Primary Briefing
Imported Mechanics
Species, birthright, background, class, subclass, and feat entries already uploaded to Shivath are pulled in here automatically for quick reference.
🧬CentaurSpecies
Creature Type
You are a Fey.
Size
You are Medium.
Speed
Your walking speed is 40 feet.
Charge
If you move at least 30 feet straight toward a target and then hit it with a melee weapon attack on the same turn, you can immediately follow that attack with a bonus action, making one attack against the target with your hooves.
Equine Build
You count as one size larger when determining your carrying capacity and the weight you can push or drag.
In addition, any climb that requires hands and feet is especially difficult for you because of your equine legs. When you make such a climb, each foot of movement costs you 4 extra feet instead of the normal 1 extra foot.
Hooves
You have hooves that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.
Natural Affinity
Your fey connection to nature gives you an intuitive connection to the natural world and the animals within it. You therefore have proficiency in one of the following skills of your choice: Animal Handling, Medicine, Nature, or Survival.
§CriminalBackground
- Ability Scores:. Dexterity, Constitution, Intelligence
- Feat:. Alert
- Skill Proficiencies:. Sleight of Hand, Stealth
- Tool Proficiency:. Thieves' Tools
- Equipment:. Choose A or B: (A) Dagger, Thieves' Tools, Crowbar, Pouch, Traveler's Clothes, 16 GP; or (B) 50 GP
Rogue
Source: Player's Handbook (2024) (2024-09-17)
Class Progression
| Level | PB | Features | Sneak Attack |
|---|---|---|---|
| 1st | +2 | Expertise; Sneak Attack; Thieves' Cant; Weapon Mastery | 1d6 |
| 2nd | +2 | Cunning Action | 1d6 |
| 3rd | +2 | Rogue Subclass; Steady Aim | 2d6 |
| 4th | +2 | Ability Score Improvement | 2d6 |
| 5th | +3 | Cunning Strike; Uncanny Dodge | 3d6 |
| 6th | +3 | Expertise | 3d6 |
| 7th | +3 | Evasion; Reliable Talent | 4d6 |
| 8th | +3 | Ability Score Improvement | 4d6 |
| 9th | +4 | Subclass Feature | 5d6 |
| 10th | +4 | Ability Score Improvement | 5d6 |
| 11th | +4 | Improved Cunning Strike | 6d6 |
| 12th | +4 | Ability Score Improvement | 6d6 |
| 13th | +5 | Subclass Feature | 7d6 |
| 14th | +5 | Devious Strikes | 7d6 |
| 15th | +5 | Slippery Mind | 8d6 |
| 16th | +5 | Ability Score Improvement | 8d6 |
| 17th | +6 | Subclass Feature | 9d6 |
| 18th | +6 | Elusive | 9d6 |
| 19th | +6 | Epic Boon | 10d6 |
| 20th | +6 | Stroke of Luck | 10d6 |
Features
Level 1: Expertise
You gain Expertise in two of your skill proficiencies of your choice. Sleight of Hand and Stealth are recommended if you have proficiency in them.
At Rogue level 6, you gain Expertise in two more of your skill proficiencies of your choice.
Level 1: Sneak Attack
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 roll if you have Advantage on the roll and the attack uses a Finesse or a Ranged weapon. The extra damage's type is the same as the weapon's type.
You don't need Advantage on the attack roll if at least one of your allies is within 5 feet of the target, the ally doesn't have the Incapacitated condition, and you don't have Disadvantage on the attack roll.
The extra damage increases as you gain Rogue levels, as shown in the Sneak Attack column of the Rogue Features table.
Level 1: Thieves' Cant
You picked up various languages in the communities where you plied your roguish talents. You know Thieves' Cant and one other language of your choice, which you choose from the language tables in chapter 2.
Level 1: Weapon Mastery
Your training with weapons allows you to use the weapon mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Dagger and Shortbow.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the weapon mastery properties of Scimitar and Shortsword.
Level 2: Cunning Action
Your quick thinking and agility allow you to move and act quickly. On your turn, you can take one of the following actions as a Bonus Action: Dash, Disengage, or Hide.
Level 3: Steady Aim
As a Bonus Action, you give yourself Advantage on your next attack roll on the current turn. You can use this feature only if you haven't moved during this turn, and after you use it, your Speed is 0 until the end of the current turn.
Assassin (Rogue)
Source: Player's Handbook (2024) (2024-09-17)
Subclass Progression
| Level | Features | Source |
|---|---|---|
| 3rd | Assassin; Assassin's Tools; Assassinate | XPHB |
| 9th | Infiltration Expertise | XPHB |
| 13th | Envenom Weapons | XPHB |
| 17th | Death Strike | XPHB |
Level 3: Assassin
Practice the Grim Art of Death
An Assassin's training focuses on using stealth, poison, and disguise to eliminate foes with deadly efficiency. While some Rogues who follow this path are hired killers, spies, or bounty hunters, the capabilities of this subclass are equally useful for adventurers facing a variety of monstrous enemies.
Assassin's Tools
You gain a Disguise Kit and a Poisoner's Kit, and you have proficiency with them.
Assassinate
You're adept at ambushing a target, granting you the following benefits.
Initiative
You have Advantage on Initiative rolls.
Surprising Strikes
During the first round of each combat, you have Advantage on attack rolls against any creature that hasn't taken a turn. If your Sneak Attack hits any target during that round, the target takes extra damage of the weapon's type equal to your Rogue level.
✧AlertFeat
You gain the following benefits.
Initiative Proficiency
When you roll Initiative, you can add your Proficiency to the roll.
Initiative Swap
Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can't make this swap if you or the ally has the Incapacitated condition.
