| Arma | Attacco | Danno | Rng |
|---|---|---|---|
| Dagger finesse via DES | +6 | 1d4+3 piercing | 20/60 |
| Dagger|phb finesse via DES | +6 | 1d4+3 piercing | 20/60 |
| Rapier finesse via DES | +6 | 1d8+3 piercing | — |
| Shortbow via DES | +6 | 1d6+3 piercing | 80/320 |
Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans.
Changelings tend toward pragmatic neutrality, and few changelings embrace evil.
Your size is Medium.
As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight, but not so much that your size changes. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of a creature you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait.
You stay in the new form until you use an action to revert to your true form or until you die.
You gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, and Persuasion.
You can speak, read, and write Common and two other languages of your choice.
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.
Nessun incantesimo selezionato.
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.
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.
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.
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.
At 3rd level, you choose an archetype that you emulate in the exercise of your rogue abilities from the list of available archetypes. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.
optional feature}
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.
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.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain the benefit of Expertise.
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.
You focus your training on the art of the blade, relying on speed, elegance, and charm in equal parts. While some warriors are brutes clad in heavy armor, your method of fighting looks almost like a performance. Duelists and pirates typically belong to this archetype.
A Swashbuckler excels in single combat, and can fight with two weapons while safely darting away from an opponent.
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.
Starting at 3rd level, your confidence propels you into battle. You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on your attack roll to use Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.
| Attacco Furtivo | 4d6 |
| Schivata Istintiva | ✓ |
| Elusione | ✓ |
| Oggetto | Qtà | Equip. | Peso |
|---|---|---|---|
| Leather Armor | 1 | — | |
| Dagger | 2 | — | |
| Leather Armor | 1 | — | |
| Dagger|phb | 2 | — | |
| Rapier | 1 | — | |
| Shortbow | 1 | — | |
| Thieves' Tools | 2 | — | 2 lb |
| Thieves' Tools | 1 | — | 1 lb |
| Arrows (20) | 1 | — | — |
| Dungeoneer's Pack | 1 | — | 61.5 lb |
| Hourglass | 1 | — | 1 lb |
| Manacles | 1 | — | 6 lb |
| Half-empty Bottle | 1 | — | — |
| Hunting Trap | 1 | — | 25 lb |
| Setgaming, Gaming Set Matching Your Chosen Proficiency | 1 | — | — |
| Traveler's Clothes | 1 | — | 4 lb |
| Pouch (containing 13 Gp) | 1 | — | — |
Feature: Still Standing
You have weathered ruinous misfortune, and you possess hidden reserves others don't expect. You gain the Alert, Skilled, or Tough feat (your choice). Your choice of feat reflects how you've dealt with the terrible loss that changed your life forever. If you've kept your senses sharp for every opportunity and climbed your way out of misery by seizing the tiniest scrap of hope, choose Alert. If you've redoubled your efforts to reclaim what was once yours, choose Skilled. If you've stoically persevered through your misfortune, select Tough.