Skills (+1d6 to checks relating to a skill) Balance, Bluff, Disable Device, Disguise, Gather Rumors, Listen, Search, Sleight of Hand, Sneak, and Spot
Race: Wood Elf As an elf, you have the following racial traits. Size: Medium. Low-Light Vision: If there is no light within 30 feet of you, you treat dim light in that radius as normal light, and you treat darkness in that radius as dim light. Elf Weapon Training: When you attack with a long sword, a shortbow, or a longbow with which you have proficiency, the damage die for that weapon increases by one step: from d6 to d8, or d8 to d10. Keen Senses: You are trained in the Listen and Spot skills. Free Spirit: You are immune to the charmed condition and to any effect that would put you to sleep. Trance: Elves do not need to sleep. Instead, they meditate deeply for 4 hours a day. (The Common word for such meditation is trance.) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. Languages: You can speak, read, and write Common and Elvish. Subrace: Wood elf. Ability Score Adjustment: Your starting Dexterity score increases by 1. Speed: 35 feet. Wood Elf Grace: You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.
Class Features: Rogue Starting Hit Points: 6 + your Constitution modifier Armor and Shield Proficiencies: Light armor, medium armor Weapon Proficiencies: Simple weapons, hand crossbow, light crossbow, longbow, long sword, rapier, short sword Tool Proficiencies: Thieves’ Tools
Con Artist A cheat, opportunist, or ne’er--‐do--‐well, you use your skills to get the better of people you meet, whether you’re lifting a purse from a merchant in a marketplace or conning a rube out of hard--‐ earned pay. Skills: Bluff, Disguise, Gather Rumors, and Sleight of Hand Extra Skill Tricks: You gain three extra skill tricks of your choice at 1st level. Rogue Talent: Artful Dodger: When a creature makes a melee or ranged attack against you, you can use a reaction to impose disadvantage on the attack roll. Suggested Skill Tricks: Great Fortitude, Mimic, Poison Use and Unflappable (1st level), Gilded Tongue (2nd level)
Gilded Tongue When you make a Charisma check and dislike the die result, you can spend your skill die to reroll that check and keep either result. Great Fortitude When you make a Strength or Constitution saving throw, you can use your reaction to roll your skill die and add its result to the saving throw. Mimic You can spend your skill die to expertly mimic a creature’s voice, mannerisms, and quirks when making Charisma checks to disguise yourself as that creature. You can sustain this mimicry for as long as you wish, but while you are doing so, you cannot use your skill die for any other purpose. Poison Use When you apply poison to one of your weapons, you can roll your skill die and add the result to the saving throw DC of the poison. When you do so, you suffer no risk of exposing yourself to the poison’s effects. Unflappable When you have disadvantage on a Charisma check, you can spend your skill die to cancel that disadvantage.
Level 4: Uncanny Dodge Benefit: When you make a Dexterity saving throw, you can roll your skill die and add its result to the save.
Guild Thief Skills: Balance, Disable Device, Search, and Sneak. Trait—Thieves’ Cant: Among thieves, there is a secret language, a combination of jargon words and secret signs that members of the criminal underworld know and use. Creatures hearing you converse in Thieves’ Cant might think you say one thing when you are actually saying something else entirely. You have learned the secret language of thieves. You can correctly interpret thief signs and doublespeak, and you can communicate in this manner to others familiar with this language.
Skulker Level 1: Skill Focus (Sleight of Hand) Level 3: Skill Supremacy (Sleight of Hand) Skill Focus Benefit: Choose one of your skills when you gain this feat. When you make a check with that skill, treat any d20 roll of 9 or less as a 10. Skill Supremacy Prerequisite: Skill Focus feat Benefit: Choose a skill you have associated with the Skill Focus feat. You have advantage on all checks with that skill.
Gulvard Finley Male Human Barbarian Medium Armor Class 16 Hit Points 45 ( 4d12 ) Speed 50ft Sense Normal Str 17 ( +3 ) Dex 16 ( +3 ) Con 16 ( +3 ) Int 9 ( -1 ) Wis 11 ( 0 ) Cha 13 ( +1 ) Chaotic Neutral Common Trait Artisan (Blacksmith) Skills Profession (Blacksmith), Gather Rumors, Persuade, Knowledge (Folklore) [1d6] Feat Weapon Mastery [ May reroll 1 or 2 MDD when increasing attack damage ] Fast Movement [Speed increases by 10 feet]
Racial Trait None Class Trait Combat Expertise [+1 Attack Bonus, 2d6 MDD, Regain all MDD at the start of each person's turn] Iron Hide [AC = 10 + Con Mod + Dex Mod while wearing no armor] Rage [Advantage on all Strength checks and attacks, +4 to melee damage, Resistance to piercing, bludgeon and slashing damage, 2/day, lose rage when turn is spent not attacking] Reckless Attack [Gain advantage on next attack while not raging. Grants advantage to enemies until next turn] Fast Movement [+2 to movement while wearing light or no armor] Feral Instinct [roll 2 d20s when rolling initiative and choose one result]
Imagine a world where the first-time D&D player rolls stats, picks a race, picks a class, picks an alignment, and buys gear to create a character. Imagine if an experienced player, maybe the person helping our theoretical player learn the ropes, could also make a character by rolling ability scores and picking a race, class, feat, skills, class features, spells or powers, and so on. Those two players used different paths to build characters, but the system design allows them to play at the same table. -Mearl