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Thorn

Hexblood (Fey, humanoid) Race
Origin
Rogue (Arcane Trickster) 3 Class & Level
Chaotic Evil Alignment
Shadow - Thief of Fate Deity
Faction
Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 20
+5
constitution 13
+1
intelligence 18
+4
wisdom 12
+1
charisma 10
+0
Total Hit Dice 2
Hit Die
1d1d8+1
+2 proficiency bonus
+1 Strength
+7 Dexterity
+1 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+8 Arcana
+1 Athletics
+0 Deception
+4 History
+1 Insight
+0 Intimidation
+6 Investigation
+1 Martial
+1 Medicine
+6 Nature
+3 Perception
+0 Performance
+0 Persuasion
+4 Religion
+7 Sleight of Hands
+9 Stealth
+1 Survival
skills

 
3
MV

Prestige

Attunement Slots
17
Armor Class
20
Hit Points
+5
Initiative
30
Speed
Rapier 1d20+7 1d8+5
Shortbow 1d20+7 1d6+5
Dagger 1d20+7 1d4+5
Attacks
Armor
Light Armor


Weapons
Simple Weapons
hand crossbows
longswords
rapiers
shortswords


Tools
Thieves' Tools
Alchemist's Supplies


Skills
Sleight of Hand
Stealth
Perception
Investigation
Arcana
Nature

Proficiences
Cantrips:
Mage Hand Legerdemain
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.

Starting at 3rd level, when you cast Mage Hand, you can make the spectral hand invisible, and you can perform the following additional tasks with it:

You can stow one object the hand is holding in a container worn or carried by another creature.
You can retrieve an object in a container worn or carried by another creature.
You can use thieves' tools to pick locks and disarm traps at range.
You can perform one of these tasks without being noticed by a creature if you succeed on a Dexterity (Sleight of Hand) check contested by the creature's Wisdom (Perception) check.

In addition, you can use the bonus action granted by your Cunning Action to control the hand.


Booming Blade
Casting Time: 1 action
Range: Self (5-foot radius)
Components: S, M (a melee weapon worth at least 1 sp)
Duration: 1 round

You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).


Minor Illusion
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute

You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again.

If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.

If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.

If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.


1st-Level:
Find Familiar
Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

As an action, you can temporarily dismiss your familiar. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.


Distort Value
Casting Time: 1 minute
Range: Touch
Components: V
Duration: 8 hours

You cast this spell on an object no more than 1 foot on a side, doubling the object's perceived value by adding illusionary flourish or reducing its perceived value by half with the help of illusionary dents and scratches. Anyone examining the object must roll an Investigation check against your spell DC.

At Higher Levels. When you cast this spell using a higher spell slot, you increase the size of the object by 1 foot per spell slot over 1st.


Tasha's Hideous Laughter
Casting Time: 1 action
Range: 30 feet
Components: V, S, M (tiny tarts and a feather that is waved in the air)
Duration: Concentration, up to 1 minute

A creature of your choice that you can see within range perceives everything as hilariously funny and falls into fits of laughter if this spell affects it. The target must succeed on a Wisdom saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn’t affected.

At the end of each of its turns, and each time it takes damage, the target can make another Wisdom saving throw. The target has advantage on the saving throw if it’s triggered by damage. On a success, the spell ends.


Spellcasting
Currency
6pp 200gp


Weapons
Rapier
Shortbow
Quiver of arrows(20)
Dagger


Armor
Studded Leather Armor


Tools
Thieves' Tools
Alchemist's Supplies


Potions
Potion of Healing x1


Burglar's Pack
• a Backpack
• a bag of 1,000 Ball bearings
• 10 feet of string
• a bell
• 5 Candles
• a Crowbar
• a Hammer
• 10 pitons
• a Hooded lantern
• 2 flasks of oil
• 5 days Rations
• a Tinderbox
• a Waterskin
• 50 feet of Hempen rope

Equipment
12/18/13/17/12/10
Stat Array
Languages
Common
Sylvan
Thieves' Cant


Darkvision
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.


Hex Magic
You can cast the disguise self and hex spells with this trait. Intelligence is your spellcasting ability for these spells. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using any spells slots you have.


Magic Token
As an action, you can harmlessly pull out one of your nails, a tooth, or a lock of hair. This token is imbued with magic until you finish a long rest. While the token is imbued in this way, you can use an action to send a telepathic message to the creature holding or carrying the token, as long as you are on the same plane of existence and are within 10 miles of it. The message can contain up to twenty-five words.
In addition, while you are within 10 miles of the token, you can use an action to enter a trance for 1 minute, during which you can see and hear from the token as if you were located where it is. While you are using your senses at the token’s location, you are blinded and deafened in regard to your own surroundings. Afterward, the token is harmlessly destroyed.
Once you create a token using this feature, you can’t do so again until you finish a long rest, at which point your missing part regrows.


Expertise
Stealth
Arcana


Sneak Attack
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.


Cunning Action
Starting at 2nd Level, your quick thinking and agility allow you to move and act quickly. 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 action.

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

Kararin.

Statblock Type

Verum Character Sheet

Link/Embed