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  1. DMG 04 HOW TO
  2. DMG 04 CODE

As normal, you can’t increase an ability score above 20 using this feature. Your archetype choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.Ībility Score ImprovementWhen you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. Roguish ArchetypeAt 3rd Level, you choose an archetype that you emulate in the exercise of your rogue Abilities, such as Thief. This action can be used only to take the Dash, Disengage, or Hide action.

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You can take a Bonus Action on each of your turns in Combat.

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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' 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.Ĭunning ActionStarting at 2nd Level, your quick thinking and agility allow you to move and act quickly. It takes four times longer to convey such a Message than it does to speak the same idea plainly. Only another creature that knows Thieves' Cant understands such messages.

DMG 04 CODE

Thieves' CantDuring 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. 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. 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.

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The Attack must use a Finesse or a ranged weapon. 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.

DMG 04 HOW TO

Sneak Attack Beginning at 1st Level, you know how to strike subtly and exploit a foe's distraction. Your Proficiency Bonus is doubled for any ability check you make that uses either of the chosen Proficiencies.Īt 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.

  • Leather Armor, two daggers, and Thieves' ToolsĮxpertiseAt 1st Level, choose two of your skill Proficiencies, or one of your skill Proficiencies and your proficiency with Thieves' Tools.
  • (a) a Burglar's Pack, (b) a Dungeoneer's Pack, or (c) an Explorer's Pack.
  • (a) a Shortbow and Quiver of 20 Arrows or (b) a Shortsword.
  • Starting EquipmentYou start with the following Equipment, in addition to the Equipment granted by your background: Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Weapons: simple Weapons, hand crossbows, longswords, rapiers, shortswords Starting ProficienciesYou are proficient with the following items, in addition to any Proficiencies provided by your race or Background. Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st Hit Points at 1st Level: 8 + your Constitution modifier As a rogue, you have the following Class Features.














    Dmg 04