Racial traits: Hill Dwarf
● Ability Score Increase: +2 Con, +1 Wis
● Tools: Brewer's Supplies
● Languages: Common, Dwarvish
● Darkvision 60ft
● Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage
● Dwarven Combat training: You have proficiency with the battleaxe, handaxe, light hammer, and warhammer.
● Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.
● Dwarven Toughness: Your hit point maximum increases by 1, and it increases by 1 every time you gain a level.
Class traits: Rogue [1]
● Proficiencies:
– Armor: Light armor
– Weapon: Simple weapons, hand crossbows, longswords, rapiers, shortswords
– Tools: Thieves’ tools
– Skills: Perception, Stealth, Investigation, Acrobatics (expertise: Perception, Stealth)
● Saves: Dex & Int
● Sneak Attack: 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.
● Thieves’ Cant:
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.
Class traits: Cleric (Knowledge) [4]
● Proficiencies:
– Armor: Light armor, medium armor, shields
– Weapon: -
– Tools: Thieves’ tools
– Skills (Blessing of Knowledge): Nature (expertise), History (expertise)
– Languages (Blessing of Knowledge):
● Channel Divinity:
– Turn Undead
– Knowledge of the Ages: Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.
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● Spellcasting:
– Cantrips
– Preparing and Casting Spells
– Spellcasting ability: wisdom
– Ritual casting
– Spellcasting Focus
Background: Custom (Old Hag from the Woods)
● Skills: Medicine & Survival
● Equipment: Cook's Utensils, Herbalism Kit
● Feature: Old Friends: You are a part of a group of old hunters and adventurers, who each typically work in a different village that you share knowledge with. Their studies can help you with your hunts and investigations. Research: Ancient civilization