
- Expertise: Get 2x proficiency bonus on two skills already proficient in (sleight of hand, stealth)
- Sneak Attack: 1d6
- Thieves' Cant: Speak with other rogues without letting others in on the secret, takes 4x as long to convey a message.
- Level 2
- HP/Level: 5 + Con
- Cunning Action: Bonus action to dash, disengage or hide
- Level 3
- HP/Level: 5 + Con
- Sneak Attack: 2d6
- Archetype: Arcane Trickster: Spellcasting, mage hand legerdemain
- Spellcasting: You can cast spells! You have limited spells known and can change out one non-cantrip per level. All but the spells chosen at level 3, 8, 14 and 20 must be of the Illusion or Enchantment schools, but those spells can be swapped out for other non-Illusion, non-Enchantment spells when swapping out a spell on level change.
- Three cantrips (minor illusion, mage hand, booming blade OR light)
- Two illusion/enchantment (silent image, sleep)
- One any school (find familiar)
- Slots: 2 first level
- Mage hand legerdemain: Mage hand is more flexible for you, and also only costs a bonus action to manipulate.
- Level 4
- HP/Level: 5 + Con
- ASI: Squat nimbleness: Gain +1 Dexterity (to 18) and 5 feet of movement speed (to 30). Become proficient in either athletics or acrobatics, and you have advantage on any Strength(athletics) or Dexterity(acrobatics) check to escape a grapple.
- Spells
- One illusion/enchantment (charm person OR disguise self OR color spray OR silent image)
- Slots: +1 first level (total of 3)
- Extra-special-dogmoot feat: *REDACTED*
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Future
- Level 5
- HP/Level: 5 + Con
- Proficiency: +3
- Sneak Attack: 3d6
- Cantrip damage increase
- Uncanny Dodge: When taking damage, may spend a reaction to half the damage.
- Level 6
- HP/Level: 5 + Con
- Expertise: Two more skills (perception and one other, probably either investigation or acrobatics)
- Level 7
- HP/Level: 5 + Con
- Sneak Attack: 4d6
- Evasion: If you make a Dexterity save, you take no damage from the effect. If you fail the save, you take half damage.
- Spells:
- One illusion/enchantment (mirror image OR hold person OR suggestion OR shadow blade)
- Replace: Something for invisibility
- Slots: +1 1st level (total of four), +2 2nd level (total of 2)
- Level 8
- HP/Level: 5 + Con
- ASI: Dex +2 (to 20)
- Spells:
- One from any school: (Many possiblities, likely are misty step OR spider climb OR darkvision OR web OR blindness/deafness)
- Replace: sleep for (suggestion OR shadow blade)
- Level 9
- HP/Level: 5 + Con
- Proficiency: +4
- Sneak attack: 5d6
- Magical Ambush: 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
- Level 10
- HP/Level: 5 + Con
- ASI: Int (oddstat to 16, so keen mind, linguist, observant), Con + 2 (to 14) (or Toughness), Wis + 2 (to 14)
- Spells:
- One cantrip: (message OR light OR some other utility that I've felt a burning need for by this point)
- One illusion/enchantment, (mirror image OR hold person OR suggestion OR shadow blade)
- Slots: +1 2nd level (total of three)
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