0% found this document useful (0 votes)
26 views2 pages

Halfling Rogue Assassin Build Guide

Uploaded by

1582674
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
26 views2 pages

Halfling Rogue Assassin Build Guide

Uploaded by

1582674
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

19 16

Criminal Rogue

Halfling Assassin 155 155 19d8

+11 30ft. Small 11


+3
+6 16

+9

+3 dagger (4 count) +11 1d4 + 5 piercing light, finesse, thrown 20/60, nick

+3
-1 8 shortbow (20 arrows) +11 1d6 + 5 piercing two-handed, range 80/320, vex
+15
shortsword +11 1d6 + 5 piercing light, finesse
+3
-1 +3

-1

+1 12
+5 20
Expertise: Sleight of Hand, Stealth, Investigation, and Acrobatics. Assassinate.
+7 You have advantage on initiative checks.
Sneak Attack. (10d6) Once per turn, when you hit with an attack During the first round of combat, you have advantage on attack
roll and the target is within 5 feet of an ally or you have rolls against any creature that hasn't taken a turn. If your Sneak
+11 +1 advantage on the attack roll, as long as the attack roll is made Attack hits any target during that round, the target takes
+1 with a finesse or ranged weapon and you don't have additional weapon damage equal to your Rogue level.
+17 disadvantage on the roll, you can deal an extra 2d6 damage to
+1 the target. Cunning Strike.
+17 When you deal sneak attack damage, you can forgo a number of
+1 Weapon Mastery: Shortbow: Vex, Dagger: Nick d6s to apply up to two of the following effects. Each effect has a
+17 You can switch your weapon masteries on a long rest. number of d6s that you must forgo. The DC for saving throws is
+1 your dexterity modifier + 8 + your proficiency bonus, or 16.
Cunning Action. Once on each of your turns, you can take the - Poison(1d6): The target makes a Constitution saving throw or be
Dash, Disengage, or Hide actions as a bonus action. poisoned for 1 minute. They can repeat the saving throw at the
end of each of their turns, ending the effect on a success. You
Steady Aim. As a bonus action, you can give yourself advantage must have a poisoner's kit on you in order to use this effect. In
on your next attack roll on the current turn. addition, whenever the target fails the saving throw, it takes 2d6
poison damage.
+3 16 Uncanny Dodge: When a creature hits you with an attack roll, - Trip(1d6): If the target is large or smaller, it must succeed on a
+1 12 you can use your reaction to halve the damage(round down). dexterity saving throw or be knocked prone.
- Withdraw(1d6): Immediately after attacking, you move up to half
Reliable Talant: Whenever you make an ability check that uses a your speed without provoking opportunity attacks.
skill or tool that you are proficient in, you treat a d20 roll of 9 or - Daze(2d6): The target must succeed on a Constitution saving
+3 lower as a 10. throw or choose to either Move, take an action, or bonus action
+7 on their turn.
Elusive: No attack roll can have advantage against you unless - Knock Out(6d6): The target must succeed a Constitution saving
+7 you are incapacitated. throw or be knocked unconscious for 1 minute, repeating the
save at the end of each of their turns, ending the effect on a
+1 Infiltration Expertise: success.
You can unerringly imitate another person's speech, - Obscure(3d6): The target must succeed a Dexterity saving throw
+1 handwriting, or both if you spend 1 hour studying them. or have the blinded condition until the end of their next turn.
Evasion
+7 Halfling.
Death Strike. Alert. you make a Dexterity saving throw, and would take half
When
When you hit a creature with your sneak attack on the first You addon
damage your proficiency
a success, you bonus
take notodamage
your initiative bonus.and half
on a success
Brave. You have advantage on saving throws made to avoid
round of combat, they must succeed a Constitution saving damage on a failure.
or end the Frightened condition. When you roll for initiative, you can swap places in the order
throw or the attack's damage is doubled.
with any other willing creature.
Halfling Nimbleness. You can move through the spaces of
creatures that are larger than you, but you can't stop in their Skulker.
space. You have Blindsight out to 10ft.
You have advantage on Stealth checks made while in combat.
Luck. If you make an attack roll while under the invisibility condition
simple weapons, martial weapons that have the light or finesse Whenever you roll a 1 on a d20 Test you can reroll the die, given to you by the Hide action, you don't lose the invisibility
property. and you must use the new roll. condition if the attack misses.

Naturally Stealthy. Epic Boon of the Night Serpent:


You can take the hide action even when you are obscured While in Dim Light or Darkness, you can give yourself the
by a creature that is larger than you. invisible condition as a bonus action. The condition ends if you
take an action, bonus action, or reaction.
While in dim light or darkness, you have resistance to all
thieves tools, poisoner's kit, disguise kit. damage except for necrotic and radiant.
Thieves Cant, Common, Gnomish

4 daggers, theives tools, crowbar, 2 pouches, traveler's clothes,


leather armor, shortsword, shortbow, 20 arrows, quiver,
Burglar's Pack, disguise kit, poisoner's kit

24

You might also like