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Blug

Möykkala Race
Acolyte Origin
Rogue 3 Class & Level
Blob Alignment
Deity
Faction
Rank/Position
Loyalty
Company

Strength 11
+0
Dexterity 18
+4
constitution 16
+3
intelligence 5
-3
wisdom 14
+2
charisma 10
+0
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+0 Strength
+6 Dexterity
+3 Constitution
-1 Intelligence
+2 Wisdom
+0 Charisma
saving throws
+6 Acrobatics
+2 Animal Handling
-3 Arcana
+0 Athletics
+0 Deception
-3 History
+6 Insight
+0 Intimidation
-3 Investigation
+2 Martial
+2 Medicine
-3 Nature
+4 Perception
+0 Performance
+0 Persuasion
-1 Religion
+6 Sleight of Hands
+8 Stealth
+2 Survival
skills

 

MV

Prestige

Attunement Slots
15
Armor Class
33
Hit Points
+4
Initiative
20
Speed
Attacks
Armor: Light armor
Weapons: Simple weapons, hand crossbows, longswords, rapiers, shortswords
Tools: Thieves' tools, Disguise Kit, Poisoner's Kit
Languages: Common, Primordial (Aquan Dialect), Deep Speech, Celestial, Thieves Cant
Proficiences
Weapons: Rapier, shortbow, two daggers
Armor: Leather armor
Money: 175 gp
Miscellaneous: burglar's pack, thieves' tools, A holy symbol, a prayer wheel, 5 sticks of incense, vestments, a set of common clothes, chunk o' gold,

Carrying Capacity: 165 lbs
Current weight: 16
Equipment
Möykkala
Size: Small
Speed: 30ft., swim 30ft.

Age. Möykkala reach adulthood at age 10 and live up to 130 years.

Alignment. Blob

Superior Darkvision. Accustomed to the depths of the ocean, you have superior vision in dark and dim conditions. You can see in dim light within 120 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.

Of the Depths. You are accustomed to the pressure of the deep sea, but you’ve developed at least a tolerance for the land. You have resistance to Cold damage. When not submerged at least 30ft below water, you suffer a -10 to your walking speed, but due to your slippery nature you also gain advantage on ability checks and saving throws made to avoid becoming grappled or restrained. While submerged at least 30ft below water you gain resistance to Force damage.

Energy Saving. You are naturally adapted to use as little energy as possible. Due to this, the amount of days you can go without food is doubled. In addition, you have advantage on checks and saving throws against harmful effects from food and water.

What. While not submerged 30ft below water you have advantage on saving throws against the charmed and frightened condition.

1st level Feat: Martial Adept
You have martial training that allows you to perform special combat maneuvers. You gain the following benefits:
• You learn two maneuvers of your choice from among those available to the Battle Master archetype in the fighter class. If a maneuver you use requires your target to make a saving throw to resist the maneuver’s effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice).
• If you already have superiority dice, you gain one more; otherwise, you have one superiority die, which is a d6. This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
Chosen Maneuvers:
Goading Attack
When you hit a creature with a weapon attack, you can expend one superiority die to attempt to goad the target into attacking you. You add the superiority die to the attack's damage roll, and the target must make a Wisdom saving throw. On a failed save, the target has disadvantage on all attack rolls against targets other than you until the end of your next turn. (DC 14)
Evasive Footwork:
When you move, you can expend one superiority die, rolling the die and adding the number rolled to your AC until you stop moving.

3rd Level Assassin:
Bonus Proficiencies
When you choose this archetype at 3rd level, you gain proficiency with the disguise kit and the poisoner's kit.

Assassinate
Starting at 3rd level, 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.
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

smoluwu.

Statblock Type

Verum Character Sheet

Link/Embed