Remove these ads. Join the Worldbuilders Guild

Sacredpoultry

Tabaxi Race
Badlands/Doomsayer Origin
Scout Rogue 11
Time Cleric 1
Total: 12
Class & Level
Chaotic Neutral Alignment
Raquel Deity
Iitanas Imperium Faction
Listener/Counter Rank/Position
10? Loyalty
Shadow Key Company

Strength 10
+0
Dexterity 20
+5
constitution 18
+4
intelligence 11
+0
wisdom 20
+5
charisma 12
+1
Total Hit Dice 12
Hit Die
1d8+4
+4 proficiency bonus
+3 Strength
+12 Dexterity
+7 Constitution
+11 Intelligence
+12 Wisdom
+8 Charisma
saving throws
+13 Acrobatics
+6 Animal Handling
+8 Arcana
+0 Athletics
+5 Deception
+4 History
+9 Insight
+1 Intimidation
+8 Investigation
+13 Martial
+5 Medicine
+8 Nature
+13 Perception
+1 Performance
+1 Persuasion
+4 Religion
+9 Sleight of Hands
+9 Stealth
+11 Survival
skills

 
66
MV
4
Prestige
3
Attunement Slots
23
Armor Class
155
Hit Points
+8
Initiative
Move speed 40
Climb Speed 25

Speed
Attack NameAttackDamageTypeRangeSpecial Qualities
Rapier d20+7 d8+4 PiercingMeleeFinesse
Dagger d20+7 d6+4 PiercingMelee, 20'/60'Finesse, Thrown, Light
Claw d20+7 d4+4 Slashing/Bludgeoning/PiercingMelee,Finesse-
Shortbow d20+7 d6+4 Piercing80/320Ammunition, Ranged, 2-Handed
Attacks

Proficiencies

Armors
Rogue
  • Light Armor
    Cleric
  • Medium Armor
  • Shields

    Academy
  • Ordesian Buckler
  • | Weapons

    Rogue
  • Simple Weapons
  • Hand Crossbow
  • Longsword
  • Rapier
  • Short Sword
  • | Skills

    Rogue
  • Martial
  • Sleight of Hand
  • Insight
  • Deception
    Scout
  • Survival(Expertise)
  • Nature(Expertise)
    Racial
  • Stealth
  • Perception(Expertise)
    Lip Service:Raquel
  • Investigation(Expertise)
    Factionless Start
  • Arcana
  • | Tools

    Rogue
  • Thieves Tools
    Factionless Start
  • Herbalism Kit (expertise)
    Iitanas Imperium
  • Painter's Supplies
    Iitanas Imperium
  • Alchemist Tools
    Steton Striders
  • Brewers Supplies
    Steton Striders
  • Drums
  • | Saving Throws

    Rogue
  • Dexterity
  • Intelligence

  • Proficiences

    Equipment

  • Gold
    ~58056 gold
    ~0 Silver
    ~3 bronze

  • Weapons
    ~1x Rapier
    ~1x Shortbows
    ~3x Dagger
    ~1x Replica dagger of FadeSteel Feller's Blade
    ~23x Arrows with Quivers

  • Armor
    ~Imperial Robes
    ~Masterwork Krazaxian Tower Shield
    ~Masterwork Shield

  • Tools
    ~Thieves Tools
    ~Masterwork Thieves Tools
    ~Masterwork Herbalism Kit
    ~Masterwork Smiths Tools
    ~+2 Alchemist Supplies (Soulbound)
    ~Herbalism Kit
    ~Brewers Supplies
    ~Cartography Supplies
    ~Drums
    ~+2 Alchemist Supplies

  • Adventure Gear
    ~Owl Tressym
    ~5x Foxes
    ~1x horse
    ~1x Hyena
    ~Jennu Chidrag(Biya)
    ~Holy Symbol of Raquel
    ~2x Backpack
    ~1x Pole of Collapsing
    ~3x smokesticks
    ~19x Pitions
    ~7x Rations
    ~Tinderbox
    ~2x Waterskin
    ~2x Empty Vials
    ~75ft Hemp Rope
    ~2x Dragonweed
    ~1x Stardust
    ~1x Halfmoon

  • Spell Scrolls
    ~3x Bandoleer(Scroll Cases)
    ~Bandoleer 1, 2x healing word, 1x Bless
    ~Bandoleer 2, 1x healing word, 1x Bless, 1x Sof
    ~Bandoleer 3, 1x Healing word, 1x Bless, 1x Longstrider
    ~Unbandoleered Below:
    ~1 Beacon of Hope
    ~6x lesser restoration
    ~2x cure wounds
    ~1x Bless
    ~1x Magic Missle
    ~2x Guiding Bolt
    ~2x Shield of Faith
    ~1x Feather Fall

  • Potions
    ~8x Bandoleer(Potion Belts) 1x masterwork bandoleer

    ~Bandoleer 1, 1x Elixer of Health, 2x Potions of Supreme Healing
    ~Bandoleer 2, 1x Potion of Fly
    ~Bandoleer 3, 1x Potion of Superior Healing, 2x potions of invuln.
    ~Bandoleer 4, 2x Potions of Superior Healing, 1x Potion of Growth
    ~Bandoleer 5, 3x Potions of Superior Healing.
    ~Bandoleer 6, 1x Potions of Superior Healing, 1x Elixir of Health,
    ~Bandoleer 7, 1x Potion of Growth, 1x Potion of Heroism, 1x Oil of Slipperiness
    ~Bandoleer 8, 1x oil of Slipperiness, 1x Potion of Heroism
    Unbandoleered potions:
    ~36 Potions of Speed
    ~60 Potions of Supreme Healing
    ~5 Elixir of Health
    ~41 Potions of Heroism
    ~1 Potions of Greater Healing
    ~13 Supreme healing potions
    ~3 Wyvern Poisons
    ~6 Purple Worm Poisons
    ~2 Potions of Fire Resistance
    ~4x Potions of Superior Healing
    ~2x Potions of flying
    2x Elixiers of Health
    ~42x Potion of Invulnerability
    ~6x Potions of Fire Resistance
    ~2x Potions of Growth.
    ~32x Potions of Heroism

  • Crafting
    ~x215 Crafting Tokens
    ~The Faithful Knight's Blessing (Crafting Method)
    ~Blueprint to Sharon’s Shawl of Shadows
    ~1 reagent of Purple Worm Poison

  • Misc. Gear

    ~10ft of Sting
    ~6x candles
    ~1x bedroll
    ~1x bell
    ~1x hand crafted hourglass
    ~2x traveling Clothes (1 desert, 1 catsuit)
    ~1x fine Clothes (Gothic dress)
    ~1x emerald wedding earrings
    ~1x Journals (written by Naira)
    ~Mantle of the Viaken (Viakin Cape)
    ~2x Bottles of Ancient Elvish Wine
    ~2x Dsangir Scales(New)

  • Magic Items
    ~Quill of Remembrance
    ~Ring of Imperial Power
    ~Draco Argentum
    ~Lion's Earring
    ~Onisai, The demons scream
    ~Swift Hide
    ~Carnal Waltz
    ~Traveler's Gloves
    ~Sword of the Jaguar
    ~Briasé Cronou'métriare
    ~Chalma
    ~Bag of Holding
    ~Firetamer's Staff
    ~Night Grip Gloves
    ~Grasp of the Superior
    ~Shadows of Time
    ~Cheep Cheep, Omnipheral Reach (attuned)
    ~Maelstrom
    ~The Stopped Clock Paragon: Liamia'naotte Dualitàe Raquel
    ~Mittens of Mystic Might
    ~Astral Token

    =======================================
  • Cheep Cheep, Omnipheral Reach

    Gloves (Wondrous) – Legendary (16,800gp, 168 days) – Exclusive Attunement

    A pair of fiery gloves of red shifting and swirling energizes of pure magic. A visage similar to the Onipheral One with each knuckle studded with perfectly carved stones rippling with primal power. Upon the back of the hands are two broken hourglasses, each with 5 skeletal fingerlike outstretchings of glass bolstered by stone that follow the fingers of the wearer, the glass seems to ripple with the chaotic power and energy of time captured within.

    ~While attuned to Cheep-Cheep, you cannot attune to weapons. If you make a melee weapon attack with a melee weapon that isn't natural, such as claws, these gloves immediately unattune.

    ~Your Wisdom score increases by 4, to a maximum equal to your ability score cap.

    ~While wearing Cheep-Cheep, your unarmed strikes gain +2 bonus to attack and damage rolls, deal an additional 1d8 force damage, and are considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. If your unarmed strikes have a damage die less than a d6, it becomes a d6. You also gain the following abilities:

    ~Cheep-Cheep Transform! While not in combat, Cheep-Cheep can transform into a bird with the appearance of a baby fiery pigeon to perch on top of your shoulder. Cheep-Cheep retains all abilities and senses while in this form, cannot leave your space, and immediately transforms back into gloves if combat begins or if you make an attack. Cheep-Cheep is soft, comfy, and warm, but is not considered a creature, and thus cannot be harmed. If Cheep-Cheep is not in your space, Cheep-Cheep turns into embers and immediately reappears on your shoulder, or as gloves.

    ~Enlightened Mind. After you finish a long rest, choose two of the following skills to gain proficiency in: Arcana, History, Nature, or Religion. If you are already proficient in one of the chosen skills, you gain expertise in that skill instead. If you are already proficient in both skills, you can choose which skill you gain expertise in. Proficiencies or expertise gained from this ability last until you finish a long rest.

    ~Primal Resistance. When you would fail a saving throw to resist being frightened, paralyzed, petrified, restrained, or stunned, you can choose to succeed instead. You can use this ability twice, refreshing after a long rest.

    ~Siphoned Vigor. When you hit a creature with a melee weapon attack, you can attempt to mitigate any healing given to them. The creature must make a DC 17 Constitution saving throw. On a failed save, it can’t regain hit points until the start of your next turn. You can successfully mitigate healing in this way three times, refreshing after a short or long rest.

    Supernatural Responses. You gain an additional reaction, but you can only use one reaction per trigger. Each individual reaction must be a different type of reaction. In the context of this ability, spells with a casting time of 1 reaction are considered to be the same type of reaction. Abilities/features where you can use your reaction to make a melee weapon attack or cast a spell, Ready actions to make the attack action, and opportunity attacks are considered to be the same type of reaction.

    Sentience:
    Alignment: Lawful Good
    Mental Ability Scores: Int 12, Wis 18, Cha 18
    Proficiency Bonus: +4
    Senses: Sight, Hearing, lifesense 60 ft., darkvision 120 ft.
    Communication: Vocal, Empathy
    Languages: Auran (Noble), Common (Wind), Ignan (Noble), Sylvan (Seelie)

    Special Abilities: Cheep-Cheep has two abilities:
    Cheep-Cheep Spellcasting. Cheep-Cheep’s spellcasting ability is Charisma (spell save DC 16). You and Cheep-Cheep can innately cast the following spells, requiring only verbal components:

    At will: animal friendship (birds only), detect evil and good, gentle repose, minor illusion, prestidigitation, spare the dying (as a bonus action with a range of 30 feet), thaumaturgy

    3/day: bless, calm emotions (makes creatures happy instead), cure wounds, healing word, remove curse

    1/day: beacon of hope, mass healing word

    Thanks Cheep-Cheep! Cheep-Cheep radiates warmth in a 30-foot radius, sheltering you and friendly creatures within the area from the effects of cold climates. As a reaction before a creature you can see within 30 feet of you would make a death saving throw, you can grant it a +6 bonus to the roll. If the result is 20 or higher, you can choose to automatically stabilize the creature, or cause it to regain 1d4 hit points. Cheep-Cheep will sometimes use this ability to stabilize a hostile creature, depending on if the hostile creature conflicted with Cheep-Cheep’s ideals or not (namely, being mean).

    Skill Proficiencies: Insight, Perception, Persuasion (Expertise), Survival. Cheep-Cheep cannot make Charisma (Deception) checks.


  • Grasp of the Superior

    +1 Studded Leather Armor - Minor Very Rare (3500gp) - Attunement
    This was once a standard uniform of the guards of Xian Tor, empowered by proximity to the obelisk to which the Elven Governor had bound his soul. The once faded leather has taken an ethereal silver hue, and its presence is palpable.

    You gain proficiency in the Investigation skill. If you are already proficient, you instead gain a +2 bonus to Intelligence (Investigation) checks.

    Will Be Done: As an action you can call upon the will of the Elven Guards that bound their souls to force another to submit. You cast the Command spell at first level with this armor, with the Command of 'Kneel'. The DC of this spell is determined by the highest of your Intelligence, Wisdom, or Charisma. You can do this two times, regaining spent uses after completing a short or long rest.

    Superior of Mind and Body: As a reaction to failing a Dexterity or Intelligence saving throw, you can choose to instead succeed. Once you do so, you cannot do so again until you finish a long rest.
    [Base Material, Enchantment, Enhancement]


  • Briasé Cronou'métriare

    +1 Ordesian Buckler – Very Rare (4,400gp, 44 days to craft) – Attunement: Time Cleric

    An 18 inch diameter buckler, black as night, curved and beveled to deflect attacks while seamlessly transitioning to go on the counteroffensive. A broken clock, reminiscent to Raquel’s holy symbol, still ticking yet refusing to properly hold time, has been embedded into the buckler’s center.

    Your Dexterity score is increased by 2, to a maximum equal to your ability score cap.

    Calibrate. When you use a stored d20 from your Shattered Time class feature that is a roll of 7 or lower, you gain advantage on your next attack roll, ability check, or saving throw.

    Strike the Hour. While wearing this shield, you gain advantage on opportunity attacks as time slows down in those pivotal moments, allowing you to make a swift, decisive strike.

    [Base Material, Adornment, Enhancement]


  • Chalma

    Cap - Minor Uncommon (275gp)

    Made from the wool of desert beasts, it has been bathed in various aromatic herbs, which greatly help sooth the worries and concerns of beasts, helping more than one stablemaster in their daily tasks.

    While wearing this cap, you gain a +1 bonus to Wisdom (Animal Handling) checks.

    [Base Material, Spell invocation x1]

    Equipment
  • Iitanas Imperium
    Faction
    Madman
    Stat Array

    Traits and Freatures


    Racial Traits

  • Darkvision

    You have a cat's keen senses, especially in the dark.

    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.

  • Feline Agility
    Your reflexes and agility allow you to move with a burst of speed.

    When you move on your turn in combat, you can double your speed until the end of the turn

    Once you use this trait, you can't use it again until you move 0 feet on one of your turns

  • Cats Claws
    Because of your claws, you have a climbing speed of 20 feet

    In addition, your claws are natural weapons, which you can use to make unarmed strikes. If you hit with them, you deal slashing damage equal to 1d4 + your Strength modifier, instead of the bludgeoning damage normal for an unarmed strike.

  • Cat's Talents
    You have proficiency in the Perception and Stealth skills


    Origin Traits

  • Badlands

    Badlanders are haught and resilent. You gain a +10 to your maximum hitpoints and you gain a +2 bonus to all saving throws

  • Doomsayer
    Whenever you roll a 1 on an attack roll, saving throw or skill check in combat, you are healed for a number of hitpoints equal to your Constitution modifier. (The heal takes place after the effect of the roll, e.g you miss and then you are healed, not before.)


    Faction Traits

  • Tough As Nails

    Members of the Steton Striders gain an additional +2 hit points.

  • Walk the Halls
    The heroes of the past do not forget their friends, members of this faction are granted the ability to return to life. Whenever a character with this boon would die, there is a 15% chance that they immediately return to life. They are returned to life with half of their hit points and with no afflictions. Some enemies may have abilities to bypass this. Once this occurs it can never occur again. This does not prevent death from old age.


    Class Features


    Rogue Level 1:
  • Expertise

    Choose two of your skill proficiencies Investigation and Perception,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.

  • Sneak Attack

    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 by 1d6 every 2 levels you gain levels in this class(2d6 at 3, 3d6 at 5, ect.)

  • 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.

    Time Cleric Level 1:
  • Spellcasting

    As a conduit for divine power, you can cast cleric spells.

    Cantrips


    You know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

    Preparing & Casting Spells


    The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

    You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level
    (Wis. mod3+ Cler.Lvl 1= 4 total). The spells must be of a level for which you have spell slots.

    You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability


    Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.
    Spell save DC (currently 13) = 8 + your proficiency bonus + your Wisdom modifier
    Spell attack modifier (currently +5) = your proficiency bonus + your Wisdom modifier


    Ritual Casting


    You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    Spellcasting Focus


    You can use a holy symbol (found in chapter 5) as a spellcasting focus for your cleric spells

  • Time Domain Spells

    1st - Longstrider, Magic Missile

    3rd - Blur, Hold Person

    5th - Haste, Slow

    7th - Freedom of Movement, Death Ward

    9th - Mislead, Steel Wind Strike

  • Blinding Speed.

    The Cleric gains advantage on initiative checks

  • Shattered Time

    After a long rest, you can roll a number of d20s equal to your wisdom modifier.
    You can "store" these d20s to be used to replace a die roll of an attack roll, saving throw or skill check. Replacing these d20s is a reaction.

    This can affect yourself or an ally within 20 feet. These rolls last until a long rest.

    Rogue Level 2:
  • Cunning Action

    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.

    Scout Rogue Level 3:
  • Skirmisher

    you are difficult to pin down during a fight.

    You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

    Scout Rogue Level 3:
  • Survivalist

    you gain proficiency in the Nature and Survival skills if you don't already have it.
    Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies

    Scout Rogue Level 4:
  • Feat:Agility of the Clawed

    Prerequisite: Tabaxi

    Your agility is refined to a point that even others of your kind have difficulty matching your movements. You gain the following benefits:

    ~Increase your Dexterity score by 1, to a maximum of 20

    ~You gain proficiency with the Acrobatics skill

    ~Whenever you would be knocked prone, you can instead use your reaction to not be knocked prone.
    Your claws are considered finesse. As a bonus action, you can make an attack with your claws.

    Scout Rogue Level 5:
  • Uncanny Dodge

    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.

    Scout Rogue Level 6:
  • Expertise

    you can choose two more of your proficiencies (Acrobatics and Martial) to gain the benefit of Expertise.

    Scout Rogue Level 7:
  • Evasion

    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.

    Scout Rogue Level 8:
  • Feat: Tough

    Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

    Scout Rogue Level 9:
  • Superior Mobility

    At 9th level, your walking speed increases by 10 feet. If you have a climbing or swimming speed, this increase applies to that speed as well.

    Scout Rogue Level 10:
  • Feat: Lucky

    You have inexplicable luck that seems to kick in at just the right moment

    You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.


    You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled.


    You regain your expended luck points when you finish a long rest.


    Scout Rogue Level 11:
  • Reliable Talent

    You have refined your chosen skills until they approach perfection. Whenever you make an ability check that lets you add your proficiency bonus, you can treat a d20 roll of 9 or lower as a 10.

    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

    Sacredpoultry.

    Statblock Type

    Verum Character Sheet

    Link/Embed