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#1 22-03-2020 05:16:13

CallGirl143
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Date d'inscription: 22-03-2020
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unearthedarcana Rogue | D&D 5th Edition

Like an apparition, you can slip all through the Ethereal Plane. You would now be able to utilize your Cunning Action to transport to an empty space inside 30 feet of you. You don't have to see that space to transport to it, however your teleportation comes up short, squanderingyour reward activity, on the off chance that you endeavor to transport through mystical power that is Medium or bigger, for example, a mass of power. On the off chance that you show up in a space involved by another animal or filled by an article, you are promptly shunted to the closest vacant space that you can possess and take power harm equivalent to double the quantity of feet you are shunted.

Criminal

You sharpen your abilities in the larcenous expressions. Robbers, outlaws, cutpurses, and different hoodlums ordinarily follow this prime example, however so do rebels who like to consider themselves proficient fortune searchers, pioneers, delvers, and examiners. Notwithstanding improving your nimbleness and stealth, you learn abilities helpful for diving into old vestiges, perusing new dialects, and utilizing enchantment things you ordinarily couldn't utilize.

Quick Hands

Beginning at third level, you can utilize the reward activity conceded by your Cunning Action to make a Dexterity (Sleight of Hand) check, utilize your cheats' apparatuses to incapacitate a snare or open a lock, or make the Use an Object move.

Second-Story Work

At the point when you pick this model at third level, you gain the capacity to climb quicker than ordinary; climbing never again costs you additional development.

Furthermore, when you make a running bounce, the separation you spread increments by various feet equivalent to your Dexterity modifier.

Incomparable Sneak

Beginning at ninth level, you have advantage on a Dexterity(Stealth) check on the off chance that you move close to a large portion of your speed on a similar turn.

Utilize Magic Device

By thirteenth level, you have learned enough about the activities of enchantment that you can extemporize the utilization of things in any event, when they are not planned for you. You overlook all class, race, and level prerequisites on the utilization of enchantment things.

Cheat's Reflexes handbook

At the point when you arrive at seventeenth level, you have gotten adroit at laying ambushes and rapidly getting away from peril. You can take two turns during the first round of any battle. You take your first turn at your typical activity and your second turn at your drive short 10. You can't utilize this component when you are astounded.

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