Remove these ads. Join the Worldbuilders Guild

Bree Goldentrop

Satyr (Dragon Horn) Race
Prisma (Cursed Prodigy) Origin
Rogue (Arcane Trickster) 1 Class & Level
Neutral Good Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 14
+2
intelligence 17
+3
wisdom 11
+0
charisma 11
+0
Total Hit Dice 1
Hit Die
1d8+2
+2 proficiency bonus
+0 Strength
+6 Dexterity
+2 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+0 Animal Handling
+5 Arcana
+0 Athletics
+2 Deception
+5 History
+2 Insight
+0 Intimidation
+5 Investigation
+0 Martial
+0 Medicine
+3 Nature
+2 Perception
+0 Performance
+2 Persuasion
+3 Religion
+6 Sleight of Hands
+6 Stealth
+0 Survival
skills

 

MV

Prestige
3
Attunement Slots
15
Armor Class
10
Hit Points
+4
Initiative
30
Speed
Attacks
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Alchemist Supplies (Prodigy), Tinkerers Tools (Prodigy), Theives Tools (Rogue)
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics (Rogue), Arcana (Prodigy), Decpetion (Rogue), History (Prodigy), Insight (Horns), Investigation (Prodigy), Perception (Horns), Persuasion (Horns), Slight of Hand (Rogue), Stealth (Rogue)
Instruments: Viol/Violin (Prodigy), Lyre (Prodigy)
Languages: Common, Sylvan, Thieves Cant
Proficiences
DC: 13
Spell Attack Mod: +5

Cantrips: Firebolt, Mage Hand, Message
Lvl 1: Disguise Self, Find Familiar, Sleep
Spellcasting
Rapier
Shortbow
2x Daggers
Quiver of 20 arrows
Explorer's pack
Leather armor
Thieves' tools
Equipment
Mad Man [10/15/14/15/11/11]
Stat Array
Satyr

Ability Score Increase: +2 Dex +1 Int
Size: Medium
Speed: 30ft
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.
 Fey Creature – Satyrs are creatures with both the fey and humanoid subtype. 
Laughing Mad – Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.
 Languages – You can speak, read, and write Common and Sylvan. Sylvan is a majestic language native to the planar lands of the feywild, filled with song-like words that roll gently off the tongue as if magic was imbibed in every syllable.
Dragon Horn – These horns are infused with the wisdom of the fey dragons, as such these Satyrs possess a stunning insight into other beings. You gain proficiency in Insight, Perception, and Persuasion.

 


Origin

Prisma - +1 Int +1 Dex

Cursed Prodigy: You’re good at a lot, maybe being around here helped with that, but there is something you are just awful at. You gain 3 skill proficiencies of your choice. You are proficient with 2 tools of your choice (except thieves’ tools), and you are proficient with 2 musical instruments.

BURDEN: YOU MUST CHOOSE 3 SKILLS TO BE DENIED IN, AND YOU CAN’T CHOOSE PERFORMANCE:
Animal Handling, Athletics, Intimidation

 


Rogue

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.

The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

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.

 


Arcane Trickster

Spellcasting

When you reach 3rd level, you augment your martial prowess with the ability to cast spells.

Cantrips

You learn three cantrips: Mage Hand and two other cantrips of your choice from the wizard spell list. You learn another wizard cantrip of your choice at 10th level.

Spell Slots

The Arcane Trickster Spellcasting table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

For example, if you know the 1st-level spell Charm Person and have a 1st-level and a 2nd-level spell slot available, you can cast Charm Person using either slot.

Spells Known of 1st Level and Higher

You know three 1st-level wizard spells of your choice, two of which you must choose from the enchantment and illusion spells on the wizard spell list.

The Spells Known column of the Arcane Trickster Spellcasting table shows when you learn more wizard spells of 1st level or higher. Each of these spells must be an enchantment or illusion spell of your choice, and must be of a level for which you have spell slots. For instance, when you reach 7th level in this class, you can learn one new spell of 1st or 2nd level.

The spells you learn at 8th, 14th, and 20th level can come from any school of magic.

Whenever you gain a level in this class, you can replace one of the wizard spells you know with another spell of your choice from the wizard spell list. The new spell must be of a level for which you have spell slots, and it must be an enchantment or illusion spell, unless you're replacing the spell you gained at 3rd, 8th, 14th, or 20th level from any school of magic.

Spellcasting Ability

Intelligence is your spellcasting ability for your wizard spells, since you learn your spells through dedicated study and memorization. You use your Intelligence whenever a spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for a wizard spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

Spell attack modifier = your proficiency bonus + your Intelligence modifier

Mage Hand Legerdemain

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.

 

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

King Riki.

Statblock Type

Verum Character Sheet

Link/Embed