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Mikall

Triton Race
Dolten (Fae-Lost) Origin
Rogue (Arcane Trickster) 20 Class & Level
Hero Alignment
Sekelcuse Deity
The Tops Faction
Dapper Fellow Rank/Position
Loyalty
Company

Strength 12
+1
Dexterity 20
+5
constitution 16
+3
intelligence 16
+3
wisdom 12
+1
charisma 11
+0
Total Hit Dice 20
Hit Die
1d8+3
+6 proficiency bonus
+1 Strength
+11 Dexterity
+3 Constitution
+9 Intelligence
+7 Wisdom
+0 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+3 Arcana
+13 Athletics
+12 Deception
+3 History
+1 Insight
+0 Intimidation
+3 Investigation
+1 Martial
+1 Medicine
+3 Nature
+13 Perception
+0 Performance
+0 Persuasion
+3 Religion
+17 Sleight of Hands
+17 Stealth
+1 Survival
skills

 

MV

Prestige

Attunement Slots
20
Armor Class
163
Hit Points
+5
Initiative
30
Speed
Rapier+3 1d20+14 1d8+10
Dagger 1d20+11 1d4+8
Shortbow 1d20+11 1d6+8
Attacks
Light armor
Simple weapons, Hand crossbows, Longswords, Rapiers, Shortswords
Thieves' Tools, Leatherworker's Tools, Weaver's Tools

Athletics
Deception
Perception
Sleight of Hand
Stealth

Expertise: Athletics, Deception, Perception, Sleight of Hand
Proficiences
8+6+3 = 17
Fog Cloud (1/rest)
Gust of Wind (1/rest)
Wall of Water (1/rest)

Cantrips:
Booming Blade
Dancing Lights
Mage Hand
Shape Water

First:
Charm Person
Color Spray
Disguise Self
Magic Missile
Silent Image

Second:
Blur
Invisibility
Misty Step
Shadow Blade

Third:
Fly
Haste
Major Image

Fourth:
Greater Invisibility
Spellcasting
Rapier+3
Shortbow
20 Arrows
Burglar's Pack (backpack, 1000 ball bearings, 10 ft string, bell, 5 candles, crowbar, hammer, 10 pitons, hooded lantern, 2 flasks of oil, 5 days' rations, tinderbox, waterskin)
Studded Leather+3
Dagger
Dagger
Thieves' Tools
15 gp

Set of Fine clothes
Leatherworkers' Tools
Weaver's Tools
Equipment
The Tops
Faction
Mad Man
Stat Array
Languages: Common, Aquan
Amphibious
Swim Speed: 30
Darkvision: 60 ft
Emissary of the Sea: Aquatic beasts have an extraordinary affinity with your people. You can communicate simple ideas with beasts that can breathe water. They can understand the meaning of your words, though you have no special ability to understand them in return.
Guardian of the Depths: Cold resistance, immune to deep underwater drawbacks

Dolten: +3 bonus to saving throws against Fear effects, Enchantment spell DC +1, Lightning vuln

Expertise
Sneak Attack: 10d6
Cunning Action: Dash, Disengage, Hide
Uncanny Dodge: use Reaction to halve attack damage
Evasion: Nimbly dodge out of certain area effects; when making a Dex save to talk half damage, you take no damage on a successful save and half damage on a fail
Reliable Talent: When making an ability check that lets you add Prof bonus, can treat a d20 roll of 9 or lower as a 10
Blindsense: 10 ft
Slippery Mind: Proficiency in Wisdom saves
Elusive: No attack roll against has advantage while not incapacitated
Stroke of Luck: One per rest, if you miss a target within range, you can turn it into a hit, or if you fail an ability check, you can treat it as a 20

Mage Hand Legerdemain: Hand may be invisible, may also: stow one object the hand is holding in a container worn or carried by another creature; retrieve an object in a container worn or carried by another creature; use thieves' tools to pick locks or disarm traps at range; these can be done without being noticed on a successful Sleight of Hand check vs their Perception; can be used with Cunning Action
Magical Ambush: If hidden from a creature when you cast a spell on it, the creature has disadvantage on any save it makes against the spell this turn
Versatile Trickster: Bonus Action, target creature within 5 ft of the hand to gain Advantage on attack rolls against the creature until the end of the turn
Spell Thief: Once per long rest. Immediately after a creature casts a spell that targets you or includes you in its area of effect, you can use a Reaction to make the creature make a saving throw with its spellcasting ability mod, DC = 17; On a fail, you negate the spell's effect against you, and steal the knowledge of the spell if it is at least 1st level and a level you can cast; Known for the next 8 hours, and the creature cannot cast it in that time

Fighting Initiate: Dueling, +2 damage with 1 weapon
Mobile: Speed +10, do not provoke AoO from enemy attacked regardless of hit
Lucky: 3 points
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

FoLokinix.

Statblock Type

Verum Character Sheet

Link/Embed