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Brink (Lvl 12)

Svirfneblin Race
Gla'ton Rift Dweller Origin
Gloom Stalker 6
Assasssin Rogue 4
Fighter 2
Class & Level
Neutral Evil Alignment
Wode Deity
The Forked Tongue Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 16
+3
constitution 15
+2
intelligence 14
+2
wisdom 13
+1
charisma 10
+0
Total Hit Dice 3/7
Hit Die
1d8, d10+2
+4 proficiency bonus
+4 Strength
+7 Dexterity
+2 Constitution
+2 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+7 Acrobatics
+1 Animal Handling
+2 Arcana
+8 Athletics
+0 Deception
+2 History
+1 Insight
+0 Intimidation
+6 Investigation
+1 Martial
+1 Medicine
+2 Nature
+5 Perception
+0 Performance
+0 Persuasion
+2 Religion
+3 Sleight of Hands
+11 Stealth
+1 Survival
skills

 
66
MV

Prestige

Attunement Slots
16
Armor Class
96
Hit Points
+9
Initiative
25
Speed
WeaponAttackDamageTypeRangeQualities
Dagger 1d20+4+3 1d4+3+4+2d6+1d8 Piercing5ftFinesse, Light, Thrown
Katar 1d20+4+3 1d6+3+4+2d6+1d8 Piercing/Slashing5ftBraced, Brutal, Finesse, Light
Full Katar Combo 21d6+21+28+4d6+4d8
Shortbow 1d20+4+3+2 1d6+3+4+2d6+1d8 Piercing80/320ftAmmunition, Range, Two-handed
Poisoned Shortbow Combo 12d6+18+24+4d6+2d8+42d6
Attacks
ProficiencySource
Saving Throws
StrengthRanger
DexterityRanger
Skills
AcrobaticsRogue
Athletics (ex)Ranger/Rogue
InvestigationRanger
PerceptionRanger
Stealth (ex)Wode/Rogue
Tools
Poisoner's KitAssassin
Thieves ToolsRogue
Weapons & Armor
Simple WeaponsRanger
Martial WeaponsRanger
Light ArmorRanger
Medium ArmorRanger
ShieldsRanger
Languages
Common (Wastes?)The Rift
Gnomish (Fancy)Gnome
Deep Speech (Undercommon)Svirfneblin
Elven (Dark)Ranger
Thieves' CantRogue

Proficiences
Known Spells = 4

Spell Save DC = 14

Spell Attack modifier = 6


Disguise Self
1st-level illusion
Casting Time: 1 action
Range: Self
Components: V, S
Duration: 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.


Hunter's Mark
1st-level divination
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels.

When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.


Pass Without Trace
2nd-level abjuration
Casting Time: 1 action
Range: Self
Components: V, S, M (ashes from a burned leaf of mistletoe and a sprig of spruce)
Duration: Concentration, up to 1 hour

A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.


Rope Trick
2nd-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (powdered corn extract and a twisted loop of parchment)
Duration: 1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.

The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.

Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.

Anything inside the extradimensional space drops out when the spell ends.


Silence
2nd-level illusion (ritual)
Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.


Zephyr Strike
1st-level transmutation
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You move like the wind. Until the spell ends, your movement doesn't provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.

Spellcasting
To consider:

Ranger 4 - Take Res WIS, instead of Svirfneblin Magic for +1 to INIT and prof in INT saves at Ranger 7.

Lvl 11 - 12 (choose one of the following):
Ranger 7 - Greater Favored Enemy + Iron Mind (INT saves)
Rogue 5 - Master Chymist + 3d6 Sneak dice + Uncanny Dodge
Fighter 4 - Dancing Blade + Master Chymist
Rogue 4/Fighter 3 - Master Chymist + Dancing Blade
Equipment
The Forked Tongue
Faction
Mad Man - 10/15/15/14/11/10
Stat Array
Race, Origin, Class, and Faction Bonuses
Gnome (Deep)
  • +2 INT
  • +1 DEX

Superior Darkvision
  • You can see in dim light within 120 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Gnome Cunning
  • You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.

Stone Camouflage
  • You have advantage on Dexterity (Stealth) checks to hide in rocky terrain.

Rift Dweller
  • +1 WIS

Gla'ton
  • +1 WIS
  • You are unable to gain proficiency, advantage, or any bonuses to Persuasion checks.

Wode
  • Lip Service: Proficiency in Stealth.

The Forked Tongue
  • +2 to DEXcap.
  • Proficiency with Poisoner's Kit and Thieves Tools
  • Thieves Cant

Ranger
Proficiency with:
  • Simple weapons
  • Martial weapons
  • Light armor
  • Medium armor
  • Shields
  • Strength Save
  • Dexterity Save
  • Athletics
  • Investigation
  • Perception


Level 1
Ranger 1

Favored Enemy
  • You gain a +2 bonus to damage rolls with weapon attacks against humanoids.
  • You have advantage on Survival checks to track humanoids, as well as on Intelligence checks to recall information about them.
  • Gain the Elven (Dark) language.

Natural Explorer
  • You ignore difficult terrain, have ADV on initiative rolls and have ADV on attack rolls on your first turn of combat against enemies that have not attacked.
  • If traveling for more than one hour, difficult terrain does not slow group travel, your group can only become lost by magical means, always alert while traveling, if traveling alone, you can move stealthily at a normal pace, you find twice as much food as you normally would when foraging, while tracking other creatures you also learn their exact number, their sizes, and how long ago they passed through the area.


Level 2
Ranger 2

Fighting Style: Archery
  • You gain a +2 bonus to attack rolls you make with ranged weapons.


Level 3
Ranger 3

Ranger Conclave: Gloomstalker
  • Conclave Spell
    • Disguise Self

  • Dread Ambusher
    • You can give yourself a bonus to your initiative rolls equal to your WISmod.
    • At the start of your first turn of each combat, your walking speed increases by 10 feet, which lasts until the end of that turn. If you take the Attack action on that turn, you can make one additional weapon attack as part of that action. If that attack hits, the target takes an extra 1d8 damage of the weapon's damage type.

  • Umbral Sight
    • You gain darkvision out to a range of 60 feet. If you already have darkvision from your race, its range increases by 30 feet (150ft).
    • While in darkness, you are invisible to any creature that relies on darkvision to see you in that darkness.

Primeval Awareness
  • Through sounds and gestures, you can communicate simple ideas to a beast as an action, and can read its basic mood and intent. You learn its emotional state, whether it is affected by magic of any sort, its short-term needs (such as food or safety), and actions you can take (if any) to persuade it to not attack. You cannot use this ability against a creature that you have attacked within the past 10 minutes.
  • By spending 1 uninterrupted minute in concentration (as if you were concentrating on a spell), you can sense whether any of your favored enemies are present within 5 miles of you. This feature reveals which of your favored enemies are present, their numbers, and the creatures' general direction and distance (in miles) from you. If there are multiple groups of your favored enemies within range, you learn this information for each group.


Level 4
Ranger 4

Feat: Alert
  • +5 bonus to INIT
  • You can't be surprised while conscious.
  • Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.


Level 5
Ranger 5

Conclave Spell
  • Rope Trick

Extra Attack
  • You can attack twice, instead of once, whenever you take the Attack action on your turn.


Level 6
Rogue 1

Proficiencies
  • Thieves' Tools
  • Acrobatics

Expertise
  • Double proficiency with Athletics and Stealth.

Sneak Attack
  • 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.

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.


Level 7
Rogue 2

Cunning Action
  • You can use your Bonus Action to take the Dash, Disengage, or Hide action.


Level 8
Rogue 3

Sneak Attack dice are now 2d6
Roguish Archetype: Assassin
  • Assassinate
    • 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.

  • Bonus Proficiencies
    • Proficiency with Disguise Kit and Poisoner's Kit


Level 9
Fighter 1

Fighting Style: Two-Weapon Fighting
  • When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.

Second Wind
  • On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Refresh on rest.


Level 10
Fighter 2

Action Surge
  • On your turn, you can take one addition action. Refresh on rest.


Level 11
Rogue 4

Feat: Master Chymist
  • When you forage for a reagent, you can choose to forgo rolling the ability check and instead treat the roll of the d20 as a 15. You cannot use this feature again until the next weekly reset.
  • If you drink a potion you've created yourself, its duration is increased by half. This doesn't apply to oils.
  • If you use a poison you've created yourself, its DC is increased by 1 and it bypasses a creature's resistance to poison damage.


Level 12
Ranger 6

Greater Favored Enemy
  • Giants
  • Favored Enemy damage bonus improved to +4.
  • You gain advantage on saves against spells and abilities used by Giants.

Class/Racial Features & Traits

The statblocks of your Weapons, armor and other important/magical equipment

Statblocks for your familiars, mounts etc.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

Goon.

Statblock Type

Verum Character Sheet

Link/Embed