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Blu

Variant Human Race
The Rift (Priend) Origin
Rogue 3 + Fighter 4 = 7 Class & Level
Neutral Good Alignment
Gwaina Deity
Factionless Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 20
+5
constitution 14
+2
intelligence 11
+0
wisdom 16
+3
charisma 10
+0
Total Hit Dice
Hit Die
1d+2
+3 proficiency bonus
+0 Strength
+8 Dexterity
+2 Constitution
+3 Intelligence
+3 Wisdom
+0 Charisma
saving throws
+8 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+0 Deception
+0 History
+6 Insight
+0 Intimidation
+0 Investigation
+3 Martial
+6 Medicine
+3 Nature
+0 Perception
+0 Performance
+0 Persuasion
+0 Religion
+11 Sleight of Hands
+13 Stealth
+3 Survival
skills

 

MV

Prestige

Attunement Slots
17
Armor Class
56
Hit Points
+10
Initiative
30ft
Speed
Attacks
Armor: Light Armor, Medium Armor, Shields
Weapons: Simple Weapons, Martial Weapons
Tools: Thieves' Tools, Painter's Supplies, Alchemist's supplies, Poisoner's Kit, Herbalism Kit
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Deception, Insight, Sleight of Hand, Stealth, Medicine, Nature

Expertise: Stealth, Sleight of Hand
Proficiences
-Prestidigitation

Grasping Arrow
Grasping Arrow. When this arrow strikes its target, conjuration magic creates grasping, poisonous brambles, which wrap around the target. The creature hit by the arrow takes an extra 2d6 poison damage, its speed is reduced by 10 feet, and it takes 2d6 slashing damage the first time on each turn it moves 1 foot or more without teleporting. The target or any creature that can reach it can use its action to remove the brambles with a successful Strength (Athletics) check against your Arcane Shot save DC. Otherwise, the brambles last for 1 minute or until you use this option again.

The poison damage and slashing damage both increase to 4d6 when you reach 18th level in this class.


Seeking Arrow
Seeking Arrow. Using divination magic, you grant your arrow the ability to seek out your target, allowing the arrow to curve and twist its path in search of its prey. When you use this option, you don’t make an attack roll for the attack. Instead, choose one creature you have seen in the past minute. The arrow flies toward that creature, moving around corners if necessary and ignoring three-quarters cover and half cover. If the target is within the weapon’s range and there is a path large enough for the arrow to travel to the target, the target must make a Dexterity saving throw. On a failed save, it takes damage as if it were hit by the arrow, plus an extra 1d6 force damage, and you learn the target’s current location. On a successful save, the target takes half as much damage, and you don’t learn its location.

The force damage increases to 2d6 when you reach 18th level in this class.

Spellcasting
[3400] +1 Scattershot Longbow (+2 Dex, BA D6 Slashing)
[1001] +1 Dagger (D4 Cold)
[800] Creeping Silk Armor (+2 Stealth, Crawl Normal)

[10] Explorer's Pack
[15] Healer's Kit x3
[50] Alchemist's Supplies
[50] Poisoner's Kit
[25] Thieves' Tools
[5] Herbalism Kit
[2] Quiver x2
[2] Bandolier x2

[1000] Wyvern Poison
[100] Basic Poison x2
[50] Assassins Blood
[1000] (Used Drow Poison x2)

[100] Health Potion x2

[300] Cold Arrow x10 (D6)
[80] +1 Arrows x4
[5] Arrows x100

5 GP
Equipment
Factionless
Faction
The Mad Man
Stat Array
Race
Human
Age.-Humans reach adulthood in their late teens and live less than a century.

Alignment.- Humans tend toward no particular alignment. The best and the worst are found among them.

Size.- Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.

Skills.- You gain proficiency in one skill of your choice.

Feat.- You gain one feat of your choice.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.


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Origin
The Rift (Priend)
The Rift - +1 Dex

Priend:
You gain a +1 bonus to your Dexterity score.
You gain proficiency with Painter's Supplies.
Denied Skill: Perception


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Rogue

Expertise
Expertise
At 1st level, choose two of your skill Proficiencies, 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.

At 6th level, you can choose two more of your Proficiencies (in Skills or with thieves' tools) to gain this benefit.


Sneak Attack
Sneak Attack
Beginning at 1st level, 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 as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.


Thieves' Cant
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
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.


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Thief Rogue
Fast Hands
Fast Hands
Starting at 3rd level, you can use the bonus action granted by your Cunning Action to make a Dexterity (Sleight of Hand) check, use your thieves' tools to disarm a trap or open a lock, or take the Use an Object action.


Second-Story Work
Second-Story Work
When you choose this archetype at 3rd level, you gain the ability to climb faster than normal; climbing no longer costs you extra movement.

In addition, when you make a running jump, the distance you cover increases by a number of feet equal to your Dexterity modifier.


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Fighter

Fighting Style
Fighting Style
You adopt a particular style of Fighting as your specialty. Choose a Fighting Style from the list of optional features. You can't take the same Fighting Style option more than once, even if you get to choose again.
Archery
You gain a +2 bonus to Attack Rolls you make with Ranged Weapons.


Second Wind
Second Wind
You have a limited well of stamina that you can draw on to protect yourself from harm. On Your Turn, you can use a Bonus Action to regain Hit Points equal to 1d10 + your Fighter level.

Once you use this feature, you must finish a short or Long Rest before you can use it again.


Action Surge
Action Surge
Starting at 2nd Level, you can push yourself beyond your normal limits for a moment. On Your Turn, you can take one additional action on top of your regular action and a possible Bonus Action.

Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


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Arcane Archer
Arcane Archer Lore
Arcane Archer Lore
At 3rd level, you learn magical theory or some of the secrets of nature – typical for practitioners of of this elven martial tradition. You choose to gain proficiency in either the Arcana or the Nature skill, and you choose to learn either the Prestidigitation or Druidcraft cantrip.


Arcane Shot
Arcane Shot
At 3rd level, you learn to unleash special magical effects with some of your shots. When you gain this feature, you learn two Arcane Shot options of your choice (see "Arcane Shot Options" below).

Once per turn when you fire an arrow from a shortbow or longbow as part of the Attack action, you can apply one of your Arcane Shot options to that arrow. You decide to use the option when the arrow hits, unless the option doesn’t involve an attack roll. You have two uses of this ability, and you regain all expended uses of it when you finish a short or long rest.

You gain an additional Arcane Shot option of your choice when you reach certain levels in this class: 7th, 10th, 15th, and 18th level. Each option also improves when you become an 18th-level fighter.


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Feats
Skilled
Skilled
You gain proficiency in any combination of three skills or tools of your choice.
(Poisoner's Kit, Alchemist's Supplies, Herbalism Kit)


Alert
Alert
Always on the lookout for danger, you gain the following benefits:
-You gain a +5 bonus to initiative.
-You can't be surprised while you are conscious.
-Other creatures don't gain advantage on attack rolls against you as a result of being unseen by you.

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

Sp00ky Dino.

Statblock Type

Verum Character Sheet

Link/Embed