Dingdong the Bingbong


Dragonborn, Level 3 Thief Rogue

D&D Beyond Character Sheet →



Overview

What Rogues may lack in magical pinache, they make up for with ice-cold precision and baffling virtuosity in their endeavours. Rogues are often utilised best for their wide array of proficiency and expertise in skills. Furthermore, they can deal devastating amounts of damage in combat and are uncontested in the arts of subterfuge and secrecy.

The Important Parts

Mechanically, this means that your main strengths as a Thief Rogue are:

  1. You are proficient in more Skills than other classes
  2. You have expertise in a sub-set of your proficient Skills which provides an even greater bonus than proficiency
  3. When you are able to Hide in combat or you have Advantage or your ally is within melee range of an enemy, you can add Sneak Attack damage to successful attacks.
  4. Your Cunning Action and Fast Hands features allow you greater options and opportunities in combat by allowing you to take certain Actions as Bonus Actions instead (e.g. Dash, Disengage, Hide, Use an Object (Utilize))
  5. You have a tremendous Stealth score and can Climb at the same speed as you can move on flat terrain.
  6. Your proficiency with Thieves’ Tools allows you to access places and things most others cannot—places and things that some people would assume are inaccessible.

Combat

Before combat begins:

During your turn in combat:

Outside your turn in combat:


When Combat Begins

At the start of every combat, you will have to roll Initiative to determine the turn order for each round of combat.

Your Turn in Combat

When it is your turn in combat, you can do all of the following things (but only one of each sub-item), and you can choose to skip any of these things and/or perform them in any order on your turn:

  1. Action
    • Attack
      • Sneak Attack (once per turn, you can deal an extra 2d6 damage to one creature you successfully hit with an Attack if you have Advantage on the Attack roll or when an ally is within melee range of the target)
    • Breath Weapon (exhale fire in a 30 ft. (6 square) line for 2d6 damage, DC 12 Dexterity half damage)
    • Dash (get double movement on this turn)
    • Disengage (allows you to move out of melee range of an enemy without provoking Opportunity Attacks)
    • Dodge (until the start of your next turn, Attacks made against you are done at Disadvantage)
    • Grapple (enter a contested Strength/Dexterity check with your opponent, the loser gains the Grappled condition)
    • Help (assist an ally with an ability check, attack roll, or administer first aid)
    • Hide (on a successful DC 15 Stealth check while Heavily Obscured or behind Three-Quarters Cover/Total Cover and out of enemy line-of-sight, you gain the Invisible condition)
    • Search (make an Insight, Medicine, Perception, or Survival check)
    • Study (make an Arcana, History, Investigation, Nature, or Religion check)
    • Use an Object (use an Item which requires activation in some way)
    • Ready an Action (describe a condition that, if it occurs before your next turn, triggers an Action by you—this consumes your Reaction)
  2. Bonus Action
    • Dash (get double movement on this turn)
    • Disengage (allows you to move out of melee range of an enemy without provoking Opportunity Attacks)
    • Hide (on a successful DC 15 Stealth check while Heavily Obscured or behind Three-Quarters Cover/Total Cover and out of enemy line-of-sight, you gain the Invisible condition)
    • Sleight of Hand (make a Sleight of Hand check)
    • Disarm Trap/Open Lock (use your Thieves’ Tools to disarm a trap or open a lock)
    • Use an Object (use an Item which requires activation in some way)
  3. Move
    • You can run up to 30 ft. / 6 squares
    • You can climb at normal speed (30 ft. / 6 squares) instead of half speed
    • You can swim at half speed, rounded down (15 ft. / 3 squares)
    • When you make a running jump, the distance is increased by 3 ft.
  4. Speak
    • You may speak up to two sentences.
  5. Interact
    • Open a door
    • Switch weapons
    • etc.

NOT Your Turn in Combat

When it is not your turn in combat, you can choose to perform a Reaction:

  1. Reaction
    • Opportunity Attack (when an enemy moves out of melee range from your, you can make a melee Attack against them)
    • Readied Action (if you readied an Action on your turn, your Reaction is consumed when the condition is triggered)