Trudvang for 5e
Wrongdoer (Character Creation)
'Sorry, I didn't mean to interrupt. However, now that I am here, could you please empty your pockets?'
The wrongdoers, or shadowmantles, as they are called in som parts of Trudvang, represent the underside of civilization. Though they vary in skill and focuses, they have all chosen professions they'd rather not expose. However, the line between a criminal and a law-abiding citizen can vary. While an assassin is a heartless criminal in some cities, they represent a legal and appreciated business practice in some. In the Stormlands the Sea Wolves are almost looked upon as soldiers or hirdmen, but their actions would get them hanged if they were caught across the sea in Mittland.
As a Treasure Hunter, you gain the following class features.
Hit Dice: 1d8 per Treasure Hunter level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution
modifier per Treasure Hunter level after 1st.
Armour: Light Armour
Weapons: Simple weapons, broadsword, short sword
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Choose four from Acrobatics, Athletics, Deception,
Insight, Intimidation, Perception, Persuasion, Riddle, Sleight
of Hand and Stealth
You start with the following extra equipment, in addition
to equipment granted by your culture.
- a) a longsword or b) a skalm
- a) a shortbow and quiver of 20 arrows or b) a skalm
- Hardened leather armor, two daggers, and thieves’ tools
|Level||Proficiency Bonus||Sneak Attack||Features|
|1||+2||1d6||Expertise, Night Vision, Sneak Attack|
|14||+5||7d6||Quiet as Quiet|
|20||+6||10d6||Stroke of Luck|
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
At 6th level, you can choose two more of your skill
proficiencies, or one of your skill proficiencies and your
proficiency with thieves’ tools, to gain this benefit.
Due to the clandestine nature of your activities you tend to
operate in the shadows and other dimly lit or unlit places.
Over time you have grown accustomed to doing so and
your senses have adapted accordingly. While you don’t
necessarily see better in dim light or total darkness, your
other senses have grown to compensate for it.
Within 60 feet, you treat dim light as if it were bright light
and no light as if it were dim light. Note that while your
other senses aid your sight, you cannot use this feature if
you are Blinded.
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 this extra damage increases as
you gain levels in this class, as shown in the Sneak Attack
column of the Wrongdoer table.
Starting at 2nd level, your quick thinking and agility allow
you to move and act swiftly. 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 actions.
At 3rd level, you choose an archetype that you emulate
in the exercise of your clandestine abilities. Choose
Thief, Assasin or Sea Wolf (all are detailed at the end of the class
description).Your archetype choice grants you features at 3rd level, and
then again at 9th, 13th and 17th level.
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, or you can take a Cultural or Open
Virtue. As normal, you cannot increase an ability score
above 20 using this feature.
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 at 7th level, your sharpened senses
immediately alert you to dangerous situations. Whenever
the Loremaster would normally make a passive Wisdom
(Perception) check to notice a trap or other peril, they
instead allow you to make an ability check. You may use
whichever score is higher, your passive Perception score or
the result of your ability check.
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.
Quiet as Quiet
Starting at 14th level, you have advantage on Dexterity
(Stealth) checks as long as you move no more than half
your speed on the same turn.
By 15th level, you have acquired greater mental strength.
You gain proficiency in Wisdom saving throws.
Beginning at 18th level, you are so evasive that attackers
rarely gain the upper hand against you. No attack
roll has advantage against you so long as you aren’t
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 cannot use it again until
you finish a short or long rest.
You employ your dubious, if highly useful, skills to acquire
things that others possess. Whether you use your prowess
to plunder old forgotten ruins in search of unclaimed
treasure, or the homes and purses of honest folk is up to you.
The Shadow of My Pockets
Yours may be a somewhat larcenous spirit, but you
certainly don’t serve the Shadow in the East. Starting when
you choose this archetype at 3rd level, when you commit
a Theft Misdeed (normally causing you to automatically
acquire 3 Shadow points) you only receive 1 Shadow point.
You are adept at picking people’s pockets and performing
other acts of legerdemain when their guard is down. Also
starting at 3rd level, when you make a Sneak Attack in
melee combat, instead of inflicting extra damage you may
instead successfully perform a Dexterity (Sleight of Hand)
check on your opponent (you still do regular damage as
normal if you wish). In addition to normal uses of Sleight
of Hand, this feature enables you to take any weapon
on your opponent’s person that they are not currently
When you first pick this archetype at 3rd level, you hear
many tales about strongholds or ruins where great
treasures may lay. Whenever you are told of a particular
location or chance across it, you may ask the Loremaster
for three pieces of information regarding the locale. This
information is usually a mixture of particular treasures
Information gleaned may be taken as generally true,
although details may be fuzzy and key bits omitted.
Hide in Shadows
At 9th level, you have an uncanny ability to hide, or at least
use the shadows to your advantage. So long as there are
shadows present, you may take a bonus action to Hide,
even when other creatures are aware of your presence.
Such opponents may make a Wisdom (Perception) check
(DC equals the result of your Dexterity (Stealth) check) to
notice you and negate your attack advantage.
At 13th level, you have become accustomed to spotting
traps and ambushes before they occur. You gain +5 on any
passive Perception checks to spot an ambush or a trap. If
you are actively searching for traps or ambushes, then you
may substitute your increased passive Perception score for
your ability check result if the former is higher.
At 17th level, your ability to go unseen is legendary. You
have advantage whenever you make a Dexterity (Stealth)
ability check to hide and you can hide nearly anywhere.
If you are in a shadowy area that lends itself to hiding,
others looking for you have disadvantage.
You focus your training on the grim art of death. Those
who adhere to this archetype are diverse: hired killers,
spies, bounty hunters, and even specially anointed
priests trained to exterminate the enemies o f their deity.
Stealth, poison, and disguise help you eliminate your
foes with deadly efficiency.
When you choose this archetype at 3rd level, you gain
proficiency with the disguise kit and the poisoner’s kit.
Starting at 3rd level, you are at your deadliest when you
get the drop on your enemies. You have advantage on
attack rolls against any creature that hasn’t taken a turn
in the combat yet. In addition, any hit you score against
a creature that is surprised is a critical hit.
Starting at 9th level, you can unfailingly create false
identities for yourself. You must spend seven days and
25 gp to establish the history, profession, and affiliations
for an identity. You can’t establish an identity that
belongs to someone else. For example, you might acquire
appropriate clothing, letters of introduction, and official looking
certification to establish yourself as a member of
a trading house from a remote city so you can insinuate
yourself into the company of other wealthy merchants.
Thereafter, if you adopt the new identity as a disguise,
other creatures believe you to be that person until given
an obvious reason not to.
At 13th level, you gain the ability to unerringly mimic
another person’s speech, writing, and behavior.
You must spend at least three hours studying
these three components of the person’s behavior,
listening to speech, examining handwriting, and
Your ruse is indiscernible to the casual observer. If a
wary creature suspects something is amiss, you have
advantage on any Charisma (Deception) check you make
to avoid detection.
Starting at 17th level, you become a master of instant
death. When you attack and hit a creature that is
surprised, it must make a Constitution saving throw
(DC 8 + your Dexterity modifier + your proficiency
bonus). On a failed save, double the damage of your
attack against the creature.
The Sea Wolf
Sailors, robbers and murderers, Sea Wolves are found all over Trudvang. Often gathering in small villages, they strike out, causing fear all across the coasts. Though sometimes they might end up in the "legal" service of a jarl, as they often are among the finest sailors of Trudvang.
Sea Wolf Fighting Style
When you choose this archetype at 3rd level, you gain proficiency with shields, whips, axes, longswords and scimitars. You also receive a fighting style, chosen from either Mobility or Two-Weapon Fighting.
When you are not using a wearing any kind of medium or heavy armor, you receive a +1 bonus to AC, and you gain a swimming speed and climbing speed equal to your walking speed.
• Two-Weapon Fighting
When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
You gain proficiency in navigator’s tools and vehicles (water). When you make ability checks for
either of these proficiencies, or Strength (Athletics) checks related to climbing or swimming, your
proficiency bonus is doubled. For purposes of holding your breath and avoiding suffocation, you
may treat your Constitution as if it were 19. You also learn one language you didn't allready know, chosen from Eika, Roena or Vrok.
At 7th level, when you hit an opponent with a weapon attack, that opponent’s attack rolls against
you are made at disadvantage until the end of your turn. In addition, whenever you fail a saving throw to avoid being frightened, you can use your reaction to roll that saving throw again.
At 11th level, whenever an opponent makes an opportunity attack against you, they provoke an
opportunity attack from you in turn.
Starting at 11th level, once per turn, when you attack a creature that has attacked you within the last minute, if that attack hits, you can choose one of the following options:
• Inflict an additional 1d10 damage on that creature.
• Make a weapon attack against any number of creatures within 5 feet of that creature, with a
separate attack roll for each target.
Rolling with the Waves
At 15th level, you gain a special defensive ability.
Choose one of the following features.
Outmaneuver. When you make an opportunity
attack, after the attack resolves, you can move 10
feet as part of the same reaction. This movement
does not provoke opportunity attacks.
Retaliation. When you take damage from a
creature that is within 5 fcet of you, you can use
your reaction to make a melee weapon attack
against that creature.