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Saby Blanche

Changeling Race
Dolten (Night Guard Aspirant) Origin
Rogue (Swashbuckler) 7 Class & Level
Neutral Alignment
Cassius Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 10
+0
Dexterity 20
+5
constitution 14
+2
intelligence 10
+0
wisdom 12
+1
charisma 14
+2
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+8 Dexterity
+2 Constitution
+3 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+5 Acrobatics
+1 Animal Handling
+0 Arcana
+3 Athletics
+5 Deception
+0 History
+1 Insight
+2 Intimidation
+6 Investigation
+4 Martial
+1 Medicine
+0 Nature
+4 Perception
+2 Performance
+8 Persuasion
+0 Religion
+8 Sleight of Hands
+11 Stealth
+1 Survival
skills

 

MV

Prestige
1
Attunement Slots
18
Armor Class
57
Hit Points
+5
Initiative
30
Speed
WeaponAttackDamageTypeRangeQualities
Bladed Longbow 1d20+8 1d6+5 slashing5ftFinesse, Twinned
Bladed Longbow 1d20+8 1d8+5 piercing(120/480ft)Ammunition, Heavy, Two-Handed
Attacks
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords, bladed longbow
Languagues: Common, Sylvan, Aquan
Tools: Thieves' Tools, Weaver's Tools
Saving Throws: Dexterity, Intelligence
Skills: Deception, Martial, Perception, Sleight of Hand, Stealth, Persuasion, Athletics, Investigation
Proficiences
a
Equipment
Factionless
Faction
Specialist
Stat Array

Racial


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. You cannot discern color in darkness, only shades of grey

 
Duplicity
You gain proficiency with the Deception Skill

 


Adaptive physiology
You have advantage on any Strength (Athletics) or Dexterity (Acrobatics) check you make to escape from being grappled or restrained.

 
Shapechanger
You can use an action to shapeshift into any humanoid of your size that you have seen, or back into your true form. Your equipment does not change with you. You do not gain any racial traits or abilities of your form, only cosmetic changes. If you die, you revert to your true form.

 


Class


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. (Thieves' Tools and Persuasion)

At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit. (Investigation and Stealth)

 
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.

 


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.

 
Fancy Footwork
When you choose this archetype at 3rd level, you learn how to land a strike and then slip away without reprisal. During your turn, if you make a melee attack against a creature, that creature can't make opportunity attacks against you for the rest of your turn.

 


Rakish Audacity
You can give yourself a bonus to your initiative rolls equal to your Charisma modifier.
You also gain an additional way to use your Sneak Attack; you don't need advantage on the attack roll to use your Sneak Attack against a creature if you are within 5 feet of it, no other creatures are within 5 feet of you, and you don't have disadvantage on the attack roll. All the other rules for Sneak Attack still apply to you.

 
ASI
When you reach 4th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature. Alternatively, you may take a feat. (+1 Dex, +1 Con)

 


Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.

 
Evasion
Beginning at 7th level, you can nimbly dodge out of the way of certain area effects, such as a red dragon's fiery breath or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw, and only half damage if you fail.

 


Origin


Dolten
Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects.

A Doltenian has a strong mind. +1 Wisdom

Darkness lives within a Doltenian's soul. This taint marks them and empowers them. Each of the sub origins presents a +1 to an ability score but also a burden the character must carry.

 
Night Guard Aspirant (Sub-Origin)
Your body is hardened to stand up to the denizens of the dark. You gain +5 to your maximum hitpoints.

Skill Prof – Perception Corruption Bonus – +1 Constitution

Corruption effect: So long have you looked into the dark, you cannot see clearly in the light. You have disadvantage on perception checks made in the sunlight. This cannot be removed in any way.

 

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

Tasami.

Statblock Type

Verum Character Sheet

Link/Embed