| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| -1 | Strength | |
| +7 | Dexterity | |
| +3 | Constitution | |
| +4 | Intelligence | |
| +3 | Wisdom | |
| +1 | Charisma |
| +7 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +2 | Arcana | INT | |
| -1 | Athletics | STR | |
| +3 | Deception | CHA | |
| +2 | History | INT | |
| +5 | Insight | WIS | |
| +1 | Intimidation | CHA | |
| +2 | Investigation | INT |
| +3 | Medicine | WIS | |
| +2 | Nature | INT | |
| +5 | Perception | WIS | |
| +1 | Performance | CHA | |
| +1 | Persuasion | CHA | |
| +2 | Religion | INT | |
| +9 | Sleight of Hand | DEX | |
| +11 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Dagger | +5 | DEX | 1d4+5 | ||
| Claw | -1 | STR | 1d6-1 | ||
| Sneak attack | +0 | STR | 1d6+1-1 |
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 "Character Creation".
Your training with weapons allows you to use the mastery properties of two kinds of weapons of your choice with which you have proficiency, such as Daggers and Shortbows.
Whenever you finish a Long Rest, you can change the kinds of weapons you chose. For example, you could switch to using the mastery properties of Scimitars and Shortswords.
Dagger,
Leather armour
Bag of holding
Thieves tool
rare skin bible: u can draw a rare sigil
Hunger Sigil, Hunter Sigil, Prey Sigil
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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.