3? Unless you have some design in mind, high strength doesn't help your rogue while CON, INT, WIS and CHR can. You chose all the social skills but then made CHR your dump stat. If you want a fast-talking rogue move most of that STR to CHR.
Max HP show as 10. Max HP should be 9 (8 for a d8 hd, +1 for Con 13)
You have three origin feats. You should only have two, unless there's some broken origin out there
You have Celestial and Undercommon (rare languages). A thief gets one language (unrestricted), but background languages must be standard languages.
Despite those facts, the character is not optimized. You seem to have used the standard array (15/14/13/12/10/8) in order, with +2 Dex and +1 Wis from background (which I can't identify). You are specifically allowed to reorder the stats in a standard array, and there is really no reason to put them in that order.
Ok... honestly. less than 5. Not the worst build I have seen in 5.5 but there are some things you did that are working against your character.
1st: Weapon Mastery.
Dagger Nick -
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.
Good, this allows a second attack on the main attack action. Freeing up a bonus action.
Shortbow Vex -
Vex. If you hit a creature with a Shortbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.
While yes you want a vex weapon, unless you plan on making a ranged build this hurts your character.
I would recomend a Short Sword, this in combo with the dagger allows you to attack with the Short Sword, and then make an off hand dagger attack with advantage on the main attack action. It's really the classic 1,2 combo of a rogue build. Your Sneak attack on the off hand or dagger attack is the play as you chance of a critical success is much higher, and Crit damage on a sneak is what you want.
2nd stat balance-
As a rogue, your main stat is dexterity, you want this as high as poosible. if you are point buying your stats, make sure dexterity is a 17 or 18 to start. The sooner you get to a +5 the better, as rogues deal the least amount of melee damage for the martial characters, so you want to squeeze out as much as possible here.
Next rogues are the best skill class in the game, this means you really don't want any negative stats in int, wis, or chr. As a rogue, depending on your subclass choice you will need intelligence or charisma, and wisdom is your bread and butter checks.
Strength gains you nothing. Most DM's barely check the embumbrance, and even if they do you will have ways to lighten your load before it becomes an issue. Basically dump stregth unless you are multiclassing into paladin or barbarian.
3rd Background feat-
Magic Initiate (Wizard) ... o.0 ok, I mean I do this on a lot of builds, but your stat balance doesn't fit this idea, and you put the 2 in wisdom. Also your spells don't help you at all. Mage Hand is good for RP but the mage hand you get from this feat is a poor fit for a rogue, as the casting is loud, and the mage hand is a bright glowing hand. Minor Illusion is useful, but likewise you have no way to disguise the casting so it's no good for a rogue, a stage magician could work. Mage Armor /pinches forhead. Doesn't work with any armor, and you get more from your leather armor than mage hand. You can only have 1 formula for AC, Mage Armor changes the formula from 10+dex mod+armor to 13+dex mod (no armor allowed) The max AC for Mage Armor is 18, you with light armor can go to 20 magic casters have to stack several spells together to achieve an AC that protects them, you have light or medium, plus your class abilities.
Basically, if you are grabing Magic Initiate (anything) get spells that work with you class idea. Normally I take cleric or druid, to get a ranged heal, plus a ranged damage spell, and guidence. Going with Wizard take firebolt and light. As a human you don't have Darkvision, and having a cantrip light is useful. for the level 1 identify or shield. Will help you the most. Shield will prevent damage, and Idenitify is always useful for figuring out magic items.
At the risk of being brutally honest, this is really poorly designed. No DM with any basic competence would allow such a species and, frankly, they would be within their rights to ask you to leave the table for even proposing something you admit in the rules text is designed to be “overpowered.”
Giving +2 in ever stat is not only extremely strong, it violates basic game design. D&D is a collaborative game where every player has a right to excel and shine, which is why there are opportunity costs to choices. Such a huge bonus not only is absurdly powerful, it also mitigates flaws in a way that makes other players shine less.
Flight is also very powerful - it is seen on other species though, so might not be broken. Personally, I think unrestricted flight is pretty boring since it is basically a “solve lots of problems with no cost” ability, but to each their own.
The only thing on here that is really balanced is Darkvision.
If you want to build a species, start by looking at what other species do and make comparable abilities. And try to keep in mind that your real power comes from your class and not your biology.
I'm not going to be brutal, but before making races, I would learn the game, play a bit learn about game balance and find ways to make an interesting character design instead of an edgy broken cheat.
Max HP show as 10. Max HP should be 9 (8 for a d8 hd, +1 for Con 13)
You have three origin feats. You should only have two, unless there's some broken origin out there
You have Celestial and Undercommon (rare languages). A thief gets one language (unrestricted), but background languages must be standard languages.
Despite those facts, the character is not optimized. You seem to have used the standard array (15/14/13/12/10/8) in order, with +2 Dex and +1 Wis from background (which I can't identify). You are specifically allowed to reorder the stats in a standard array, and there is really no reason to put them in that order.
Greetings!
In the central Illinois gaming groups, there is an opinion that when creating a new character, a player ought to roll twelve(12) d6 dice and then group the dice into six(6) two(2) dice packets, to which the player then adds six(6) to each packet, to get the six attribute scores before species and background additions. Thus, you could have initial scores ranging from 18 to 8. For myself, I tend to use the dice roller in the DnD Beyond character app, "rolling" two "dice" at a time, six times, for my twelve. I tend to favor human characters, specifically for the Origin Feat. I tend to prefer Magic Initiate(Druid) for the Elementalism cantrip and either the Thorn Whip cantrip or the Toll the Dead cantrip, with Healing Word as the Level 1 spell. With the Elementalism cantrip, I do not need to carry a Water Skin, or a Tinder Box. Granted, as the adage reminds me, YMMV (Your Mileage May Vary), but this is how I do it. Oh, yes, I always carry a Healer's Kit, just in case.
Addendum: I find the standard array to be a total bore and I personally despise attribute scores of 8 or 9, because I do not like attribute modifiers of -1. If your character must have a so-called "dump stat", then I prefer the "dump stat" to be 10 or 11. Also, this again is my own opinion but I do not like the concept of a "dump stat": having one or more "dump stats" is simply a sign of poor strategic and tactical planning on your part.
I'm not going to be brutal, but before making races, I would learn the game, play a bit learn about game balance and find ways to make an interesting character design instead of an edgy broken cheat.
Yeah, going to agree that homebrew is wacky and the character is broken/unplayable because of it.
As for the rest of the character. I cannot say. I dislike that we cannot publicly share our character personalities and background with Beyond because I have no clue what your character is about or who they are I cannot rate them.
Maybe select better skills? Most people select the skills you did. It leads to a lot of redundancy in party rolls and missed opportunities when people just don't have the skill for a check. I encourage my groups to work together on building characters so they can cover gaps in skills and saves allowing thrm to function as a team better; and I have at least one to two skills I can switch out on most of my rebuilds (all but two) to help round out the party. As a DM I try to include combat, skill challenges, puzzles and some role play for every session so that the table feels active, diverse, and then no one is swiping on their phones because they are always engaged in some way. The problem with my strategy is that often I'll get parties woth characters like yours who are totally geared to be broken but then not one in the party can do a simple Medicine check on the Quest NPC to save their life or make quieter boots for the party with Cobbler Proficiency so they can all sneak past something.
Anyway, the character is broken. As a DM I'll reject it and I'd probably have watch your rolls or control your sheet completely. If this is you're first impression then it tells me your a munchkin who is going to cheat. No backstory, no skills or proficiencies or stand out attributes or saves to indicate the character has any personality. It looks like you were trying to meta build and so it wouldn't really work in a GROUP adventure. Basically, you sucked all the air out of the room and the others cannot breath.
You don't have to be broken to be awesome. The party is what will make you awesome.
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"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.
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https://www.dndbeyond.com/characters/168539111
Kain, The Fallen Shinigami with White Wings
3? Unless you have some design in mind, high strength doesn't help your rogue while CON, INT, WIS and CHR can. You chose all the social skills but then made CHR your dump stat. If you want a fast-talking rogue move most of that STR to CHR.
1?
Despite those facts, the character is not optimized. You seem to have used the standard array (15/14/13/12/10/8) in order, with +2 Dex and +1 Wis from background (which I can't identify). You are specifically allowed to reorder the stats in a standard array, and there is really no reason to put them in that order.
Ok... honestly. less than 5. Not the worst build I have seen in 5.5 but there are some things you did that are working against your character.
1st: Weapon Mastery.
Dagger Nick -
Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. This extra attack can only be made once per turn.
Good, this allows a second attack on the main attack action. Freeing up a bonus action.
Shortbow Vex -
Vex. If you hit a creature with a Shortbow and deal damage to it, you have Advantage on your next attack roll against that creature before the end of your next turn.
While yes you want a vex weapon, unless you plan on making a ranged build this hurts your character.
I would recomend a Short Sword, this in combo with the dagger allows you to attack with the Short Sword, and then make an off hand dagger attack with advantage on the main attack action. It's really the classic 1,2 combo of a rogue build. Your Sneak attack on the off hand or dagger attack is the play as you chance of a critical success is much higher, and Crit damage on a sneak is what you want.
2nd stat balance-
As a rogue, your main stat is dexterity, you want this as high as poosible. if you are point buying your stats, make sure dexterity is a 17 or 18 to start. The sooner you get to a +5 the better, as rogues deal the least amount of melee damage for the martial characters, so you want to squeeze out as much as possible here.
Next rogues are the best skill class in the game, this means you really don't want any negative stats in int, wis, or chr. As a rogue, depending on your subclass choice you will need intelligence or charisma, and wisdom is your bread and butter checks.
Strength gains you nothing. Most DM's barely check the embumbrance, and even if they do you will have ways to lighten your load before it becomes an issue. Basically dump stregth unless you are multiclassing into paladin or barbarian.
3rd Background feat-
Magic Initiate (Wizard) ... o.0 ok, I mean I do this on a lot of builds, but your stat balance doesn't fit this idea, and you put the 2 in wisdom. Also your spells don't help you at all. Mage Hand is good for RP but the mage hand you get from this feat is a poor fit for a rogue, as the casting is loud, and the mage hand is a bright glowing hand. Minor Illusion is useful, but likewise you have no way to disguise the casting so it's no good for a rogue, a stage magician could work. Mage Armor /pinches forhead. Doesn't work with any armor, and you get more from your leather armor than mage hand. You can only have 1 formula for AC, Mage Armor changes the formula from 10+dex mod+armor to 13+dex mod (no armor allowed) The max AC for Mage Armor is 18, you with light armor can go to 20 magic casters have to stack several spells together to achieve an AC that protects them, you have light or medium, plus your class abilities.
Basically, if you are grabing Magic Initiate (anything) get spells that work with you class idea. Normally I take cleric or druid, to get a ranged heal, plus a ranged damage spell, and guidence. Going with Wizard take firebolt and light. As a human you don't have Darkvision, and having a cantrip light is useful. for the level 1 identify or shield. Will help you the most. Shield will prevent damage, and Idenitify is always useful for figuring out magic items.
my suggestion: redesign: https://www.dndbeyond.com/characters/172370469 <-note the reason why I dislike pointbuy and array is the stat weight is always a disapointment.
edit: Also how on earth did you get savage attacker?
1 feat for background, 1 feat for human. You have 3 feats.
I am currently making a race to go with the portret
Kain, The Fallen Shinigami with White Wings
here is race how can make better The Fallan divins Species for Dungeons & Dragons (D&D) Fifth Edition (5e) - D&D Beyond
Kain, The Fallen Shinigami with White Wings
At the risk of being brutally honest, this is really poorly designed. No DM with any basic competence would allow such a species and, frankly, they would be within their rights to ask you to leave the table for even proposing something you admit in the rules text is designed to be “overpowered.”
Giving +2 in ever stat is not only extremely strong, it violates basic game design. D&D is a collaborative game where every player has a right to excel and shine, which is why there are opportunity costs to choices. Such a huge bonus not only is absurdly powerful, it also mitigates flaws in a way that makes other players shine less.
Flight is also very powerful - it is seen on other species though, so might not be broken. Personally, I think unrestricted flight is pretty boring since it is basically a “solve lots of problems with no cost” ability, but to each their own.
The only thing on here that is really balanced is Darkvision.
If you want to build a species, start by looking at what other species do and make comparable abilities. And try to keep in mind that your real power comes from your class and not your biology.
I'm not going to be brutal, but before making races, I would learn the game, play a bit learn about game balance and find ways to make an interesting character design instead of an edgy broken cheat.
So it was late last night, and as I enjoy making suggestions with examples.
Here is my take on a fallen angel. Note it is basically Aasimar with exrtra edgy fluff.
https://www.dndbeyond.com/species/2231206-gefallener-engel-extra-emo-and-edgy
Doing something like this keeps your idea, while keeping the gameplay balanced.
Greetings!
In the central Illinois gaming groups, there is an opinion that when creating a new character, a player ought to roll twelve(12) d6 dice and then group the dice into six(6) two(2) dice packets, to which the player then adds six(6) to each packet, to get the six attribute scores before species and background additions. Thus, you could have initial scores ranging from 18 to 8. For myself, I tend to use the dice roller in the DnD Beyond character app, "rolling" two "dice" at a time, six times, for my twelve. I tend to favor human characters, specifically for the Origin Feat. I tend to prefer Magic Initiate(Druid) for the Elementalism cantrip and either the Thorn Whip cantrip or the Toll the Dead cantrip, with Healing Word as the Level 1 spell. With the Elementalism cantrip, I do not need to carry a Water Skin, or a Tinder Box. Granted, as the adage reminds me, YMMV (Your Mileage May Vary), but this is how I do it. Oh, yes, I always carry a Healer's Kit, just in case.
Addendum: I find the standard array to be a total bore and I personally despise attribute scores of 8 or 9, because I do not like attribute modifiers of -1. If your character must have a so-called "dump stat", then I prefer the "dump stat" to be 10 or 11. Also, this again is my own opinion but I do not like the concept of a "dump stat": having one or more "dump stats" is simply a sign of poor strategic and tactical planning on your part.
Yeah, going to agree that homebrew is wacky and the character is broken/unplayable because of it.
As for the rest of the character. I cannot say. I dislike that we cannot publicly share our character personalities and background with Beyond because I have no clue what your character is about or who they are I cannot rate them.
Maybe select better skills? Most people select the skills you did. It leads to a lot of redundancy in party rolls and missed opportunities when people just don't have the skill for a check. I encourage my groups to work together on building characters so they can cover gaps in skills and saves allowing thrm to function as a team better; and I have at least one to two skills I can switch out on most of my rebuilds (all but two) to help round out the party. As a DM I try to include combat, skill challenges, puzzles and some role play for every session so that the table feels active, diverse, and then no one is swiping on their phones because they are always engaged in some way. The problem with my strategy is that often I'll get parties woth characters like yours who are totally geared to be broken but then not one in the party can do a simple Medicine check on the Quest NPC to save their life or make quieter boots for the party with Cobbler Proficiency so they can all sneak past something.
Anyway, the character is broken. As a DM I'll reject it and I'd probably have watch your rolls or control your sheet completely. If this is you're first impression then it tells me your a munchkin who is going to cheat. No backstory, no skills or proficiencies or stand out attributes or saves to indicate the character has any personality. It looks like you were trying to meta build and so it wouldn't really work in a GROUP adventure. Basically, you sucked all the air out of the room and the others cannot breath.
You don't have to be broken to be awesome. The party is what will make you awesome.
"Life is Cast by Random Dice"
Burn my candle twice.
I have done my life justice
Against random dice.