Dark of Night | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dark of Night

Cry Wolf 4 Class & Level
Gunsmith Apprentice Background
Tabaxi Race
Chaotic Good (The Shadow) Alignment

Strength 14
+2
Dexterity 14
+2
constitution 10
+0
intelligence 11
+0
wisdom 12
+1
charisma 16
+3
Total Hit Dice 4
Hit Die
1d8+0
+2 proficiency bonus
+2 Strength
+4 Dexterity
+0 Constitution
+1 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+3 Arcana
+2 Athletics
+5 Deception
+0 History
+1 Insight
+3 Intimidation
+0 Investigation
+0 Medicine
+1 Nature
+7 Perception
+3 Performance
+3 Persuasion
+1 Religion
+3 Sleight of Hands
+4 Stealth
+1 Survival
skills Combat 1d20+4 Culture Expertise 1d20+7 Engineering 1d20+2 Law 1d20+0 Navigation 1d20+0 Tech 1d20+2 proficiencies

 
18
Armor Class
26
Hit Points
+4
Initiative
30
Speed
AttackRollDamageSpecial
Two Birds +3 (1-Handed) 1d20+7 to Hit 2d8+5 PierceBonus Reload, Ammo (4 per magazine), Range 30/90ft, Light, Suppressor
Ankle Shot (Two Birds)DC 13 WisdomHalve Movement Speed, -2 Attack Rolls until start of next turn.
Exorcist Driver +1 (2-Handed) 1d20+6 to Hit 3d10+3 PoisonAmmo (3 per magazine), Range 130/370ft, Misfire 3, Min Str 14
Weave ShotReroll 1 or 2 (2-Handed) 1d6 DamageRanged Weapon Damage Bonus
Hunting Knife 1d20+4 to Hit 1d4+2 PierceAdvantage on Opportunity Attacks
Unarmed Strike 1d20+4 to Hit 1d4+2 Bludg
Ether StepBonus, Teleport 20 feet
Attacks
Armor: Light Armor
Weapon: 1-Handed weapons, 2-Handed Weapons
Tool: None
Languages: Common, Dwarvish, Elven, Skirmyl
Skills: Combat, Culture, Deception, Engineering, Perception, Stealth, Technology
Expertise: Culture
Skill Modification: Sleight of Hand - Charisma
Proficiences
Spell Attack: 1d20+5 , Spell DC: 13
Spell Power: Apprentice
Cantrips: Minor Illusion
Invocations: 2 - Eldritch Spear, Faede Away (1/SR)
Sourcery - 1 Slot: Illusion
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Primeval Sense (1/LR): 60 feet, You may use your action to sense the presence and type of Primeval creatures or sources within a 60 foot radius around you. This ability may not detail the exact amount, location, or direction, but merely detail the presence within range.

Minor Illusion (Cantrip): 30 feet, 1 minute, You create an illusory sound or image (no larger than a 5 foot cube) within range that can be determined as an illusion by a successful Investigation (Intelligence) check by another creature. At 5th level, the range of the spell increases to 60 feet. At 11th level, you may create both images and sounds. At 17th level, humanoid creatures have disadvantage on discerning the illusion.

Eldritch Spear (Invocation): You gain a +10 increased range to all ranged weapons and ranged cantrips (Already added onto all ranges).

Faede Away (Invocation): Reaction, After damaged, 60 feet, Teleport up in a direction of your choice and turn invisible until the start of your next turn, or until you attack or cast a spell. Once you use this feature, you can’t use it again until you finish a short or long rest

Feign II (Sourcery): Self, 1 Hour, Repeat Action, Change the physical appearance and structure of your clothing and belongings, along with your own form. All changes are physical changes to your form, allowing you to change your looks, size, weight, smell, etc. as long as the new form is still humanoid.

Wicked Mirage II (Sourcery): 60 feet, 15 foot Cube, 10 Minutes (C), Form an illusory image that lasts for the duration. The illusion contains only visual components, and you may use your action to move the image naturally within range. A creature may use an action to make a Investigation (Intelligence) check against your Spell DC to determine the illusion.

Banshee's Wail II (Sourcery): 40 feet, Wisdom saving throw. On a failed save, the target takes 4d6 psychic damage (or half as much on a success) and must use its reaction to move as far away from you as safely possible. On a failed save, you may also choose to concentrate on the creature. For the next minute, the creature continues to take 1d6 psychic damage at the start of each of its turns. The target can use its action to make another Wisdom saving throw to end the effect. A target automatically succeeds if it is deafened.
Spellcasting
Two Birds +3 (Pepperbox Mk. III): Ankle Cutter, Suppressor, Scattervents
Exorcist Driver Mk. I +1: Hewn Grip
Ether Mantle: Sloped Armor, Haste Cells, Base AC = 14 + Spell
Hunting Knife
Bombs (3): Shrapnel Bomb, Flash Bomb, Gun Repair Kit (3 Uses)
Medical Supply (2): Sedative Dose, Mindfire
Trinket: Black Bullet Chain (+2 Perception)
Items: Sending Crystal
Ammo: 12 Held (35 Stored) 1H, 4 Held (20 Stored) 2H, 0 Held (0 Stored) H
Currency: 82 PP, 791 Echoes
__________________________________________

Shrapnel Bomb: Bonus Action, When thrown, this bomb releases an explosion of galvanized metal to any creature within range. All creatures within a 15 foot radius must make a DC 12 Dexterity saving throw or take 5d6 piercing damage. Creatures that make the save take half damage instead.

Flash Bomb: Bonus Action, When thrown, this bomb releases a blast of blinding light accompanied by a shrill screech to disorient any caught in the blast radius. All creatures within a 15 foot radius must make a DC 15 Wisdom saving throw or be blinded and deafened for 1 minute, making saves again at the end of each turn to end the effect.

Gun Repair Kit (3 Uses): You can use your Action to repair a single broken firearm (DC 10 Engineering), or Bonus Action (DC 15 Engineering) expending one use of the kit. Additionally, over a long rest, you may expend one use of this kit to repair without the need of a check.

Sedative Dose: Bonus Action, Touch, The target must succeed on a DC 15 Constitution saving throw or be slowed for 1d4 turns. While slowed, a target has its speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can’t use reactions. On its turn, it can use either an action or a bonus action, not both, and it can’t make more than one melee or ranged attack during its turn. The target can only be subjected to this effect once per long rest. If the target is grappled or if the dose is applied while you are hidden, the save is made with disadvantage.

Mindfire: Bonus Action, Touch, The target may add their proficiency bonuses onto Intelligence and Wisdom ability checks made for 1 hour.
Equipment
Confident, Steady-Handed, Righteous, Sly
Personality Traits
Blending into a Crowd, Respect, Freedom
Find out what killed his father and become strong enough to fill his shoes/purpose.
Ideals
The Association
The Banner of the Hawk

Bonds
Through a combination of his innate connection to the illusions of the Weave, and the trauma of losing his father at a relatively young age, Night sees past visages and hallucinations that distort his sense of reality.
Flaws
Danger Sense (Warden): You have advantage on Dexterity Saving throws.

Weave Shot (Warden): You gain an additional [roll 1d6] damage on ranged weapon attacks.

Great Weapon Ranger: When using a 2-Handed ranged weapon, you can choose to re-roll a 1 or 2 on attack or damage rolls once per turn.

Feline Agility (Tabaxi): When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns.

Resourceful (Engineering Specialty): When using a device, bomb or supply, you may roll a d10. On a roll of 10, the device is not consumed upon use.

Scoundrel's Toolkit (Wolf): You can reload any ranged weapon as a bonus action, add your proficiency bonus to your initiative rolls, and take the: Dodge, Dash, Disengage, Shove, Grapple, Disarm actions as bonus actions (instead of Actions).

Extra Attack: When you take the attack action, you make make two attacks instead of one.
Features & Traits

Heroes Enabled

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Created by

DiceHunters.

Statblock Type

Character Sheet (Legacy)

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