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

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Yasura Namikaze

Thief 1 Class & Level
Academy Graduate Background
Human Race
Alignment

Strength 15
+2
Dexterity 20
+5
constitution 20
+5
intelligence 18
+4
wisdom 14
+2
charisma 16
+3
Total Hit Dice 1
Hit Die
1d8+5
+2 proficiency bonus
+2 Strength
+7 Dexterity
+5 Constitution
+6 Intelligence
+2 Wisdom
+3 Charisma
saving throws
+9 Acrobatics
+2 Animal Handling
+6 Arcana
+2 Athletics
+3 Deception
+6 History
+2 Insight
+3 Intimidation
+6 Investigation
+2 Medicine
+4 Nature
+2 Perception
+3 Performance
+5 Persuasion
+4 Religion
+7 Sleight of Hands
+9 Stealth
+2 Survival
skills

 
16
Armor Class
13
Hit Points
+5
Initiative
30
Speed
Rapier 1d20+7 1d8+5
Attacks
7 shuriken, Rapier, Leather Armour, thieves tools
Equipment

Heroes Enabled

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

shuriken

Weapon Finesse, Range, Thrown Common

Type Damage Damage Range Properties
Simple Ranged 1d4 Piercing 20/60 Finesse, Range, Thrown

Weight: 0.25lb


 

Rapier

Weapon Finesse Common

Type Damage Damage Range Properties
Martial Melee 1d8 Piercing Finesse

Weight: 2lb


 

Leather

Armor Common

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex modifier

Weight: 10 lb


 

The statblocks of your class features

Thief


Hit Points

Hit Dice: d8 per Thief level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per thief level after 1st

Proficiences

Armor: Light armor
Weapons: Simple weapons, hand crossbows, katanas, rapiers, scimitars, wakizashis
Tools: Thieves’ tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Stealth, Persuasion, Investigation

Class Features

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 Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can treat your attack as if a wounding strike (-1 wound penalty) to one creature you hit with an attack if you have an advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need an 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 a disadvantage on the attack roll. If you choose the weak point wound, you deal 1d6 extra damage as normal, but the damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Thief table.   Thieves’ Cant During your thief training, you learned thieves’ cant, a secret mix of dialect, jargon, and code in any language 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. Such marks are usually found with a DC 15 Wisdom (Perception) check in an area.   Thief Talent Starting at 2nd level, you may gain one thief talent, abilities that represent your ability to function under pressure or perform specialized tasks, either by quick thinking, good use of skill, special aptitude towards magic, or by lightning-fast reflexes. Whenever you qualify for another talent (at levels 2, 5, 7, 11, 15, and 18, you can choose another talent or gain another use of existing talent. All abilities have DCs of 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice) if they allow a saving throw. You may also choose to gain a hunter or warrior talent you qualify for.   Roguish Archetype At 3rd level, you choose an archetype that you emulate in the exercise of your thief abilities. All archetypes are detailed at the end of the class description. Your archetype choice grants you features at 3rd level and then again at 9th, 13th, and 17th level.   Ability Score Improvement When you reach 4th level, and again at 8th, 10th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.   Blindsense Starting at 14th level, if you are able to hear, you are aware of the location of any hidden or invisible creature within 10 feet of you.   Stroke of Luck At 20th level, you have an uncanny knack for succeeding when you need to. If your attack misses a target within range, you can turn the miss into a hit. Alternatively, if you fail an ability check, you can treat the d20 roll as a 20. Once you use this feature, you can’t use it again until you finish a short or long rest.


Starting Equipment

a rapier, 5 shuriken, burglar’s pack, Leather armor, two kunai, and thieves’ tools or poisoner’s tools


Subclass Options

Assassination You are a deadly master of poisons, who can dispatch various victims with vicious strikes and amazing talents. Assassins are usually independent agents who perform contracts with various organizations to further their own goals.   Assassinate. Starting at 3rd level, you are at your deadliest when you get the drop on your enemies. You have an 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. Also, if you don’t already have proficiency with a poisoner’s kit, you gain proficiency in it, and you gain an advantage to saving throws against your own poisons.   Disrupting Strike [Strike]. Also starting at the 3rd level, you gain experience in fighting casters. Whenever you deal sneak attack damage with a melee weapon, you may give up a portion of the damage to disrupt the target for one round per 1d6 of sneak attack given up. While disrupted, a target of this ability must make a Constitution check every time they cast a spell or jutsu, with a DC equal to half the melee damage you dealt with them with the sneak attack. On a failed check, the Jutsu is lost, and the resources are expended without benefit.   Dispatch. Starting at 9th level, whenever attacking a target that is below half hit points, your sneak attack dice improves from 1d6 to d10.   Expert Poisoner. Starting at the 13th level, the Poisoned condition if delivered by you also inflicts disadvantage on one saving throw type you choose for the duration of the condition. You also gather triple the normal amount of crafting materials for poisons when harvesting (such as from raw materials, downtime, or from creatures).   Vendetta. Starting at the 17th level, you may mark one target within 100 feet with action, and have an advantage to all Wisdom (Perception) checks to perceive them, as well as advantage to the first attack of every turn against them. The benefits remain for one minute and may be used once before a short rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase Two different ability scores of your choice increases by 1.
Size Medium
Speed 30

Feat. You gain one feat of your choice. Skillful. You gain proficiency with one skill or tool of your choice. You may not choose an infusion kit. Languages. You can speak, read, and write Common and one extra language of your choice.

Languages. Common,

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Poison Detection

0-level (Cantrip) Abjuration

Casting Time 1 action
Range Self (10 feet)
Duration Concentration, up to 10 minutes If they exist or appear within 10 feet, you sense the presence of poisons, poisonous creatures, and diseases. Their location and type also become known to you with a successful ability check if you are proficient in the Poisoner’s Kit. This divination is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Components S

Class(es): Academy Graduate

Body Substitution

0-level (Cantrip) Abjuration

Casting Time 1 reaction
Range 30ft
Duration Instantaneous
Components S, M (One abiotic object that isn’t rooted to the ground)

The user of Kawarimi no Jutsu can use this jutsu to avoid an incoming attack so long as they can see the attack coming and have ample time to cast this jutsu. In order to use the Kawarimi, no Jutsu one must spend the reaction action and then make a Dex check DC 10+Jutsu Level. The user then teleports somewhere 30ft away and can make a stealth check if the terrain allows hiding from his opponent. In his place lays the almighty log that takes the brunt of the attack.

Class(es): Academy Graduate

Level 1 Spells

Gōkei Ofensu (Total Offense)

1-level Enchantment

Casting Time 1 bonus action
Range Self
Duration 1 round
Components C

After every successful attack, you may take a 5ft step in any direction as a bonus action. This stance gives the user +2 on every attack roll he makes so long as he stays in this stance. This is a stance effect that is disrupted if you move more than your full speed.

Class(es): Academy Graduate

Karyuu Endan

1-level Evocation

Casting Time 1 action
Range Self (15 ft cone)
Duration Instantaneous
Components S

Flames shoot forward from yourself in a 15-foot cone. Any creature in the range must pass a Dexterity save or take 3d6 fire damage. They take half damage on a successful saving throw. Flammable objects are also ignited if they are in range and aren't worn or carried. Repeat-using this technique reduces the chakra cost by an additional 1 above the normal limit (up to 2 points in lower chakra cost, minimum 1).
At higher levels: When you use this technique as a 2nd level Jutsu or higher, the damage increases by 1d6 for each level beyond the 2nd.

Class(es): Academy Graduate

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

Rapier

Weapon Finesse Common

Type Damage Damage Range Properties
Martial Melee 1d8 Piercing Finesse

Weight: 2lb


 

Created by

KingOsiris.

Statblock Type

Character Sheet (Legacy)

Link/Embed