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Kaylessa Ylpeiross

Wood Elf Race
Bloodwave Bay (Brutal Coast) Origin
Fighter (Dancing Blade) 5 / Rogue 1 6 Class & Level
CG Alignment
Iass Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 20
+5
constitution 14
+2
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice 5
Hit Die
1d10+2
+3 proficiency bonus
+3 Strength
+5 Dexterity
+5 Constitution
+0 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+3 Animal Handling
+0 Arcana
+3 Athletics
+0 Deception
+0 History
+6 Insight
+3 Intimidation
+0 Investigation
+9 Martial
+3 Medicine
+0 Nature
+6 Perception
+0 Performance
+0 Persuasion
+0 Religion
+5 Sleight of Hands
+11 Stealth
+6 Survival
skills

 

MV

Prestige

Attunement Slots
16
Armor Class
50
Hit Points
+7
Initiative
35
Speed
Shortsword 1d20+8 1d6+6
Handaxe 1d20+3 1d6
Longbow 1d20+8 1d8+5
Attacks
Armor- Heavy, Medium, Light Armors and shields
Weapons - Simple and Martial weapons
Tools - Thieve's Tools
Skills - Athletics, Insight, Intimidation, Martial (expertise), Perception, Stealth (expertise), Survival
Languages - Common, Elven, and Thieve's Cant

Proficiences
Armor
Leather Armor (11+ dex mod (5) = 16)

Weapons
2x Shortswords, 2x Handaxes, Longbow

Miscellaneous

20 arrows
Explorer's Pack (a backpack
a bedroll
a mess kit
a tinderbox
10 torches
10 days of rations
a waterskin
50 feet of hempen rope

Equipment
Mad Man
Stat Array
Racial
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 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.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Fleet of Foot. Your base walking speed increases to 35 feet.

Mask of the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena.

Emperor’s Gift. You gain a +2 to your initiative rolls.


Origin
Bloodwave Bay:Skill Prof – Athletics, +1 Dex
Brutal Coast: Skill Prof – Intimidate. You are relentless and savage. Once per round when you hit a creature with a weapon attack, the creature takes an extra 2 damage if it's below its hit point maximum


Fighter

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:
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.

Action Surge:
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn

Flashing Blades:
At 3rd level, you are able to more acutely strike with lighter weapons to cause more damage. Light or twinned melee weapons that deal slashing or piercing damage are considered Flashing Blade weapons. Attacks with a Flashing Blade weapon deal 1 additional damage of the weapon’s type.

Improved Dual Weapon Fighting:
At 3rd level, the fighting style that you gained at first level is changed to Two-Weapon Fighting.
Additionally, once per turn, you deal an extra 1d10 slashing damage to one creature you hit with an attack, if that creature was also hit with a weapon wielded in your other hand on that same turn. Both attacks must use a Flashing Blade weapon.
Extra Attack:
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.


Rogue

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.

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.


Divinity
Lip Service: prof in Athletics

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

Apherium.

Statblock Type

Verum Character Sheet

Link/Embed