Mathias Erlichman | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Mathias Erlichman

Assassin 13 Class & Level
Mercenary's Aide Background
Almyran Race
Chaotic Good Alignment

Strength 10
+0
Dexterity 18
+4
constitution 13
+1
intelligence 10
+0
wisdom 15
+2
charisma 19
+4
Total Hit Dice 13
Hit Die
1d8+1
+0 proficiency bonus
+0 Strength
+7 Dexterity
+1 Constitution
+0 Intelligence
+2 Wisdom
+6 Charisma
saving throws
+7 Acrobatics
+4 Animal Handling
+0 Arcana
+2 Athletics
+6 Deception
+0 History
+2 Insight
+6 Intimidation
+0 Investigation
+2 Medicine
+0 Nature
+5 Perception
+4 Performance
+4 Persuasion
+0 Religion
+7 Sleight of Hands
+5 Stealth
+2 Survival
skills WEAPONS:+2 to all, +3 to bows   ARMOR: Shields, Light   TOOLS: Thieves Tools, Disguise Kits, Poisoner's Kits   LANGUAGES: Fodlan, Almyran proficiencies

 
17
Armor Class
81
Hit Points
+4
Initiative
30ft
Speed
Rapier 1d20+6 1d8+4
Parthia (Longbow) 1d20+8 1d8+4 Piercing 1d6+4 Fire/turn (3 turns)
Daggers (up to 2 attacks) 1d20+6 1d4+4
Shortbow 1d20+6 1d6+4
Sneak Attack[if land successful attack with advantage or attack enemy within 5ft of an ally] 6d6
Attacks
WEAPONS: Daggers (2x), Shortbow, Parthia (magic longbow), Rapier

ARMOR: Studded leather, Leather shield (+1), Iron Shield (+2)

POTIONS: 1x Concoction (4d4+4)

MAGICAL MUFFLED BOOTS: Gives advantage to all stealth checks.

GP: 235
Equipment
ASSASSINATE: You have advantage on all attack rolls against creatures that haven’t taken a turn in combat yet. ANY HIT YOU MAKE AGAINST “SURPRISED” ENEMIES IS A CRITICAL HIT.

RELIABLE TALENT: If you possess a C level proficiency (+2) in a skill. When you make a roll utilizing that skill, all rolls have a natural 10 at least (rolls 1-9 count as 10)
Your current reliable skills are: Acrobatics, Sleight of Hand, Animal Handling, Perception, Intimidation

SNEAK ATTACK: Once per turn, you can deal an extra 6d6 damage (8d6 at lvl 15) 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.

CUNNING ACTION: You can take a bonus action to Dash, Disengage, or Hide.

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.

FAST HANDS: You can use your Bonus Action to make a Dexterity (Sleight of Hand) check or use your thieves’ tools to disarm a trap or open a lock.

SUPREME STEALTH: You have advantage on stealth checks if you don’t move more than half your speed on a turn.

EVASION: You can nimbly dodge out of the way of certain area effects, such as a volley of arrows or an ice storm spell. When you are subjected to an effect that allows you to make a Dexterity saving throw to take half damage, you instead take NO DAMAGE if you succeed on the saving throw. You take only half damage if you fail the saving throw instead of the full damage.

INFILTRATION EXPERTISE: You can unfailingly create false identities for yourself. You must spend seven days and 50GP to establish the history, profession, and affiliations for an identity. You can’t establish an identity that belongs to someone else. For example, you might acquire appropriate clothing, letters of introduction, and official looking certification to establish yourself as a member of a trading house from a remote city so you can insinuate yourself into the company of other wealthy merchants. Thereafter, if you adopt the new identity as a disguise, other creatures believe you to be that person until given an obvious reason not to.

MAGIC INITIATE (Feat): 1 spell from each magic type (light, mage, dark). 2 Cantrips, 1 lvl 1 Spell.

Imposter: You gain the ability to unerringly mimic another person’s speech, writing, and behavior. You must spend at least three hours studying these three components of the person’s behavior, listening to speech, examining handwriting, and observing mannerisms. Your ruse is indiscernible to the casual observer. If a wary creature suspects something is amiss, you have advantage on any Charisma (Deception) check you make to avoid detection.
Features & Traits

Heroes Enabled

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Actor

Skilled at mimicry and dramatics, you gain the following benefits:

  • Increase your Charisma score by 1, to a maximum of 20.
  • You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person.
  • You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.

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Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Mage Hand

0-level (Cantrip) Conjuration

Casting Time 1 Action
Range 30ft
Duration 1 Minute
Components V, S

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Healing Word

1-level Evocation

Casting Time 1 Bonus Action
Range 60ft
Duration Instantaneous
Components V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Class(es): Bard, Cleric, Druid, Sorcerer (Divine Soul)

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StariMasters.

Statblock Type

Character Sheet (Legacy)

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