Orion Glyntharis | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Orion Glyntharis

Rogue 7 Class & Level
Noble Background
Elf Race
Chaotic Good Alignment

Strength 11
+0
Dexterity 18
+4
constitution 14
+2
intelligence 19
+4
wisdom 14
+2
charisma 14
+2
Total Hit Dice 5
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+7 Dexterity
+2 Constitution
+7 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+7 Acrobatics
+2 Animal Handling
+4 Arcana
+0 Athletics
+2 Deception
+7 History
+2 Insight
+2 Intimidation
+10 Investigation
+2 Medicine
+4 Nature
+5 Perception
+2 Performance
+5 Persuasion
+4 Religion
+10 Sleight of Hands
+10 Stealth
+2 Survival
skills Acrobatics, History, Investigation, Perception, Persuasion, Sleight of Hand, Stealth proficiencies

 
15
Armor Class
58
Hit Points
+4
Initiative
30
Speed
WeaponAttackDamage
Bow of Barrage +2roll: 1d20+2roll: 1d6+2
Rapier +1roll: 1d20+1roll: 1d8+1
Daggerroll: 1d20roll: 1d4
Attacks
Languages Elvish, Common, Dwarvish, Thieve's Cant, Ogre
Armor Leather Armor
Weapons simple weapons, rapier, short sword, short bow, dagger
Thieves thieves tools, burglaring
Proficiences
Spell Casting Ability +4
Spell Save DC 15
Spell Attach Bonus +7
Spellcasting
Burglar's pack
Thieves Tools
50 ft Trick Rope
Amulet of Insight (insight adv.)
+1 Rapier
Magic tome (Detect magic, Alarm, ancient script, many empty pages)
copper pot
tin flask
fine sand
ground gold (75gp)
ground silver (75sp)
brass genie lamp
bottle of booze (2)
flint
torches (4)
rations (2)
jar of "honey"
vials of white poison - 2d6 (2)
round polished stones (12)
red yarn knotted string (3)
burlap knotted string
Silver thread (25yds)
small bells (12)
Jeweled golden bowl (1000 gp)
Rations (1)
"Good berries" (1)


Potions
regular healing potion (3)
greater healing potion (2)
Dryad healing potion
wildroot anti-poison (2)
bitterroot anti-blindness (2)


Magic Items
Crocodile Mask - Giant crocodile, 1hr, 2 attacks (bite and tail), 3d10+5 each
Stone of Identification - Identify magic item 2x/day
Wand of Magic Missiles - 7charges/day, 3d4+3 plus 1d4+1 per charge, fails on nat. 1
+2 Bow of Barrage - 2charges/day, +5ft, Dex Save 13, +2d8


Money
PP | 455
GP | 570
SP | 132
CP | 22

































Type Number
Regular 46
Sharp +2 2
Fire 0
Venom Arrow 2
Exploding Arrow 0
Storm Arrow 0
Umbral Arrow 1

Equipment
Compensate for lack of strength
Uses humour when he shouldn't sometimes
Reluctant to go first, believes he's cautious but is a bit cowardly
Personality Traits
Very close to his family and will defend them at all costs. Treats close friends as family, very loyal.
Ideals
Very strong bond with his sister who he currently estranged from
Bonds
Uses humour inappropriately at times
Problematic drinker
Flaws
Sneak attack (extra 4d6)
Cunning action (dash, disengage, hide)
Uncanny dodge (1/2 damage)
Dark Vision
Fey Ancestry (adv. vs. charm, no magical sleep)
Trance (meditate 4hrs)
Guilty pleasures - gambling
Evasion (reaction, 1/2 damage if fail, 0 damage on success)
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Bow of Barrage

Weapon

Uncommon Conjuration Requires Attunement

+ 2, Simple, Ranged

Well crafted. Dark wood, Light leather Riser. Limbs carved with thorns running from the riser to the tips of the limbs .

+ 2 to attack.

2 charges:
Expend 1 charge to invoke the barrage: Your arrow sprouts thorns and hails thorns down on the target and surrounding area add 2d8 Damage to target creature. All creatures within 5ft of the target make dex save DC 13, on success take half damage.

Type Damage Damage Range
Simple Ranged 1d6 + 2 Piercing 80/320 ft

Cost: 6,000
Weight: 2 lbs

+1 Rapier

Weapon +1 Magical Common

A standard iron blade with a cloth wrapped handle.

Type Damage Damage Range Properties
Martial Melee 1d8+1 Piercing Melee +1 Magical

Weight: 2lbs


 

Wand of Magic Missiles

Wand

Uncommon Requires Attunement

This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.


DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

Burglar's Pack

Adventuring Gear Common

A backpack that contains: 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, and a waterskin. Attached to the outside of the pack is 50 feet of hempen rope.


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

Adema

Fire Arrow

Ammunition

Uncommon


Fire arrows do +1d6 fire damage.

Type Damage Damage Range
None +1d6 Fire

Cost: 75gp
Weight: 1oz

Adema

Venom Arrow

Ammunition

Uncommon


Venom arrows do +1d6 poison damage.

Type Damage Damage Range
None +1d6 Poison

Cost: 75gp
Weight: 1oz

Adema

Explosive Arrow

Ammunition

Uncommon


Explosive arrows do +1d10 force damage. Affects all within 5ft. Must make DC 10 save or be knocked prone.

Type Damage Damage Range
None +1d10 Force

Cost: 200gp
Weight: 1oz

Adema

Storm Arrow

Ammunition

Uncommon


Storm arrows do +1d6 lightning damage. The crack of lightning can be heard up to 300ft away.

Type Damage Damage Range
None +1d6 Lightning

Cost: 125gp
Weight: 1oz

Adema

Umbral Arrow

Ammunition

Uncommon


Umbral arrows do +1d6 necrotic damage.

Type Damage Damage Range
None +1d6 Necrotic

Cost: 125gp
Weight: 1oz

Adema

Extra sharp Arrow (+2)

Ammunition

Uncommon


Extra sharp arrows add +2 to attack and +2 to damage.

Type Damage Damage Range
None +2 Piercing

Cost: 125gp
Weight: 1oz

The statblocks of your class features

Rogue


Hit Points

Hit Dice: d8 per Rogue level
Hit Points at first Level: 1d8
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier

Proficiences

Armor: light armour
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Theives guild
Saving Throws: Dexterity, Inteligence
Skills: Choose four from Acrobatics, Athletics, Deception, Insight, Intimidation, Investigation, Perception, Performance, Persuasion, Slight of Hand, and stealth

Starting Equipment

You start with the following equipment in addition to the equipment gained from your background   (a) a rapier or (b) a short sword (a) a short bow and quiver of 20 arrows or (b) a shortsword (a) a burglars pack or (b) dungeoneers pack leather armour, two daggers, and thieves tools

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Minor Illusion

0-level (Cantrip) Illusion

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components S, M
Materials A bit of Fleece

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.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Monk (Way of Shadow), Rogue (Arcane Trickster)

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Instantaneous
Components V, S

You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

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 magic items, or carry more than 10 pounds.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

Charm Person

1-level Enchantment

Casting Time 1 Action
Range 30ft
Duration 1 Hour
Components V, S

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Class(es): Bard, Druid, Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Sleep

1-level Enchantment

Casting Time 1 Action
Range 90ft
Duration 1 Minute
Components V, S, M
Materials a pinch of fine sand, rose petals, or a cricket

This spell sends creatures into a magical slumber. Roll 5d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

Evocation Magic

Magic Missle

1-level Evocation

Casting Time 1 Action
Range 120 feet
Duration Instantaneous
Components V, S

Class(es): Sorcerer, Wizard

Detect Magic

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

Class(es): Artificer, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 2 Spells

Invisibility

2-level Illusion

Casting Time 1 Action
Range Touch
Duration up to 1 Hour
Components V, S, M
Materials an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Grassland)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

Statblocks for your Trinkets, businesses, building, castles, empires.

Adema

Amulet of Insight

Wondrous Item

Rare


Gives the wearer advantage on insight checks.

This small golden amulet is shaped to look like an eye with a pink garnet stone as the iris. It hangs from a gold chain.

Cost: 2000gp
Weight: 2oz

Adema, DnD 5e SRD

Rope of climbing

Adventuring Gear

Uncommon


50 feet long, weighs 3lbs and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the Command Word, the rope animates moves toward a destination you choose. until you tell it to stop. It can also be commanded to stiffen and form knots every foot which can allow the user to climb it. Lasts up to 1hr or until commanded to release. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.   The rope has AC 20 and 20 Hit Points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 Hit Points, it is destroyed.

Simple looking, braided, silk rope with single silver thread woven into the braid.

Cost: 1000gp
Weight: 3lb

Adema

Stone of Identification

Wondrous Item

Uncommon


This stone allows the user to identify magic items twice/day. It recharges at midnight each day.   identify - You choose one object that you must touch while holding the stone. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

This round, granite stone is polished smooth and fits in the palm of your hand. Carved into it is a symbol that consists of a point, inside a circle inside, a triangle.

Cost: 1200gp
Weight: 4oz

Adema

Crocodile Mask

Wondrous Item

Very Rare Transmutation Requires Attunement


Once per day, the wearer can transmute into a Giant Crocodile. This lasts for 1hr.
Traits Hold Breath: The Crocodile can hold its breath for 30 minutes.   Actions Multiattack: The Crocodile makes two attacks: one with its bite and one with its tail.   Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 21 (3d10 + 5) piercing damage, and the target is Grappled (escape DC 16). Until this grapple ends, the target is Restrained, and the Crocodile can't bite another target.   Tail: Melee Weapon Attack: +8 to hit, reach 10 ft., one target not Grappled by the Crocodile. Hit: 14 (2d8 + 5) bludgeoning damage. If the target is a creature, it must succeed on a DC 16 Strength saving throw or be knocked prone.
AC HP Speed Swim Stealth Senses
14 9d12+27 30 50 +5 10
STR DEX CON INT WIS CHA
21 (+5) 9 (-1) 17 (+3) 2 (-4) 10 (+0) 7 (-2)



Wooden mask, carved and painted to look like the face of a crocodile.

Cost: 15000gp
Weight: 1lb


Created by

Nooken.

Statblock Type

Character Sheet (Legacy)

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