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Sneak Attack (Lv.1)

  • casting timeFree Action
  • range

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.

Rouge - Lv 1 Basic

Sneak Attack (Lv.3)

  • casting timeFree Action
  • range

Once per turn, you can deal an extra 2d6 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.

Rouge - Lv 3 Basic

Sneak Attack (Lv.5)

  • casting timeFree Action
  • range

Once per turn, you can deal an extra 3d6 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.

Rouge - Lv 5 Basic

Sneak Attack (Lv.7)

  • casting timeFree Action
  • range

Once per turn, you can deal an extra 4d6 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.

Rouge - Lv 7 Basic

Sneak Attack (Lv.9)

  • casting timeFree Action
  • range

Once per turn, you can deal an extra 5d6 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.

Rouge - Lv 9 Basic

Cunning Action

  • casting timeBonus Action
  • range

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.

Rouge - Lv 2 Basic

Steady Aim

  • casting timeBonus Action
  • range

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.

Rouge - Lv 3 Basic

Uncanny Dodge

  • casting timeReaction
  • range

When an attacker that you can see hits you with an attack roll, you can take a Reaction to halve the attack's damage against you (round down).

Rouge - Lv 5 Basic

Evasion

  • casting timePassive
  • range

You can nimbly dodge out of the way of certain dangers. When you're 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. You can't use this feature if you have the Incapacitated condition.

Rouge - Lv 7 Basic

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Reliable Talent

  • casting timePassive
  • range

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Rouge - Lv 7 Basic

Elusive

  • casting timePassive
  • range

You're so evasive that attackers rarely gain the upper hand against you. No attack roll can have Advantage against you unless you have the Incapacitated condition.

Rouge - Lv 18 Basic

Stroke of Luck

  • casting timeFree Action
  • range

You have a marvelous knack for succeeding when you need to. If you fail a D20 Test, you can turn the roll into a 20.
Once you use this feature, you can't use it again until you finish a Short or Long Rest.

Rouge - Lv 20 Basic

Cunning Strike (Lv.5)

  • casting timeFree Action
  • range

When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

  • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person.
  • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Rouge - Lv 5 Basic

Cunning Strike(Lv.11)

  • casting timeFree Action
  • range

When you deal Sneak Attack damage, you can add up to two of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

  • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person.
  • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.

Rouge - Lv 11 Basic

Cunning Strike(Lv.14) [1/2]

  • casting timeFree Action
  • range

When you deal Sneak Attack damage, you can add up to two of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt.
If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

  • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a CON SAV. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit.
  • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
  • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
  • Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a

Rouge - Lv 14 Basic

Cunning Strike(Lv.14) [2/2]

  • casting timeFree Action
  • range

Bonus Action.

  • Knock Out (Cost: 6d6). The target must succeed on a CON Sav, or it has the Unconscious condition for 1 minute or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on itself on a success.
  • Obscure (Cost: 3d6). The target must succeed on a Dexterity saving throw, or it has the Blinded condition until the end of its next turn.
  • Rouge - Lv 14 Basic

    Fast Hands

    • casting timeBonus Action
    • range

    As a Bonus Action, you can do one of the following.

    • Sleight of Hand.
      Make a Dexterity (Sleight of Hand) check to pick a lock or disarm a trap with Thieves' Tools or to pick a pocket.
    • Use an Object.
      Take the Utilize action, or take the Magic action to use a magic item that requires that action.

    Rouge - Lv 3 Thief Archetype

    Second-Story Work

    • casting timePassive
    • range

    You've trained to get into especially hard-to-reach places, granting you these benefits.

    • Climber.
      You gain a Climb Speed equal to your Speed.
    • Jumper.
      You can determine your jump distance using your Dexterity rather than your Strength.

    Rouge - Lv 3 Thief Archetype

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    Cunning Strike (Lv.9) [1/2]

    • casting timeFree Action
    • range

    When you deal Sneak Attack damage, you can add one of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.
    If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

    • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. To use this effect, you must have a Poisoner's Kit on your person.
    • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
    • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
    • Stealth Attack (Cost: 1d6). If you have

    Rouge - Lv 9 Thief Archetype

    Cunning Strike (Lv.9) [2/2]

    • casting timeFree Action
    • range

    the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

    Rouge - Lv 9 Thief Archetype

    Cunning Strike(Lv.11) [1/2]

    • casting timeFree Action
    • range

    When you deal Sneak Attack damage, you can add up to two of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt. For example, if you add the Poison effect, remove 1d6 from the Sneak Attack's damage before rolling.
    If a Cunning Strike effect requires a saving throw, the DC equals 8 plus your Dexterity modifier and Proficiency Bonus.

    • Poison (Cost: 1d6). You add a toxin to your strike, forcing the target to make a Constitution saving throw. On a failed save, the target has the Poisoned condition for 1 minute. At the end of each of its turns, the Poisoned target repeats the save, ending the effect on itself on a success. You need Poisoner's Kit.
    • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
    • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
    • Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible

    Rouge - Lv 11 Thief Archetype

    Cunning Strike(Lv.11) [2/2]

    • casting timeFree Action
    • range

    condition, this attack doesn't end that condition on you if you end the turn behind Three-Quarters Cover or Total Cover.

    Rouge - Lv 11 Thief Archetype

    Cunning Strike(Lv.14) [1/2]

    • casting timeFree Action
    • range

    When you deal Sneak Attack damage, you can add up to two of the following Cunning Strike effects. Each effect has a die cost, which is the number of Sneak Attack damage dice you must forgo to add the effect. You remove the die before rolling, and the effect occurs immediately after the attack's damage is dealt.
    If an effect requires a SAV, the DC = 8 + DEX MOD + Prof. Bonus.

    • Poison (Cost: 1d6). You add a toxin to your strike, the target make a CON SAV. On a failed save, the target has the Poisoned condition for 1 min. At the end of its turns, the target repeats the save, ending on a success. You must have a Poisoner's Kit.
    • Trip (Cost: 1d6). If the target is Large or smaller, it must succeed on a Dexterity saving throw or have the Prone condition.
    • Withdraw (Cost: 1d6). Immediately after the attack, you move up to half your Speed without provoking Opportunity Attacks.
    • Daze (Cost: 2d6). The target must succeed on a Constitution saving throw, or on its next turn, it can do only one of the following: move or take an action or a Bonus Action.
    • Knock Out (Cost: 6d6). The target must succeed on a CON Sav, or it has the Unconscious condition for

    Rouge - Lv 14 Thief Archetype

    Cunning Strike(Lv.14) [2/2]

    • casting timeFree Action
    • range

    1 min or until it takes any damage. The Unconscious target repeats the save at the end of each of its turns, ending the effect on a success.

  • Obscure (Cost: 3d6). The target must succeed on a DEX SAV, or it has the Blinded condition until the end of its next turn.
  • Stealth Attack (Cost: 1d6). If you have the Hide action's Invisible condition, this attack doesn't end that condition on you if you end the turn behind 3/4 or Total Cover.
  • Rouge - Lv 14 Thief Archetype

    Use Magic Device

    • casting timePassive
    • range

    You've learned how to maximize use of magic items, granting you the following benefits.

    • Attunement.
      You can attune to up to four magic items at once.
    • Charges.
      Whenever you use a magic item property that expends charges, roll 1d6. On a roll of 6, you use the property without expending the charges.
    • Scrolls.
      You can use any Spell Scroll, using Intelligence as your spellcasting ability for the spell. If the spell is a cantrip or a level 1 spell, you can cast it reliably. If the scroll contains a higher-level spell, you must first succeed on an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell from the scroll. On a failed check, the scroll disintegrates.

    Rouge - Lv 13 Thief Archetype

    Thief's Reflexes

    • casting timeFree Action
    • range

    You are adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10.

    Rouge - Lv 17 Thief Archetype

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