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Beginning Items For 5th Level Dmg

05.04.2020
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As a rogue, you have the following Class Features.

Use 'By this level' if you want values for the start of that level (useful if you want to make sure your party's wealth has been on-track thus far) or use 'During this level' if you want to see how much wealth the party should accumulate over the course of that level. 'Effective' converts magic items into their gold piece values (at 100%, 50%. The mechanics of D&D 5E are such that magical items are effectively optional. You can run an entire campaign with no magic items and still manage to get through. However, if you want to consider what effects magic items have on the party, then lis. Find my iphone app for mac pro.

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Hit Points

Hit Dice: 1d8 per rogue level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per rogue level after 1st

Starting Proficiencies

You are proficient with the following items, in addition to any Proficiencies provided by your race or Background.
: Light Armor

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Weapons:Simple Weapons, hand crossbows, longswords, rapiers, shortswords
Tools:Thieves' Tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance. Persuasion, Sleight of Hand, and Stealth

Starting Equipment

You start with the following items, plus anything provided by your Background.
• (a) a Rapier or (b) a Shortsword
• (a) a Shortbow and Quiver of 20 Arrows or (b) a Shortsword
• (a) a Burglar's Pack, (b) a Dungeoneer's Pack, or (c) an Explorer's Pack

Beginning Items For 5th Level Dmg Level

• Leather Armor, two daggers, and Thieves' Tools
Table: The Rogue
Proficiency BonusSneak AttackFeatures
1st+21d6Expertise, Sneak Attack, Thieves’ Cant
2nd+21d6Cunning Action
3rd+22d6Roguish Archetype
4th+22d6Ability Score Improvement
5th+33d6Uncanny Dodge
6th+33d6Expertise
7th+34d6Evasion
8th+34d6Ability Score Improvement
9th+45d6Roguish Archetype feature
10th+45d6Ability Score Improvement
11th+46d6Reliable Talent
12th+46d6Ability Score Improvement
13th+57d6Roguish Archetype feature
14th+57d6Blindsense
15th+58d6Slippery Mind
16th+58d6Ability Score Improvement
17th+69d6Roguish Archetype feature
18th+69d6Elusive
19th+610d6Ability Score Improvement
20th+610d6Stroke of Luck

Expertise

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.

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.

Cunning Action

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.

Roguish Archetype

At 3rd Level, you choose an archetype that you emulate in the exercise of your rogue Abilities, such as Thief. Your archetype choice grants you features at 3rd Level and then again at 9th, 13th, and 17th level.

Ability Score Improvement

When you reach 4th Level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two Ability Scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Uncanny Dodge

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.
Beginning Items For 5th Level Dmg

Evasion

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.

Reliable Talent

By 11th level, you have refined your chosen Skills until they approach perfection. Whenever you make an ability check that lets you add your Proficiency Bonus, you can treat a d20 roll of 9 or lower as a 10.

Blindsense

Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or Invisible creature within 10 feet of you.

Slippery Mind

By 15th level, you have acquired greater mental Strength. You gain proficiency in WisdomSaving Throws.

Elusive

Beginning at 18th level, you are so evasive that attackers rarely gain the upper hand against you. No Attack roll has advantage against you while you aren't Incapacitated.

Stroke of Luck

At 20th level, you have an uncanny knack for succeeding when you need to. If your Attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat The D20 roll as a 20.
Once you use this feature, you can't use it again until you finish a short or Long Rest.Beginning Items For 5th Level Dmg

Roguish Archetypes

Rogues have many features in Common, including their emphasis on perfecting their Skills, their precise and deadly approach to Combat, and their increasingly quick reflexes. But different rogues steer those talents in varying directions, embodied by the rogue archetypes. Your choice of archetype is a reflection of your focus—not necessarily an indication of your chosen profession, but a description of your preferred Techniques.

You hone your Skills in the larcenous arts. Burglars, bandits, cutpurses, and other criminals typically follow this archetype, but so do rogues who prefer to think of themselves as professional Treasure seekers, explorers, delvers, and investigators. In addition to improving your agility and Stealth, you learn Skills useful for delving into ancient ruins, reading unfamiliar Languages, and using Magic Items you normally couldn’t employ.


Fast Hands

Starting at 3rd Level, you can use the Bonus Action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves’ tools to disarm a trap or open a lock, or take the Use an Object action.

Second-Story Work

When you choose this archetype at 3rd Level, you gain the ability to climb faster than normal; climbing no longer costs you extra Movement.
In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.

Beginning Items For 5th Level Dmg 2017

Supreme Sneak

Starting at 9th level, you have advantage on a Dexterity (Stealth) check if you move no more than half your speed on the same turn.

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Use Magic Device

By 13th level, you have learned enough about the workings of magic that you can improvise the use of items even when they are not intended for you. You ignore all class, race, and level requirements on the use of Magic Items.

Thief’s Reflexes

When you reach 17th level, you have become adept at laying ambushes and quickly escaping danger. You can take two turns during the first round of any Combat. You take your first turn at your normal Initiative and your second turn at your Initiative minus 10. You can’t use this feature when you are surprised.
The subject of 'Wealth by Level' came up in one of the recent 5e threads and it got me thinking..
5e doesn't exactly have any kind of guidelines for wealth by level. There are three things that it does have, though.
1) Random Treasure Tables (DMG p136-149)
2) Guidelines for at what sort of level you should find different rarities of magic item (DMG p135)
3) A starting wealth table for characters joining a campaign at higher than first level (DMG p38)
So, between the three of these, can we get an idea of what characters of a certain level might have accumulated during their adventures?
The first thing we need to do is throw away the starting wealth table. That table seriously under-estimates things. Even on its 'High Magic Campaign' column, a tenth level character is expected to have only a single uncommon item - and in any campaign other than that they're not expected to have any magic items at all until eleventh level. While I'm sure there are some campaigns out there that have so little magic, I'm sure that's not representative at all - it's clearly at odds with the other two sources of information.
The second source of information - the guidelines for level versus magic item rarity - are interesting. They don't give any indication of how much wealth or how many items characters are expected to have, but they do place soft guidelines for when you're supposed to start finding magic items of a particular rarity. Reversing the table, we get:
1st-4th level = Common & Uncommon items
5th-10th level = Common, Uncommon & Rare items
11th-16th level = Common, Uncommon, Rare and Very Rare items
17th -20th level = Common, Uncommon, Rare, Very Rare, and Legendary items
As you can see, this doesn't tally up at all with the starting wealth guidelines. Characters are expected to start finding rare items at 5th level, but apparently even in a 'high magic' campaign they're not expected to have more than a single uncommon magic item until they hit 11th level (by which point on this table they should be starting to find very rare items).
From the point of view of a campaign, of course, both these are only vague guidelines.
Something that's much bigger is the set of random treasure tables. All the guidelines in the world about when characters should expect to find treasure (and how much) are irrelevant if the DM is rolling random treasure on these tables. If the guidelines say that characters should be finding rare items at 5th level but the treasure tables don't give them out at 5th level, then they won't find them at that level despite what the guidelines say. Similarly, if the treasure tables give out legendary items at first level, it doesn't matter when the guidelines say the party should expect to find them. Unless the DM fudges their rolls, there's a chance they'll find them earlier than the guidelines say.
So the big question is: can we construct some kind of average wealth-by-level expectation from the random treasure tables? Assuming a DM is giving out random treasure as per the tables for the encounters that the players have, how much will they accumulate as they increase in level?
The way the treasure tables work is that there are basically four categories (kind of like the 'Treasure Types' in AD&D). These are based solely on the challenge of the encounter. They are:
Challenge 0-4
Challenge 5-10
Challenge 11-16
Challenge 17+
Notice that they follow the same 'tiers' as the other guidelines.
Each table works by giving you a random amount of money, plus a d100 roll which then gives you a random amount of valuable items and magic items. The magic items are in a bunch of tables (A-I), so for example if you roll a 64 on the table for Challenge 0-4 you get 2d6 gems worth 10gp each and 1d4 magic items from table B. This is on top of the 6d6x100 copper, 3d6x100 silver, and 2d6x10 gold you always get in a Challenge 0-4 hoard.
I've spent a good chunk of this weekend sticking all these treasure tables through Excel.
Firstly, I went through each of the magic item tables A-I and checked out the rarity of the items on each one. For example a roll on table F will always give you an uncommon item, but a roll on table H has a 2% chance of giving you an uncommon item, a 6% chance of giving you a rare item, and a 91% chance of giving you a very rare item (the percentages don't always add up to exactly 100% because I counted consumable items as half an item of the same rarity and I ignored the half a dozen or so cursed items).
Secondly, I went through the treasure tables for each challenge rating in a similar manner to see what the average treasure was, using my summarised magic item tables. For example if a roll on magic item table C gives you 0.54 chance of getting a rare item, and a roll on the Challenge 5-10 table gives you a 0.11 chance of getting 1d4 rolls on table C, then a roll on the Challenge 5-10 table therefore gives you an average of 0.11*2.5*0.54 = 0.1485 rare items from table C. Of course the actual chance of getting a rare item from a roll on the Challenge 5-10 table is more than that because you can get them from tables other than table C, so we have to sum all the chances.
Long story short (too late!) here is the average loot from each of the four treasure tables..
Challenge 0-4
196gp in money
180gp in valuable objects
0.38 common magic items
0.59 uncommon magic items
0.16 rare magic items
0.07 very rare magic items
Challenge 5-10
3,857gp in money
688gp in valuable objects
0.25 common magic items
0.68 uncommon magic items
0.25 rare magic items
0.13 very rare magic items
Challenge 11-16
31,500gp in money
4,700gp in valuable objects
0.16 common magic items
0.43 uncommon magic items
0.61 rare magic items
0.68 very rare magic items
0.09 legendary magic items
Challenge 17+
322,000gp in money
14,026gp in valuable objects
0.03 uncommon magic items
0.45 rare magic items
1.16 very rare magic items
0.62 legendary magic items
This gives us some idea of what characters will be finding. For example, on average one in four treasure hoards from a Challenge 5-10 encounter will contain a rare magic item, but only one in six and a quarter treasure hoards from a Challenge 0-4 encounter will contain one.
So if we can estimate how many encounters (and of what level) it takes a party to advance from each level to the next, we can estimate how many hoards of each category they'll have picked up (on average) as a result of those encounters and therefore how much money and how many items of which rarity (again, on average) the party will have found too.
This should give us an average 'wealth by level' estimate for campaigns in which the DM uses the random treasure tables, which can then be used as a baseline to which other campaigns can be compared.
So how do we estimate the encounters needed for each level?