Pirate
Pirate
Rogue B/G NG
Fighter
Con: 14
Spec Race God
Personality Trait
Ideal
Plunder. Take all that you can and leave nothing for the scavengers.
Bond
Flaw
Fishing Tale
Fins of Pure Gold. You caught a sea animal whose fins were made of pure gold, but another fisher stole it.
Equipment: Fishing tackle, a net, a favorite fishing lure or oiled leather wading boots, a set of
traveler's clothes, and a belt pouch containing 10 gp
Class Features
Equipment
You start with the following equipment, in addition to the equipment granted by your background:
Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your
proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that
uses either of the chosen proficiencies.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this
benefit.
Sneak Attack
Beginning at 1st level, 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 5 feet 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 Sneak
Attack column of the Rogue table.
Thieves' Cant
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.
Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a
bonus action on each of your turns in combat. This action can be used only to take the Dash,
Disengage, or Hide action.
Roguish Archetype
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities. Your
archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
At 3rd level, as a bonus action, you give yourself advantage on your next attack roll on the current
turn. You can use this bonus action only if you haven't moved during this turn, and after you use the
bonus action, your speed is 0 until the end of the current turn.
When 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. As normal,
you can't increase an ability score above 20 using this feature.
Uncanny Dodge
Starting at 5th level, 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.
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red
dragon's fiery breath or an Ice Storm spell. When you are subjected to an effect that allows you to
make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed
on the saving throw, and only half damage if you fail.
Reliable Talent
By 11th level, you have refined your chosen skills until they approach perfection. Whenever you make
an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.
Blindsense
Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible
creature within 10 feet of you.
Slippery Mind
By 15th level, you have acquired greater mental strength. You gain proficiency in Wisdom saving
throws.
Elusive
Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No
attack roll has advantage against you while you aren't incapacitated.
Stroke of Luck
At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a
target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can
treat the d20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or long rest.