Rogue

Hit Points 8 + Constitution Modifier

Proficiencies

Armor Light Armor
Weapons Simple Weapons, hand guns, Cane Swords, Longbow
Tools Thieves Tools

Saving Throws Dexterity, Intelligence
Skills Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand, and Stealth

Equipment

  • Cane Sword or Short Sword
  • Guinny Armour, Two Daggers, and Thieves Tools
  • Revolver and 20 rounds or Shortbow and 20 Arrows
  • Explorers Pack or Climbers Pack or Burglar’s Pack

h3 Abilities

Expertise

At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves’ tools. 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 thieves’ tools) to gain
this benefit.

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, 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.

Jive
Bonus Language Jive

Rogue

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