Bob's original stat block, verbatim.
★ Weapon Finesse + Superior Finesse. DEX modifier applies to both attack rolls AND damage rolls in place of STR.
Calculated from the epic base-save progression for a Rogue 27 (good save +15 / poor save +9), current ability modifiers, and the higher of the two resistance items (Mantle of Resistance +5 and Headband of Resistance +6 don't stack, resistance bonuses of the same type never do, so the +6 Headband applies, not both). Will also includes the Iron Will bonus feat. Not written on the original sheet, flag if the resistance items were meant to stack under a house rule.
All three weapons use the same Weapon Finesse + Superior Finesse math as Tashanna (BAB +20/+15/+10, DEX +13, weapon enhancement +10). Bob's sheet only broke out the full attack routine for Tashanna, so Foresight's and Whisperfall's numbers below are calculated the same way and flagged as such.
| Attack Rolls | Damage | Critical |
|---|---|---|
| +43 / +43 / +38 / +33 | 1d8+23 per hit | 15–20 ×2 (Keen) |
| BAB+DEX+Enhancement | +14d6 sneak attack | Puncturing 3/day |
| −2 STR per hit (Crippling Strike) | Cold Iron · Adamantine · NG bypass | Speed grants extra attack |
| Attack Rolls | Damage | Critical |
|---|---|---|
| +43 / +38 / +33 (calculated) | 1d6+23 per hit | 19–20 ×2 |
| BAB+DEX+Enhancement | +14d6 sneak attack | Silver, bypasses vampire DR |
| Attack Rolls | Damage | Critical |
|---|---|---|
| +43 / +38 / +33 (calculated) | 1d6+23 nonlethal per hit | ×2 |
| BAB+DEX+Enhancement | +14d6 sneak attack | Silent, no weapon draw noise |
Quith is not a brawler. He is a precision instrument, in and out before anyone can react.
Weapon selection: Tashanna for general combat; Foresight against vampires; Whisperfall for non-lethal takedowns, interrogation, or silent work.
Also disables magical traps and stores the spell in a Ring of Spell Storing; tumbles through threatened squares to avoid attacks of opportunity; Sneak Attack of Opportunity triggers sneak attack on AoOs; Opportunist grants a free AoO when an ally hits; damage output spans physical, cold iron, adamantine, NG-aligned, and sonic (Tashanna Nova).
★ +17 bonus applies to all non-Intelligence-based skills (included in totals below). ★★ Key rogue skills, also boosted by Abinor's Thieves Tools where applicable.
| Level | Feat | Notes |
|---|---|---|
| 1 (Human) | Weapon Finesse | Use DEX for attack rolls with finesse weapons |
| 1 | Combat Expertise | Trade attack bonus for AC bonus |
| 3 | Improved Initiative | +4 to Initiative |
| 6 | Superior Finesse | Use DEX for damage rolls in addition to attack rolls |
| 9 | Master Feint | Feint as a free action |
| 12 | Mobility | +4 AC vs. attacks of opportunity while moving |
| 15 | Spring Attack | Move before and after attacking |
| 18 | Undead Hunter. Vampire | Sneak attack applies to vampires |
| 21 | Lingering Damage | Bleed damage continues after sneak attack |
| 24 | Sneak Attack of Opportunity | Sneak attack applies on attacks of opportunity |
| 27 | Applied Scholastics | Expanded sneak attack applicability |
Divine Messenger ability.
Divine healing abilities.
DC 20 + level.
60 ft.
DC 35.
SR 36.
DC 35.
+14d6, applies on flat-footed / flanked / Master Feinted targets.
Cannot be caught flat-footed.
Cannot be flanked.
Dodge bonus vs. sneak attacks.
+2 bonus.
No damage on a successful Reflex save.
Reduced penalties for off-hand attacks.
Free AoO when an ally hits an opponent.
−2 STR damage per sneak attack hit.
Sleight of Hand vs. Reflex to steal an item from an opponent.
+6 bonus on saves and AC vs. traps.
Once/day, halve damage from a lethal blow.
Epic-tier trap detection and avoidance.
Once per round, avoid one attack entirely.
| Item | Effect |
|---|---|
| Bracers +8 | AC +8 · Heavy Fortification |
| Mantle of Resistance | Spell Resistance +40 · All Saves +5 |
| Ring of Protection | Deflection +10 · Natural AC +5 |
| Headband of Resistance | +6 to all saves |
| Belt of Roughness | +8 to STR, DEX, and CON |
| Vest of Awesomeness | +8 to INT, WIS, and CHA |
| Gloves of Storing | Store items as a free action |
| Abinor's Cloak of Haste | 150% hasted movement · +4 AC (dodge) · invisibility · grants a partial action |
| Ring of Invisibility | Continuous or on-command invisibility |
| Ring of Counter Spells | Store and counter specific spells |
| Boots of Freedom of Movement | Immune to movement restriction effects |
| Boots of Expeditious Retreat | Enhanced movement speed |
| Portable Hole | Extradimensional storage, scrolls, spells, misc. gear |
| Cost | Effect |
|---|---|
| 1 charge | Magic Missile |
| 1 charge | Fireball |
| 1 charge | Shatter (CL 10) |
| 2 charges | Ice Storm |
| 2 charges | Chain Lightning (CL 17) |
Common · Thieves' Cant · Elven · Dwarven · Draconic · Celestial · Infernal · Ignan · Abyssal · Avian · Terran · Undercommon · Giant · Aquan
Permanency Spells: Comprehend Languages · Arcane Sight · Tongues
Active Contingencies: True Seeing (always active) · If HP ≤ 150 → Heal triggers automatically · If died → Teleport to stronghold automatically · If immobile → Heal triggers automatically
| Weapon | Type | Primary Use |
|---|---|---|
| Tashanna | Intelligent +10 Rapier | Primary, all general combat |
| Foresight | Soulbound +10 Shortsword | Vampires, personal mission |
| Whisperfall | Intelligent +10 Sap | Non-lethal / subdual / silence |
| Abinor's Thieves Tools | 5-Pouch Legendary Kit | Infiltration / traps / magic theft |
A from-scratch conversion, built as an actual playable level 20 character, not a monster stat block.
Base array built from 6 Rogue ASIs (levels 4/8/10/12/16/19) plus a Variant Human bonus feat, pushed mostly into Dex and Int with two feats taken instead of stat increases (below). 5e ability scores cap at 20 outside exotic magic. DEX 22 here comes from a +2 item, not a raw score, which is why it's shown post-gear.
Skills use standard 5e math: modifier + proficiency (+6), doubled to +12 for the three Expertise skills. Sneak Attack scales by 5e's own formula (half your level, rounded up) rather than staying at 3.5e's 14d6, at level 20 that's 10d6, and that's genuinely where 5e's math tops out for this feature.
Melee Weapon Attack: +17 to hit, reach 5 ft., one target (crits on 19–20, Keen Edge). Hit: 17 (1d8+11) piercing, plus 35 (10d6) Sneak Attack if Quith has advantage or an ally is within 5 ft. of the target.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (1d6+9) piercing (silvered, ignores vampire resistance), plus 35 (10d6) Sneak Attack under the same conditions.
Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 15 (1d6+9) bludgeoning, nonlethal, plus 35 (10d6) Sneak Attack under the same conditions.
Double proficiency on Stealth, Sleight of Hand, Investigation, and Perception.
Once per turn, extra 10d6 damage on a hit with a finesse or ranged weapon, if Quith has advantage or an ally is within 5 ft. of the target.
Bonus action to Dash, Disengage, or Hide.
Reaction to halve the damage from an attack Quith can see hit him.
No damage on a successful Dexterity save against an effect that deals half on a success; half damage on a failure.
Any ability check using a skill or tool Quith is proficient with treats a d20 roll of 9 or lower as a 10.
Proficiency in Wisdom and Charisma saving throws.
No attack roll has advantage against Quith while he isn't incapacitated.
Turn a missed attack into a hit, or treat a failed ability check as a 20.
Advantage on attack rolls against any creature that hasn't taken a turn yet in combat. A hit against a surprised creature is an automatic critical hit, the signature move for an ambush against something that doesn't know he's there yet, vampires included.
Can craft a false identity in a week for 25 gp, complete with documentation, contacts, and a memorized cover story.
+5 to initiative, can't be surprised while conscious, and other creatures don't gain advantage from being unseen when attacking Quith.
3 luck points per long rest, spent to give advantage on an attack roll, ability check, or saving throw, or to impose disadvantage on an attack against him.
+5 to passive Perception and passive Investigation; can read lips.
Not a 5e-standard feature, a small homebrew trait carrying over the one piece of the 3.5e build that doesn't map to any existing rogue subclass or feat: his standing as a messenger for the Gods of Antiquity.
Once per long rest each, Quith can cast heal and hold monster without material components (spell save DC 17). Darkvision 60 ft. and immunity to disease come from the same source.
3.5e items reskinned to 5e magic item tiers, bonuses capped in the +1 to +5 range rather than 3.5e's stacking +8s, per the same ceiling used for Tashanna.
+2 to AC and saving throws (reskin of the Ring of Protection).
Advantage on Stealth checks and can't be tracked except by magic (reskin of Abinor's Cloak of Haste's stealth side).
+10 ft. speed (reskin of Boots of Expeditious Retreat).
+5 ft. to Sleight of Hand and Stealth-adjacent hand tricks; can stow a held object as part of another action (reskin of Gloves of Storing).
Turn invisible as an action; ends if Quith attacks or casts a spell (unchanged from the original).
Extradimensional storage (reskin of the Portable Hole).