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Aria

Half-Elf Race
Majital /Arcane Student Origin
Rouge 1 Ranger 2 3 Class & Level
Chaotic Neutral Alignment
The Seven Deity
Night Guard Faction
Rank/Position
0 Loyalty
Company

Strength 12
+1
Dexterity 15
+2
constitution 12
+1
intelligence 16
+3
wisdom 16
+3
charisma 10
+0
Total Hit Dice 3
Hit Die
1d8+1
+2 proficiency bonus
+1 Strength
+4 Dexterity
+1 Constitution
+5 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+4 Acrobatics
+3 Animal Handling
+5 Arcana
+3 Athletics
+2 Deception
+5 History
+5 Insight
+0 Intimidation
+7 Investigation
+3 Martial
+3 Medicine
+5 Nature
+7 Perception
+2 Performance
+2 Persuasion
+5 Religion
+4 Sleight of Hands
+6 Stealth
+5 Survival
skills

 
0
MV
0
Prestige
1
Attunement Slots
17
Armor Class
29
Hit Points
+2
Initiative
30 ft walk, 20ft fly
Speed
Night Blade 1d20+2+1 1d8+1
Shortbow 1d20+4 1d6+2
Silencing Bow 1d20+5+2+1 1d8+3+1
Attacks
Majital- Arcana
Arcane Student- Investigation, Acrobatics
Rouge- Stealth, Slight of hand, Perception, Athletics, Thieves tools, Light armor, simple weapons, hand crossbows, longswords, rapiers, shortswords
Ranger- medium armor, shields, martial weapons, Nature
Expertise-Perception, Stealth
Half-Elf - History, Insight
The Seven-Deception
Story related- Religion, Survival, Performance
Deft Explorer- Investigation
Saving throws- Dex and Int
Nightguard-Proficiency with Night Blades and Crimson Mail. +2 to skill cap for Cha and Dex
Vampiric Charm. Members of the Night Guard receive +2 to any Persuasion check they make.

Proficiences
Booming Blade
Casting Time: 1 action
Range: 5 feet
Components: V, M (a weapon)
Duration: 1 round

As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails.

On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.

At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level and 17th level.

Hunter's Mark
Casting Time: 1 bonus action
Range: 90 feet
Components: V
Duration: Concentration, up to 1 hour

You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.

Zephyr Strike
Casting Time: 1 bonus action
Range: Self
Components: V
Duration: Concentration, up to 1 minute

You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks.

Once before the spell ends, you can give yourself advantage on one weapon attack roll on your turn. That attack deals an extra 1d8 force damage on a hit. Whether you hit or miss, your walking speed increases by 30 feet until the end of that turn.
Spellcasting
Night Blade - (Longsword) - This magical blade is standard issue amongst the elite Night Guard. It is creature from a carefully sanctified infernal steel, allowing the weapon to draw strength from evil and safeguard the wielder from nefarious influence. This is a +1 longsword that counts as it's enhancement bonus double versus evil undead, evil shapechangers, and evil fae.

Crimson Mail - (Scale Mail) - The iconic crimson armor of the Night Guard is not only a distinct indicator as to their authority, but also a potent piece of equipment in its own right. This armor does not provide disadvantage on stealth checks, it is also infused with the eldritch power of the witches and allows the wearer to gain advantage on saving throws against compulsion, fear, and curse effects.

Silencing Bow - This magical longbow is used by the royal guard of the Empress of the Shadowfell, they have been loaned to the Night Guard to assist their endeavors and only to recruits that have proven themselves worthy. This is a +1 enhancement longbow made of hardened shadows. This bow does not require traditional ammunition, although it can if the wielder wishes. otherwise it shoots shadowy arrows that act as normal arrows. These shadow arrows cannot be fired or exist in hallowed light.

A silver pendant, a hunting trap, a vial of holy water, tuft of wolfsbane, cold iron charm, a set of traveler's clothes, and a belt pouch containing 30gp

a burglar's pack: Backpack ,ball bearing (100),string (10ft) ,candle (5),crowbar ,hammer ,piton (5),hooded lantern ,flask of oil (2),rations (5),tinderbox ,waterskin ,hempen rope (50ft)

two daggers and thieves' tools

a shortbow and quiver with 20 arrows
Equipment
Night Guard
Faction
Mad Man
Stat Array
Darkvision. Thanks to your elf blood, you have superior vision in dark and dim conditions. 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 can't discern color in darkness, only shades of gray.

Mission-Born: Death saving throws are rolled with a modifier of +5. In addition (once per combat) when you get up from being downed by an enemy, gain an additional 1d4 radiant damage for the duration of the fight. If you actually die, for a d100. If 10 or lower, com back with half health.

Guardian: Base AC is increased by 1

Languages. You can speak, read, and write Common, Elven and one extra language of your choice. (Infernal)

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.

Arcane Student
Your training in the arcane translates into other professions more easily than most. You receive skill proficiency in two other skills of your choice. (Investigation, Athletics)

Every student has that one spell that stands out to them. You were no different. Choose a single wizard cantrip, you cast that at character level. (Booming Blade)

Archery
You gain a +2 bonus to attack rolls you make with ranged weapons.

You are an unsurpassed explorer and survivor, both in the wilderness and in dealing with others on your travels. You gain the Canny benefit below, and you gain an additional benefit below when you reach 6th level and 10th level in this class.

Canny (1st Level)
Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses the chosen skill.

You can also speak, read, and write two additional languages of your choice. (Draconic, Sylvan)

Beginning at 1st level, you have significant experience studying, tracking, hunting, and even talking to a certain type of enemy commonly encountered in the wilds.

Choose a type of favored enemy: beasts, fey, humanoids, monstrosities, or undead. You gain a +2 bonus to damage rolls with weapon attacks against creatures of the chosen type. Additionally, you have advantage on Wisdom (Survival) checks to track your favored enemies, as well as on Intelligence checks to recall information about them.

When you gain this feature, you also learn one language of your choice, typically one spoken by your favored enemy or creatures associated with it. However, you are free to pick any language you wish to learn. (Humanoids, Celestial)

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

avinmorus.

Statblock Type

Verum Character Sheet

Link/Embed