HP: 8 på Niveau 1, derefter 5/niveau, plus Con bonus.
Skills (4 fra): Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Sleight of Hand og Stealth.
Proficiencies: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves’ tools
Saving Throws: Dex, Int
Level | Proficiency Bonus | Sneak Attack | Features |
1 | +2 | +1d6 | Expertise, Sneak attck, Thieves’ Cant |
2 | +2 | +1d6 | Cunning Action |
3 | +2 | +2d6 | Roguish Archetype |
Roguish Archetype: The Acrobat
Gymnastic Prodigy – Starting at 3rd level, you may use Dexterity (Acrobatics) in place of a Charisma (Performance) check to entertain a crowd. Furthermore, you do not have to use extra movement when climbing, and when you make a running jump, the distance traveled increases by a number of feet equal to your Dexterity modifier.
Quick-Staff Style – At 3rd level, your extensive training with the quarterstaff allows you to use them with nimble quickness rather than brute force. Any quarterstaff gains the Finesse property when wielded by you.
Defensive Acrobatics – At 3rd level, you can tap into your acrobatic training to push your body to it’s limits. While wearing light or no armor, not using a shield or a weapon with the Heavy property, and not currently focusing on a spell or raging, you may use a bonus action to activate Defensive Acrobatics which lasts for 1 minute. This ability ends early if you donn medium or heavy armor, equip a shield, equip a weapon with the Heavy property, or begin concentrating on a spell or raging. Defensive Acrobatics grants the following benefits: Advantage on Dexterity (Acrobatics) checks. Your walking speed increases by 10 feet. You may use the Dodge action as a bonus action. You have a number of uses of this ability equal to half your proficiency bonus, which are replenished when you finish a long or short rest.
Aerial Artistry – By 9th level, your mastery of aerial maneuvers is great enough that you no longer suffer an penalties for attempting an action in midair, while climbing, or while walking on a narrow surface such as a tight rope. Furthermore, you have resistance to falling damage as long as you are not incapacitated, and your speed is greater than zero.
Rolling Counter – Starting at 13th level, you’ve learned that an opponent’s most vulnerable moment is when they’ve just failed to strike you. When an opponent misses an attack aimed only at you, or you succeed a Dexterity saving throw of which you are the only target, you may use your reaction to make an attack against your attacker or the one who forced you to make the save. On a hit, you may add a number of D6s to the damage equal to half your Sneak Attack dice.
Defensive Roll – Upon reaching 17th level, your reflexes have become so finely tuned that you can avoid attacks that seem fatal at the last possible moment. When damage would drop you to zero hit points, you may make a Dexterity saving throw with the DC being equal to the damage dealt. On a success, you instead take no damage. You have two uses of this ability, which are replenished on a long or short rest.