+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+7 | Dexterity | |
+1 | Constitution | |
+5 | Intelligence | |
+2 | Wisdom | |
+3 | Charisma |
+10 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+2 | Arcana | INT | |
+1 | Athletics | STR | |
+9 | Deception | CHA | |
+2 | History | INT | |
+2 | Insight | WIS | |
+3 | Intimidation | CHA | |
+8 | Investigation | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+8 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
+2 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+4 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Smart Gun | +9 | DEX | 1d6+4 | piercing | |
light, ammunition 9/9, 45/90 m | |||||
Dagger | +7 | DEX | 1d4+4 | piercing | |
light, finesse, thrown 4/12 m | |||||
2nd Dagger | +7 | DEX | 1d4-4+4 | piercing | |
light, finesse, thrown 4/12 m | |||||
Unarmed Strike | +4 | STR | 1+1 | bludgeoning | |
Winchester Model 1912 | +9 | DEX | 1d12+4 | pierching | |
two-handed, ammunition 6/6, 12/18 m | |||||
Mag pistol | +9 | DEX | |||
Kruft Pallbearer Assault riffle | +9 | DEX | 3d8+4 | piercing | |
Kruft Pallbearer Machine pistol | +9 | DEX | 3d6+4 | piercing | |
ammunition 24/24, 45/90 m | |||||
Golden Hawk | +7 | DEX | 1D10+4 |
Level 1 in Rogue
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 1 meter 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 table.
Level | Sneak Attack |
---|---|
1-2 | 1d6 |
3-4 | 2d6 |
5-6 | 3d6 |
7-8 | 4d6 |
9-10 | 5d6 |
11-12 | 6d6 |
13-14 | 7d6 |
15-16 | 8d6 |
17-18 | 9d6 |
19-20 | 10d6 |
Level 1 in Fighter
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
Level 1 in Rogue
During your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. 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’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.
Level 3 in Rogue, Roguish Archetype: Thief
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 0,2 meter equal to your Dexterity modifier.
Level 3 in Rogue, Roguish Archetype: Assassin
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.
Level 5 in Rogue
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.
Level 2 in Fighter
You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level in Fighter, you can use it twice before a rest, but only once on the same turn.
Homebrew
Adventuring Gear
Legendary
This augmentation is based on the Ayballer, but the firmware is completely overwritten. Thus, the Ayballer becomes the Ayballer - No Shit Sherlock - or Ayballer NSS for short. The new firmware gives you the ability to make an investigation check to determine something about the world around you. It enables you to gleam insides about other people and the sequence of events. This feature can be used once per long rest within reason. The Ayballer is similar to regular augmented eyes, replaceable. For added comfort, the Ayballer is easily dismounted out of the eye socket. Through an encrypted radio channel, the wielder of the augmentation can continue to use or rather see through a dislocated Ayballer for up to 20 meters. Features based on the very rare Ayballer variant:
The statblocks of your Weapons, armor and other important/magical equipment
Homebrew
Armor (Light)
Common
This slash resistant vest is the minimum protection you would want in the safe confines of any megacity. But don't venture too far outwards with it. There, its use might be quite limited. Add your dexterity modifier to your armor class.Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12 | No |
Cost: 50.000 Eurodollar
Weight: 2,5 kg
Homebrew
Firearm
Common
Pistol, Simple, Ranged, Loading, 9 mm, Light, One-Handed, Dual Wielding Magazine Size: 9 (each D6 counts as one shot) Special Actions:Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 1d6 | Piercing | 45/90 m |
Cost: 100.000 Eurodollar
Weight: 0,6 kg
Homebrew
Weapon
Common
Melee, Weapon, Simple, Light, Finesse, One-Handed Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 1 m | thrown 4/12 m |
Cost: 25.000 Eurodollars
Weight: 0,3 kg
Homebrew
Weapon
Common
Melee, Weapon, Simple, Light, Finesse, One-Handed Any blade about forearm length and smaller can be called a dagger, and there are as many styles of daggers as there are cultures in existence. Nearly all daggers are weapons of opportunity, but some devote their lives to the style. The master can make blindingly fast attacks even while they focus their attention elsewhere.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 1 m | thrown 4/12 m |
Cost: 25.000 Eurodollars
Weight: 0,3 kg
Homebrew
Futuristic
Varies
Augmentation, Body This augmentation replaces one or both of your eyes with the Ayballer. The Ayballer is similar to regular augmented eyes, replaceable. For added comfort, the Ayballer is easily dismounted out of the eye socket. Through an encrypted radio channel, the wielder of the augmentation can continue to use or rather see through a dislocated Ayballer for up to 20 meters. Added functionality is available for a higher price. This augmentation is an implant for your body. There is a technological limit of five body augmentations at once for an augmented human. This limit is increased to six for droids.
Rarity | Functions |
---|---|
Common | Remote capability up to 20 meter and easy dislocation out of eye socket |
Uncommon | Includes recording unit in gray and white for up to 5 mins of film. Includes all functions of prior rarities. |
Rare | Extends recording unit to color, sound and up to 15 minutes of film. Includes all functions of prior rarities. |
Very Rare | Zoom allows for views on microscopic level as well as up to 200 meter. Includes all functions of prior rarities. |
Legendary | Zoom goes up to 1.5 kilometer. Unlimited recording in the cloud. Includes all functions of prior rarities. |
Cost: 30.000 / 50.000 / 110.000 / 365.000 / 750.000 Eurodollar
Homebrew
Futuristic
Rare
Augmentation, Body Requires Dexterity of 14. A custom-made arm augmentation by and for Herlock Sholmes based on commonly available parts. This right arm can extend up to 2-meter, giving the wielder a 3-meter reach for actions with his right arm instead of the normal 1-meter reach. The reach does not apply towards the threatened area of the augmented individual. Furthermore, the augmentation includes 4 hidden compartments of varying sizes:
Cost: N/A
Homebrew
Firearm
Very Rare
Shotgun, Martial, Ranged, Loading, 12 gauge, 16 gauge, 20 gauge, 28 gauge, Light, Two-Handed Magazine Size: 6 shells for 12 gauge and up (each D8 counts as one shot) | 4 shells for 20 gauge and up Special Actions:Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d8 | Piercing | 12/18 m |
Cost: 1.000.000 Eurodollars
Weight: 2,5 kg
The statblocks of your class features
Homebrew based on D&D5e
Level | Proficiency Bonus | Sneak Attack | Features |
---|---|---|---|
1 | +2 | 1d6 | Expertise, Sneak Attack, Thieves’ Cant |
2 | +2 | 1d6 | Cunning Action |
3 | +2 | 2d6 | Roguish Archetype |
4 | +2 | 2d6 | Ability Score Improvement |
5 | +3 | 3d6 | Uncanny Dodge |
6 | +3 | 3d6 | Expertise |
7 | +3 | 4d6 | Evasion |
8 | +3 | 4d6 | Ability Score Improvement |
9 | +4 | 5d6 | Roguish Archetype Feature |
10 | +4 | 5d6 | Ability Score Improvement |
11 | +4 | 6d6 | Reliable Talent |
12 | +4 | 6d6 | Ability Score Improvement |
13 | +5 | 7d6 | Roguish Archetype Feature |
14 | +5 | 7d6 | Blindsense |
15 | +5 | 8d6 | Slippery Mind |
16 | +5 | 8d6 | Ability Score Improvement |
17 | +6 | 9d6 | Roguish Archetype Feature |
18 | +6 | 9d6 | Elusive |
19 | +6 | 10d6 | Ability Score Improvement |
20 | +6 | 10d6 | Stroke of Luck |
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.