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

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Sarissa

Cleric (Trickster) Rogue (Assassin) 8 (5/3 C/R) Class & Level
Haunted One Background
Winter Eladrin Race
LE Alignment

Strength 12
+1
Dexterity 20
+5
constitution 16
+3
intelligence 16
+3
wisdom 19
+4
charisma 16
+3
Total Hit Dice 8
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+5 Dexterity
+3 Constitution
+3 Intelligence
+7 Wisdom
+6 Charisma
saving throws
+5 Acrobatics
+4 Animal Handling
+3 Arcana
+1 Athletics
+6 Deception
+3 History
+7 Insight
+3 Intimidation
+9 Investigation
+4 Medicine
+3 Nature
+4 Perception
+3 Performance
+6 Persuasion
+3 Religion
+8 Sleight of Hands
+11 Stealth
+9 Survival
skills Deception, Insight, Persuasion, Sleight of Hand, Survival +2   Expertise: Investigation, Stealth proficiencies

 
17
Armor Class
68
Hit Points
+5
Initiative
30
Speed
Toll the Dead 1d8 1d12
Guiding Bolt 1d20+7 4d8
Inflict Wounds 1d20+7 3d10
Shortbow 1d20+8 1d8+5
Teeth Dagger 3d20kh1+8 5d4+8
Attacks
Light Armor, Medium Armor, Shields, Thieves Tools, disguise kit, poisoner's kit. Riddles.

Languages: Common, Manx, Thieves Can't

60ft darkvision

Applicant for the Artifacts guild
Proficiences
Cantrips:
Guidance
Resistance
Thaumaturgy
Toll The Dead
Mending

1st Level:
Charm Person
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V/S/ 30 ft
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.

Disguise Self
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V/S/ 1 Hour
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.

Bane
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Conc. V/S/M 1 min.
Up to three creatures of your choice that you can see within range must make Charisma saving throws. Whenever a target that fails this saving throw makes an attack roll or a saving throw before the spell ends, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Cure Wounds
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V/S// Touch
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

Guiding Bolt
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V/S// 120ft
A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

Pass Without a Trace
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Conc. V/S/M Self 1 Hour
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can't be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Lesser Restoration
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Conc. V/S/M 60ft
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Hold Person
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Conc. V/S/M 60ft
Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

Mirror Image
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V/S/ Self
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.

Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.

If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.

A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Calm Emotions
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Conc. V/S/ 30ft
You attempt to suppress strong emotions in a group of people. Each humanoid in a 20-foot-radius sphere centered on a point you choose within range must make a Charisma saving throw; a creature can choose to fail this saving throw if it wishes. If a creature fails its saving throw, choose one of the following two effects.

You can suppress any effect causing a target to be charmed or frightened. When this spell ends, any suppressed effect resumes, provided that its duration has not expired in the meantime.

Alternatively, you can make a target indifferent about creatures of your choice that it is hostile toward. This indifference ends if the target is attacked or harmed by a spell or if it witnesses any of its friends being harmed. When the spell ends, the creature becomes hostile again, unless the DM rules otherwise.

Inflict Wounds
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V/S/ Touch
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.

Protection from Evil and Good
Spellcasting
Leather Armor, Mace, Explorer's Pack (1 Backpack, 1 Bedroll, 1 Mess kit, 1 Tinderbox, 10 torches, 10 days of Rations, 1 Waterskin, 40 feet of Hempen rope), Shortbow, 36 arrows, 10 poisoned arrows
Holy Symbol of the Graveyard Hag (Callieach): overflowing black cauldron
Thieves Tools
1 Sticky Lizard Sack
Anti-static comb
1 Mushroom (Less potent downer)
Brass ring (Red Cap)
69 gp, 92 sp, and 54 bp

3 vials of not blood
Equipment
Cold, Efficient, Ruthless, and Mischievous

Roll for health
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8/5/5/5/5/7/5/4

Personality Traits
Blessing of the Trickster
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Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Heart of Darkness
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Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.

Heartsick
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You feel emotions more keenly than others. Anything that causes an emotion effect is rolled at a disadvantage.

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

Detect Scrying
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You may cast detect scrying once per day as a spell-like ability using your highest casting class for it.
You can see anything that is invisible due to divination magics.
Any scrying done against you is counted as one level lower.

Improved Blessing
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Add +1/2 to the cleric’s caster level for spells cast on worshipers of the cleric’s deity. Increases healing /other benefits. Roll d2 calling with number if called correctly you do gain a 1/2 cleric level to additional target inclusion like bless.

Unsettling Visage
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When a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses. Using this trait reveals your shapeshifting nature to any creature within 30 feet that can see you. Once you use this trait, you can’t use it again until you finish a short or long rest.

Change Appearance
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As an action, you can transform your appearance or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die.
You can only create a copy of what you have access to in the changeling storage zone. You can make yourself appear as a member of another race, though none of your game statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this trait to become quadrupedal, for instance. Your clothing and other equipment don’t change in appearance, size, or shape to match your new form, requiring you to keep a few extra outfits on hand to make the most compelling disguise possible.
You have a shorter durations of ability to change into something not stored by using something such as blood, hair, fingernail to change to the others form. Each instance of this is shorter than the last.

Inscrutable
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Cause disadvantage on others when they are trying to insight you.
Even to the most astute observers, your ruse is usually indiscernible. If you rouse suspicion, or if a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection


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In pure changeling form
Claw
Melee Weapon Attack: +str/dex to hit, reach 5 ft., one target. Hit: 1d4 + str/dex slashing damage. On a crit apply 1d4 additional bleed damage.
Natural Armor: when you are wearing no armor you gain an additional +1 AC
20 ft Climb Speed


Silver sap
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You hate silver, and it causes detriments to you. If you stay with contact long enough you will die. (in pure form, you are uncomfortable with it in a changed form)

Turn Undead
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As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

Expertise
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Stealth and Investigation Expertise

Sneak Attack
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Once per turn, you can deal an extra 2d6 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.

Thieves Can't
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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
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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.

Assasinate
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You are at your deadliest when you get the drop on your enemies. You have advantage on attack rolls against any creature that hasn't taken a turn in the combat yet. In addition, any hit you score against a creature that is surprised is a critical hit.

Channel Divinity
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Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

Detect Scrying
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You may cast detect scrying once per day as a spell-like ability using your highest casting class for it. You can see anything that is invisible due to divination magics. Any scrying done against you is counted as one level lower.

Improved Blessings
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Add +1/2 to the cleric’s caster level for spells cast on worshipers of the cleric’s deity. Increases healing /other benefits. Roll d2 calling with number if called correctly you do gain a 1/2 cleric level to additional target inclusion like bless.

Elven Accuracy
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The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
  • Increase your Dexterity, Intelligence, Wisdom, or Charisma by 1, to a maximum of 20.
  • Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.

  • Features & Traits

    Heroes Enabled

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

    The statblocks of your class features

    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 2 Spells

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


    Created by

    JaredJaredBoBared.

    Statblock Type

    Character Sheet (Legacy)

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